Adventures | Dragon #95 | - | Dragon magazine | 1st Ed. AD&D |
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Editor's introduction
Into the Forgotten Realms is a tournament
module for the AD&D®
game which
was used at the GEN CON® XVII Game
Convention in August 1984, designed to
be
played through by 10 PCs. A
time limit of four hours (real time) is
placed
on completing the adventure for scoring
purposes.
The accent in this module is on roleplaying
and creative problem-solving. The
players and the DM are encouraged
to think of it as a campaign playing
session rather than as a competitive
obstacle course. Players should try to
imbue
the characters provided with life, roleplaying
them as they think the characters
would act, given their situation. Only
one
special tournament rule exists for characters
in this dungeon: Don't split up.
It will become apparent to most referees
that the characters could be easily destroyed
by the single most powerful monster
in this
dungeon. The monster is, however, limited
in its responses to the party, and part
of the
test of the characters is the quality of
their
response to the presence of the monster.
The characters may evade the monster, play
along with it, or even find some way of
successfully destroying it (though this
would
be very dangerous).
The scoring system is a modified RPGA? <link>
Network system. The DM and
players will provide weighted votes for
best,
second-best, and third-best role players
(players can vote for themselves), and
the
DM will award additional points for instances
of excellent role-playing and excellent
performance in dungeon situations.
The setting is the Dalelands of the Forgotten
Realms,
a fantasy world often featured
in DRAGON® Magazine in many
articles
written by our tireless contributing editor,
Ed Greenwood.
Players' information
The following text should either be read
to the players or distributed to them on
paper before the START of the tournament.
The Dalelands
of the Forgotten Realms
have been your homes, as well as your
adventuring grounds, for many years. The
following events are common knowledge
among you and have weighed heavily upon
your thoughts for months.
Lord Lashan, recently made ruler of the
tiny coastal land of Scardale (so named
because it lies within a long river gorge,
or
"scar"), raised armies to conquer the surrounding
Dales, and he nearly succeeded. It
has been a long, bloody year of battles
up
and down the Dales, and most of them --
Harrowdale, Battledale, Deepingdale,
Tasseldale, and Featherdale -- have felt
Lashan's rule during it, while the remainder
have had to fight off warriors in their
very
streets.
In the end, Lashan's military power was
broken by the combined might of the kingdoms
of Sembia to the south and Cormyr to
the west (both of whom preferred a cluster
of peaceful, independent Dales as neighbors
to a tyrant?s warrior kingdom), by the
remaining Dales and the magickal powers
they could muster, and by Lashan's heavy
reliance on mercenary
troops. The tide
turned at the battle of Mistledale, where
the
Lord of Shadowdale, Doust Sulwood, and
his companions held off Lashan?s forces
until the other armies attacked his holdings
in the south, and thereby prevented all
the
Dales from being swept by Lashan?s troops.
Relentlessly have Lashan?s foes pressed
him
these last two months, and the empire he
carved has melted away to nothing. Lashan
himself has not been captured.
In all the hurly-burly of war, the elves,
who for centuries barred men from entering
their vast woods, suddenly vanished. The
Elven Court formerly adjoined the Dales
on
the north and east. Rumor has it that all
of
the elves have traveled west overseas to
Evermeet, the island kingdom of the elves,
to be shut of men forever. Their disappearance
leaves the Elven Court open to exploration
? and deep within it lies the lost,
fabled city of Myth Drannor, once a center
of magical knowledge where men and elves
worked together. It is thought to still
contain
much mighty magic in the surviving,
underground halls of the School of Wizardry
there. Lashan was known to have sent
two expeditions (their fate unknown) into
the woods during the past year to reach
it.
The Dalesfolk fear he is hurrying to Myth
Drannor now with the last of his warriors,
seeking magic to defeat his foes and conquer
the Dales once again.
You are a diverse band of adventurers
hastily assembled from taverns,
temples,
and gaming houses of Shadowdale and
Mistledale. Shadowdale lies nearest to
the
lost city, and its lord, Mourngrym (for
Doust Sulwood and his friends have left
Shadowdale to seek adventure), has gathered
you to get to Myth Drannor before
Lashan does, and destroy, bear away, or
bury forever any magic there, to keep it
from the conqueror. You will be well rewarded
by all the Dales, Mourngrym promises
(and you know him for a man of his
word, a cavalier of courtly manners and
true honor) ? but he warns you not to
covet much magic for yourselves, for some
of it is fey and dangerous. He would hate
to
have to battle you, instead of Lashan,
come
spring.
You set out hurriedly and travel through
that vast wood for 2 days without meeting
or seeing a living creature. Frost is in
the
air; winter is almost come -- a winter
in
which Lashan, if successful, will try to
build
his power again. An ancient map supplied
to you by the sage Elminster
leads you
through the ruined, overgrown city of Myth
Drannor to an empty, high-ceilinged hall
whose doors are fallen and whose spired
towers are no more. Within lies a stair
leading down to the School of Wizardry.
Time is running out, and you need to
gather all of the magic you can and destroy
the rest, to prevent Lashan?s return to
power. The adventure has begun.
DM's
information
Unknown to the party, Lashan has already
beaten them to Myth Drannor?s
School of Wizardry ? and he has paid a
high price for it, too. Lashan and a picked
group of bodyguards entered the underground
school and discovered that it was
inhabited by the former head of the School
of Wizardry until it was abandoned three
hundred years ago when the city above it
was taken in a war. The archmage was left
in the school at his own request, to pursue
his own increasingly evil experiments and
summonings.
At long last The Archmage, named Azimer,
became a lich.
He has also become
gradually more and more insane, and even
now as a lich he has but a tenuous grasp
on
reality. Azimer believes he is still a
living
human being and has continuous hallucinations
and delusions that the school is active,
that he is its leader, and that the world
is his
to command. He also believes there are
unseen ?enemies? constantly trying to get
into the school, though he has done little
to
fortify the school over the years.
When Lashan discovered Azimer, the lich
at 1st believed that the warrior was one
of
his sorcerous pupils and asked Lashan to
perform some errands. Though Lashan's
terrified bodyguards fled, attempting to
escape the dreadful apparition of the lich,
the hot-tempered and foolhardy Lashan
elected to attack, and he easily-wounded
Azimer with his magick sword: Azimer became
instantly convinced that Lashan was
one of the "enemies" who wanted to SLAY
him, and he quickly destroyed the ex-tyrant
and all of his followers.
Azimer has calmed down since then and
will, if carefully treated, prove relatively
harmless to an adventuring party unless
provoked. He will NOT automatically attack
anyone unless he is attacked first. See
the
description of area 28
for more details on
his current personality.
The School of Wizardry
1. In the center
of the high-ceilinged, dusty
hall is a spiral stairway with no rail,
the
stone steps
corkscrewing down into darkness.
The stairs are littered with dust, cobwebs,
tiny skeletons of rats
that crunch
underfoot, and fragments of stone fallen
from the ceiling far above. The stairs
are
dry, cold, and smooth, sculpted of single
blocks of stone. They descend for 60 feet.
As the characters descend the stairs, the
1st character carrying a light
source will
notice that someone else has come down
these steps within the last few days, probably
a group of several men judging by the,
number of boot prints visible on the dusty
stone steps.
Unless otherwise stated, all doors in this
dungeon complex require a normal door opening
roll. (Azimer routinely bypasses all
doors with his dimension
door, knock, and
wizard
lock spells.)
2. The stairs end
in an octagonal room,
apparently carved out ov solid rock. 4
closed, featureless
stone doors with brass
pull-rings are visible, one in each of
the
diagonal walls of the room. In the center
of
the room is a circular, moated pool that
looks as if it was once a fountain, now
dry
and choked with stony rubble. All is dark,
silent, and still. Against the wall between
the doors leading to areas 3 and 16 stands
a
g-foot-tall stone humanoid statue, facing
the
center of the room. The statue is motionless,
its eyes closed and its hands at its sides.
In the rubble in the fountain is a brass
key (which fits no lock in this complex)
and
a tarnished, green silver piece. The
?statue? is a stone
guardian (AC 2, MV
10?, 4 + 4 HD, 36 hp, 2 attacks for 2-9/2-9,
size M). It can detect
invisibility; it is immune
to poison, cold, charms, holds, normal
missiles, and fear;
it takes one-quarter
damage from edged weapons, half damage
from cold, fire, and electricity. The guardian
can be slain instantly by dig,
stone
to
flesh,
transmute
rock to mud, |or|
stone
shape.
The stone guardian will attack anyone
forcing open the door to area
16. (All
doors open outward, into this room.)
If the door to area 16
is touched, a magick
mouth
will appear on it and say, "You dare
disturb the one who rules Myth Drannor"
Give his name, or you shall not pass.?
The
answer is ?Azimer? (see area
28). Anyone
calling out this word will find the door
easily opened; it will be locked (nonmagically).
Forcing the door open (requiring
a bend bars roll, as the lock cannot be
picked) will wake the stone guardian. If
the
door to area 16 is not
molested, the guardian
will remain still unless attacked.
Lashan and several soldiers from his
fallen army entered the Myth Drannor
complex less than a day ago. Having heard
that the last known ruler of the mages?
school was an archmage named Azimer,
Lashan gave the correct response and was
allowed to pass through, unaware that
Azimer was still around (see area
28).
Lashan stationed two guards here (see area
5). Anyone can tell from
looking at the floor
that a number of men recently walked
through this area, some going to area
16
and some to area 5.
3. This door opens
to reveal a solid wall of
stone rubble, which will spill into the
room
with a roar and a cloud of dust. The more
rubble that is dug away by the party, the
more rubble that will fall into the space
cleared. This formerly led to the living
quarters of the mages and apprentices.
(This area may be cleared and expanded
for
non-tournament campaign play if the
DM desires.)
4. This door
opens into a smaller room with
garments hanging on the walls. Stone
benches are
placed in the center of the room
and run all around the walls of the room
beneath the clothing. Small
cracks are
visible in the walls, and something small
may be seen moving under a bench in the
far corner.
The moving being is a harmless gray
lizard (AC
6, MV 12", 1 hp). If disturbed,
it will blunder straight out at the party
and
then run for the safety of a wide crack
in the
wall. The room is a former wardrobe; the
benches are rotten, with rotten boots beneath
them, and hanging from wooden pegs
are rotting cloaks and hats. A
small brass
ring
(not magical) will be found sewn into
the hem of one cloak.
5. The door
from area 2 is already open,
leading into a featureless
30-foot-long stone
passage which
leads to another open stone
door. This last door opens into a 30' x
70'
room with a 50' ceiling that was once a
feasting hall. Rotting, long, wooden tables
march in 2 lines down the room, with
15 wooden chairs on either side and a
high-backed seat at the far end. Archways
open in the middle of the walls on the
right
and left, blocked by cobweb-shrouded curtains.
At the far end of the room hangs a rusty
iron bar high up on wall brackets; from
the
bar hang long tatters of mildewed, black
fabric -- once some sort of vast tapestry
covering most of the wall. Not enough is
left
to tell what it depicted.
2 bodies (slain within the last few
days) will be discovered in this room.
Both
of the bodies are human
males, wearing
chainmail
armor and carrying broadswords.
Their military dress identifies them as
followers
of Lashan, from Scardale. One has a
+2 dagger
on his belt in a plain sheath; the
other has no other equipment. Each of them
was apparently struck by something on the
face, arms, and chest that produced frostbite
and killed them; they bear scars that
resemble bony hand marks. They were
apparently trying to flee from something
coming from area 2 (see
areas
2 and 15).
What struck each of these <former Warriors>
was, of course, Azimer, who
was enraged by Lashan's successful attack
upon him and in a killing frenzy (see area
28). If speak
with dead is used on either of
the two men, he will shriek in terror,
crying
out about ?The cold! The cold!? If asked
who slew him, the man will answer, ?The
bones! The walking, cold bones!? The DM
should play this up for the maximum horrific
effect on the party.
6. The archway on
the left opens into a
smaller (20' x 30') room, with a single
long
table and 5 <padded arm chairs> drawn
up around it.
This was once an exclusive dining area
for
the teaching wizards, the Masters. A passage
leads off to the south.
If the furniture is examined carefully,
a 1-
foot-long, tapering wand of wood (stained
to match the table) might be found slipped
into ring-like holders on the underside
of
the table. It is a wand
of wonder, with its
command word ("Zamper") engraved on
the butt. The wand will only be noticed
by
a detect
magick or detect invisibility
spell, or
if anyone specifically searching the table
rolls a 1 on a d6.
7. Garderobe (toilet).
This room contains
only a wooden seat with a hole in it, a
torch
bracket above and a shelf beside it, and
a
peg in the wall for coats. The hole leads
down into a stream far below; if one lifts
the
seat from its ledges, one can get down
into
the stream using a rope. Trying to climb
<WSG>
down the narrow tunnel to the stream without
a rope leaves a 40% chance for anyone
(except a thief) to slip and fall, doing
2-12
hp damage to himself.
If any characters drop into the stream
below, which flows to the south, see area
24
for further information.
8. Garderobe, identical
to area 7 except that
anyone trying to climb <WSG>
down into the
stream below will become stuck. A thief
has
a chance equal to his climb walls roll
(1
attempt only allowed) to get free and continue
on down the shaft.
9. This was a kitchen,
with a chopping-block
table and a beam ceiling with iron
hooks overhead. All utensils are gone.
A
large, sooty stone hearth
and chimney are
also present. In the end wall on the characters'
left is a low, arched opening that begins
2 feet up the wall. 2 heavy wooden
doors (with diagonal
framing) face the
characters on the wall ahead. If anyone
inspects the chimney closely, a shrieking,
purple, yellow-eyed
bat will fly out of the
chimney right at the characters. It's an
ordinary
bat (AC 8, MV 1?/24?, ¼ HD, 2
hp, bites for 1 hp damage plus disease,
as
per cause
disease, if a save vs. poison is not
made). A character may climb <WSG>
up the chimney
if he possesses any climbing ability;
otherwise, a character has a 40% chance
of
successfully climbing the chimney passage.
The chimney exits into the ruins of Myth
Drannor overhead, serving as an emergency
escape route (though it is a filthy one,
too).
If the chopping-block table is closely
inspected, it will be found to be covered
with a peculiar, gummy ichor. A
large meat
cleaver is lying on
the tabletop, its blade
also covered with the ichor. This is the
place
where Azimer has been killing larvae
brought to him by summoned demons
and
night
hags, which helps him to maintain his
lichhood (though he no longer sees himself
as a lich
at all).
10. This 10-foot-wide,
20-foot-deep root
cellar has a low, arched
stone-block ceiling
and a fairly level
solid stone floor. In it are
bunches of old, mouldering onions, a
spongy, pungent-smelling keg of beer (now
spoiled), a large pile of straw, and a
row of
6 empty earthenware jugs. A 7th jug
has rolled into a corner and still has
its
stopper in place. It is heavy, and sloshing
noises come from inside when it is moved.
The jug once contained potent root wine;
however, it and the beer have both spoiled
and are now poisonous (loss of 2 hp, plus
wracking pains and nausea for 1 turn if
any
amount of these is consumed; no spellcasting,
attacks, or defense possible during this
time), though neither tastes bad.
Hiding under the straw in the cellar is
a
larva
(AC 7, MV 6?, 1 HD, 8 hp, bites for
2-5 hp damage). The larva escaped from
Azimer a week ago when brought over to
the kitchen (area 9),
and Azimer, in his
addled state, never thought to look for
it
again. If discovered, the larva will plead
for
mercy, spewing forth any number of lies
and false promises to help the party. It
only
wishes to escape the dungeon. It will claim
to be a paladin
cursed by Azimer to look
like a worm, but will not say anything
more
about Azimer except that the mage is crazy.
The larva will make no reference to Azimer
's lichhood.
11. The door
to this room is latched but not
locked. It creaks loudly when opened to
reveal a long, bare room that smells faintly
of herbs,
apples, onions, and the like. The
floor is strewn with damp, rotting rushes,
among which comes a phosphorescent glow
at the far end of the room. The glow is
from
a small (1 foot long), harmless
glowworm.
Nothing of value is here. This room was
a
pantry.
12. A room identical
to 11 (another pantry),
but without the glowworm. If the
chamber is searched thoroughly, a narrow
gap may be found in the walls at the back
(leading to area 13).
The gap will be found
by a character on a roll of 1-3 on a d6
if the
room is searched for at least 5 rounds.
13. A dark, rough-walled,
natural stone
passage, with uneven footing and slick
with
damp and harmless molds and lichens,
leads to a natural cavern. The cavern smells
of wine and some unidentifiable rotting
substance.
The floor has a secret
door in it (detected
on a 1 on a d6 roll by any character SEARCHING
for it; roll once per turn of searching).
If
the door is opened, a small
pit will be discovered
in which the mouldering remains of
several larvae
and some minor treasure are
stored. A potion
of fire giant strength, 120
gp, and a wand
of magic missiles (with 3
charges) will be found here.
14. The door to
this room is made of stone
and locked
(it must be picked or forced
open with a bend
bars roll to get in). Within
is a 20' x 20' empty room, once used as
a
storeroom.
15. Another storeroom
with a stone door,
but this door's lock has been picked. Opening
this door will still require a bend
bars
roll, since material has been shoved against
the other side of the door to jam it shut.
Inside the room is the body of another of
Lashan's men, an elf:
fighter/thief
in leather
armor
who was probably the last of
Lashan's men to die inside the mages'
school. The elf escaped from Azimer as
the
lich chased
and killed the rest of the men in
the northern end of the dungeon across
the
chasm (area 16); having
made it across the
chasm, the elf discovered that Azimer had
used dimension
door to arrive in area 2
(judging from the screams of the guards
there). The elf took refuge in area
15 after
picking the
lock, but Azimer found him
anyway with another dimension door. Azimer,
still enraged from Lashan's successful
attack on him (see area 28),
immediately
slew the elf with his freezing touch. Frostbitten
<WSG>
scars in the shape of skeletal hands
appear over the elf's face, arms, and chest.
If searched, the elf will be found to have
a
set of thieves' tools, a pouch inside his
armor with 2 <octels>
(both worth 100 gp), a
pass identifying the bearer as an agent
of
Lashan's army, and a ring of water
breathing
(as per the druid spell, with indefinite
duration). A speak
with dead spell will
reveal the elf's spirit to be rational,
but very
calculating and angry that he has been
slain. He knows it was a lich that killed
him, but will not tell this to the party
out of
sheer maliciousness (he was a NE
elf). If he thinks he can mislead the party,
he will try to do so.
16. The corridor
ends on the lip of a vast,
dark chasm: a natural underground rift
lit <DSG: Crossing
a Chasm on a Rope>
here and there by glowing patches of yellow
fungi. Some
70 feet away, on the other side
of the cavern and slightly lower, the corridor
opens out again. The rough, stalactite
<DSG> studded
ceiling of the cavern is visible overhead;
the bottom is shrouded in darkness.
(A pebble or other item dropped down will
take 2 seconds to hit, indicating a depth
of
about 60 feet.)
The chasm is crossed by a row of 7
glowing, pearly-white
squares, apparently
made up only of light,
each 7' x 7' and
separated from the next square by a 3-foot
gap (or 1 ½ feet from the tunnel
floors on
either side). All is silent. Far to the
left (90
feet away), some sort of arched bridge
or
viaduct can be seen, paralleling the squares
of light (see area 24);
the sound of rushing
water comes from the bridge.
The chasm is 60 feet deep, measuring
from the level of the squares; any character
falling into it takes 6d6 damage and must
<falling damage>
make a system shock roll in order to escape
becoming lame (move at 3" speed permanently).
Roll percentile dice whenever a
character moves from one square to the
next, with a result of 00 indicating that
the
character has slipped on a square's slightly
slick surface and fallen. Do not roll when
a
character crosses from a tunnel to a square,
or from a square to a tunnel mouth. A
running character has a 10% chance of
slipping off when jumping from square to
square. A character will normally cross
the
chasm in 3 rounds, taking half a-round
(5
segments) to cross from one square to another;
crossing from a tunnel to a square or
vice versa is considered to be automatic.
Running across the chasm successfully takes
only half a round.
<check this paragraph>
If struck solidly by a monster
(see below)
while on one of the squares, a character
has
a 5% chance of falling off per hit point
of
damage inflicted on him. The light squares
will solidly support characters without
dipping
or moving, regardless of how much
weight is put on them. A dispel
magick cast
on a square will cause it to wink out of
existence instantly, dropping whatever
is on
it to the chasm floor.
When the foremost member of the party
reaches the center square over the chasm,
a
doombat
(kept as a guardian by Azimer;
AC 4, MV 18", 6 + 3 HD, 33 hp, bites for
1-6 hp and lashes for 1-4 hp, shriek ruins
all
spellcasting attempts and causes all ?to
hit?
attempts to have a -1 penalty; light
spells
will keep it from attacking) will attack
by
lashing as it shrieks for 5 rounds. The
swooping past the party, biting and taildoombat,
after it finishes the 5-round
shrieking attack, will then start attacking
characters by snatching at them with its
feet
(roll to hit as a 6 HD monster to grab
victim)
and dropping them into the chasm.
Once someone has fallen into the chasm,
the doombat will fly down and attack the
character there continuously until the
victim
is slain.
The doombat cannot enter the tunnels
leading out of the chasm. It is famished
<WSG: starving>
from lack of food
<WSG> and will never retreat once
its attacks have started. Anyone hearing
the
doombat's cries has a 5% greater chance
of
falling when moving from square to square
When the foremost member of the party
reaches the square closest to the northern
tunnel entrance, a piercer
(AC 3, MV 1?) 4
HD, 20 hp, 4-24 hp damage from drop,
95% likely to surprise) will fall on him
or
her (normal "to hit" roll required).
17. The chasm is
dark, with a rocky floor
strewn with sand (there was once an underground
lake here), bones from the doombat's
and
piercer's
victims, and some minor
treasure. Glowing molds and fungi can be
found here, and harmless crickets and cave
snakes nest in the shadows. The shell of
a
long-dead giant
scorpion rises ship-like at
the eastern end of the chasm floor, and
the
remains of several humans
litter the ground
under the light squares. (All fell from
the
walkway above.) Only the most recently
dead human may be contacted using a
speak
with dead spell; he will prove cooperative,
but only if his body is given a proper
burial
(his religion requires his body to be
immolated).
<Funerals
and other deathly ideas, Dragon #40>
<Restless
Dead, Dragon #42>
He knows about Azimer's
lichhood, having been in area
28 when
Lashan attacked the former archmage, but
he ran from the scene before he knew of
Lashan's fate.
One skeleton wears rotten leather
armor,
with a <katzbalger>
+1, +2 vs. magic-using
and enchanted creatures, and 2 normal
silvered daggers
(1 at belt, 1 in left
boot). It wears a gold
ring (worth 10 gp)
and has 60 feet of waxed cable looped
around its waist as a belt. Beside this
one is
a skeleton in rusty but usable chainmail,
with a crumpled <small>
Metal shield under it, a
longsword
belted to it, and a handaxe
fallen
nearby. It has a tinder box, 2
large empty
sacks, and a broken
<bullseye> lantern.
A skeleton in tattered robes is close by,
wearing a brass ring (a
+3 ring of protection)
and clutching a broken staff. In its
backpack are a stoppered stainless steel
vial
(a potion
of healing, restores 2d4 + 2 hp), 3
broken <wax> candles, 2 quills, a bottle
of ink, and
a spellbook
with 16 pages in it. The last
3 are blank; the others are burning
hands,
enlarge,
ID,
jump,
read magick,
shield,
spider
climb, write,
continual
light,
invisibility,
knock,
locate object, and dispel
magick.
Material
components packaged in
cloth bags, for the castings of all of
these
spells, can be found in the pockets of
the
robes.
<recommended: 100 pages for a spellbook>
Near the northern end of the chasm is a
skeleton in red robes,
with studded leather
armor
underneath and an iron <helmet>.
A
shattered wooden pendant (probably once
a
holy symbol)
hangs from its neck, and a
smashed <bullseye> lantern is gripped
in 1 hand.
2 shattered glass flasks are in a pack
on
its back, and a hammer
hangs from its left
wrist by a looped strap. A +1 <footmans'>
mace is in a
wrapped sheath at its belt; this glows
(equal
to a crimson faerie
fire) when grasped.
A freshly dead human
in plate mail, with
intact <medium> metal shield, <helmet>,
and armored
boots, lies on top of the <priest's>
remains. A
dagger
is at its feet, a broadsword
in its
hand, and a (broken) javelin
slung across its
back. The human's shield has the insignia
of Lashan's army upon it (see above for
<link>
more information). His belt purse contains
15 gp, 2 ep,
and 5 cp.
18. 2 featureless
stone doors (to areas 19
and 27) and a corridor
open out from this
chamber, which contains an empty torch
bracket set into the wall in 1 corner and
a
sigil in red mosaic
tiles inlaid in the center
of the pale gray
floor. The mosaic pattern is
that of the wizard's
school that once flourished
here. Anyone who searches this area
for 1 turn will successfully detect the
trap on
the sigil if that character makes a roll
of 1
on a d6 after that Time
has elapsed.
The 2 doors are wizard
locked (19th
level). If the sigil is stepped on |or|
disturbed
in any way, a hole will silently open in
the
ceiling above it and an
iron
cobra (AC 0,
MV 12", 1 HD, 8 hp, bites for 1-3 plus
poison (sleep
for 1-2 hours), saves as a
12th level Wizard, immune to all will-force
spells and webs, takes 1/2 damage from
normal weapons, 49% chance to hide in
shadows, moves silently) will strike down
out of it at anyone and everyone in area
18.
The actual lair of the iron cobra is a
5'
square alcove above area
18.
19. This 20' x 30'
room is lined with deep,
floor-to-ceiling shelves covering all 4
walls (except for the door).
In the center of
the room is a sturdy trestle table and
2
high stools. The shelves are crammed with
stored material components
for spells and
equipment,
including 16 brass braziers, a
pot of pitch, 8 intact turtle shells, and
a
wide assortment of jars containing the
following:
coal, charcoal, salt, soot, glowworms
in fluid, powdered
iron, powdered
brass, powdered silver,
owl
feathers, duck
down, sticks and blocks of incense, dried
basil, dried savory, catnip, 500 <pennies>,
100 pearls (each 100 gp value),
fleece, wool, 600 crystal prisms, sand,
rose
petals in water
<WSG>, glass rods, crystal
beads,
human
eyeballs in fluid, giant octopus
ink,
giant
squid sepia, wax blocks, string,
snakes'
tongues, straws, gloves, nutshells,
twigs, pebbles, bark chips, caterpillar
cocoons,
black
dragon's blood, quartz crystals,
powdered bone, 400
tiny crystal cones,
sesame seeds, 50
tiny silver whistles (each
worth
2 gp), 50 silver horns (each
worth 120
gp each), powdered diamond (400 gp
worth), varicolored thread, wood sticks,
mercury, 300 parchment cones, bat
fur,
candles, dried insects, 66 citrine gems
(50
gp each), iron pyrite lumps, leather thongs,
loadstones, honeycomb in fluid, parchment
strips, human finger bones (from undead
skeletons),
mica chips, ox hairs, skunk
cabbage leaves in fluid, spiderwebs, flints,
oil (flammable), wing feathers (eagle),
clay
in fluid, brass rods, fine dust, and human
eyelashes.
If the shelves are examined closely, a
doorway-wide section in the south-east
corner will be found to have joints in
it
(breaks or seams in all the shelves). If
pulled, this section will swing out to
reveal a
dark passageway behind it.
20. This 30' x 30'
room has an unlocked,
open stone door;
it contains only a wooden
armchair and circular table, with a ring
of
eight stools around it. All are rotting
and
somewhat rickety.
21. This area is
similar to area 20, except
that the door is closed and wizard
locked
(19th level). The walls of this room are
covered in illegible scrawl, written with
a
charcoal stick. Azimer, in his madness,
believes he is creating a new potion formula
that will give him immortality and godlike
powers; in truth, as any magic-user of
8th
level or higher will be able to tell, it
is
meaningless.
22. This large (60'
high x 170' long x 40'
wide at its widest) irregular, natural
cavern
has a sandy floor, and a clear-watered,
cold,
swift-flowing stream at its west end. The
water falls down the rock face from clefts
high up, collects in a tiny pool, and flows
swiftly to the southwest where the cavern
narrows. It is large enough for characters
to
swim across. The room is lit by a faint
faerie
fire radiance cast on the ceiling above
the stream.
2 of Lashan's men escaped as far as
this cavern when Azimer became enraged,
but their bodies lie in the northeast end
of
the cavern, slain by magick
missiles. Each
man is dressed in chainmail
and carries a
broadsword;
neither possesses any equipment
of consequence. If contacted by a
speak
with dead spell, either man will prove
talkative, but neither of them knows of
Lashan's fate.
23. The stream rushes
rapidly along a
natural passage, a rough-walled chute with
4-6 inches of dank airspace between the
stone ceiling and the water. Characters
swimming the icy stream will become numb
<Water Temperature, DSG>
almost immediately; they will find it hard
to
hold things, their coordination becoming
slow, imprecise, and weak (reduce DEX
by 1/2, dropping fractions). This effect
will
last for 5-10 rounds after a character
leaves
the stream.
Between the cavern (area 22)
and the
viaduct (area 24), the
swimmers will be
swept into a skeleton lodged against an
old
iron grating
(which is twisted to one side,
allowing easy passage past). Examination
of
the skeleton, which is that of a <wizard>,
will reveal a brass ring
of feather falling and
<all magick rings
look the same>
a
silvered dagger in a belt
sheath. The
skeleton has a single pearl on a chain
about
its neck, a pearl
of power which recalls a
3rd-level spell if worn by a magic-user.
24. The stream is
carried across the chasm
here by a 4-foot-high walled viaduct, before
it plunges once more into a rocky tunnel.
If
the stream is followed further, the party
will
find it passes underneath 2 shafts or holes
-- the garderobes of areas
7 and 8 -- before
sweeping on for miles under the earth to
join the River Ashaba just north of Mistledale.
The cold water
<WSG> will quickly paralyze <Water
Temperature, DSG>
any unprotected character who is even
partially immersed in it, with this effect
beginning as soon as a character passes
the
shaft leading up to area 8.
Any paralyzed
character who does not have some means
of
breathing underwater will drown; those
who
survive will be swept along in the stream
until they are deposited in the river after
some 5 hours of travel. It is possible
for a
character to walk against the current,
but
only if some sort of protection from cold
<WSG> is
employed (such as a cube
of frost resistance,
a ring
of warmth, or a resist cold
spell).
25.
The door to this room is made ov stone
and is wizard
locked (19th level). Within
lies a 50' x 65' chamber carved from solid
<door or chamber? make up your mind>
rock, containing a huge crescend-shaped
table fashioned ov
black wood, with 33
straight-backed chairs ov the same
material drawn up around it. 3 globes
ov glowing, immaterial light hang in midair
on the far (east) side of the room, and
each
has an item hanging suspended in it: a
staff,
a large egg-shaped spheroid, and a crown.
3 freshly slain human
bodies lie on the
floor around the table, each badly mauled
and partially eaten. Overhead floats
a huge
brainlike monster with a parrot-like beak
and 10 tentacles, each as long as a man
is
tall. 4 gemlike stones circle about its
head, out of reach of the characters.
It floats
toward the characters, writhing its tentacles.
The monster is a grell
(AC 4, MV 12",
HD 5, 35 hp, 10 tentacle attacks for 1-4
(plus save vs. paralyzation at +4) and
bite
for 1-6, flies by levitation,
immune to lightning)
that will attack anyone entering the
room. It did not kill the 3 humans who
lie about, having been fed them instead
by
Azimer (who keeps the monster as a 'pet').
The condition of the bodies indicates that
they were slain only within the last few
days, in the same manner as the dead in
areas 5 and 15.
They were former warriors
of Lashan.
Treasure is scattered about the room, and
consists of a shortsword,
3 daggers, 4 iron
spikes, a
wooden mallet, a 60' rope, a
bullseye lantern
<WSG>, a wand of enemy detection
(4 charges left), a purse with 6 gp, a
+2
broadsword,
a hammer, a spear,
3 sets of
chain mail,
2 blankets, 2 darts, a scroll of
2 magick
missile spells (at 6th level of
ability), and 5 flasks of flammable
oil. Azimer
had no use for such items (or so he
believed).
Floating just above the grell are 4 ioun
stones.
The 1st is a pale green prism (adds
1 level of experience), the 2nd a pearly
white spindle
(regenerates 1 hp of damage
per turn), the 3rd a pale
lavender ellipsoid
(absorbs spells of up to 4th level, burns
out
to dull gray
after absorbing 10 spell levels),
and finally a dull
gray ellipsoid (burned
out). The 2nd and 3rd stones function
normally when whirling around the grell.
The 3 floating items in the globes of
light
are trophies. (This was an audience
chamber and meeting room.) The glowing
globes of air are merely permanent stasis
fields; they hold any object placed in
them
motionless, levitated,
and protected from
decay. Characters reaching into the globes
of light will NOT be harmed. The items
are a
staff
of curing (4 charges left), a red
dragon's
egg (fertile and hatchable within 2 <Baby
Dragons>
weeks, value 1500 gp), and a
crown of silver
(worth 550 gp) set with 6 black
sapphires
(value 5000 gp each) and a 5000 gp-value
clear red ruby,
set in a spire in the center
front of the crown. This ruby is actually
a
gem
of seeing.
26. This hallway
is lined on both sides with
a total of 15 life-sized
stone statues,
standing on 1-foot-tall
blocks of stone. They
are all extremely lifelike and all radiate
a
faint dweomer, but are merely well-sculpted
statues of famous <wizards>,
nothing
more.
(DMs using this module in a
regular campaign may consider having a
few, or even all, of these statues be petrified
<wizards>,
powerful mages who taught at
the school and elected to wait in this
way for
apprentices to "wake" them in times of
need.)
2 closed, wizard
locked (19th level)
stone doors
are set in the walls of this hallway,
1 at the east end, and 1 at the
south wall (leading to areas
27 and 28,
respectively).
27. This 20' x 60'
room was once the
library of
the School of Wizardry; now it is
a fire-scarred ruin. Ashes and crumbling,
charred shelves line the walls and litter
the
floor in the center of the room, where
remnants
show that 3 tables, with 4 chairs at each,
stood here.
Dust lies thick on the ashes;
the fire was not a recent thing,
and surprisingly few ashes are on the
shelves.
Close examination will reveal that the
books and scrolls of the library were almost
all GONE or removed before the fire occurred.
Walls, floor, and ceiling are all
blackened by smoke, and if these are looked
at, the outlines of a narrow door
can be
seen on the south wall, in the corner where
it meets the west wall. If this area is
pushed,
it will slide noiselessly away to reveal
a
dark, silent passage.
28. This room is
30' x 30', and furnished
with a massive carved wooden arm-chair,
an oval side-table with a
large book on it,
and a purple tapestry
on the south wall
adorned with a golden
sigil identical to the
one on the floor of the central hallway
(area
18). The room is illuminated
by a brightly
glowing ball of green
fungus that sits in a
bowl full of what looks like water
<WSG> and old,
black blood. A skeletal hand, still blotched
with scraps of rotting flesh, is visible,
projecting
half out of the bowl; the fungus is
growing on the carrion. The bowl is under
the table.
Sitting in the chair is a skeleton with
shriveled skin still adhering to it; it
is wearing
rotting robes, and its eyes are 2
cold,
twinkling white points
of light. It gestures at
the characters to approach.
This is Azimer (AC 0, MV 6", HD 19,
76 hp, attacks for 1-10 (plus save vs.
paralyzation),
causes fear
in all creatures below
5th level or 5 HD, struck only by magickal
weapons or attacks, immune to charm,
sleep,
enfeeblement,
polymorph,
cold
<WSG>,
electricity,
insanity
(see below), or death <link>
spells/symbols).
Though as a lich he is
immune to further attacks causing insanity,
Azimer's mental illness predated his conversion
to a lich, and his insanity cannot Now
be cured by any means.
Azimer is still well equipped with spells,
and his condition still allows him to CAST
them (though he has a 1% chance per level
of a spell attempted of blowing the spell
so
that it does not 'go off'). His current
spells
are as follows: magick
missile (x3), read
magick,
shield,
continual light, ESP,
levitate,
magick
mouth, wizard lock, dispel
magick,
gust
of wind, hold person (x2),
suggestion,
dimension
door (x2), fire trap, wall
of fire,
wall
of ice, cloudkill, feeblemind,
hold
monster
(x2), wall of force, anti-magic
shell,
death
spell, repulsion, cacodemon,
power
word
stun, reverse gravity, Otto's
irresistible
dance,
power
word blind (x2), and
imprisonment.
Note that Azimer's magick
missile spells
(each firing 10 missiles that do 2-5 hp
damage apiece) may be directed at separate
targets if the lich
so wishes. Azimer will
employ these first, interspersing them
with
any defensive spells he deems necessary
(e.g., feeblemind
on spellcasters, hold person <these
are not defensive spells!>
|or| hold
monster on charging attackers,
|or| reverse
gravity on a group of attackers,
anti-magick
shell if he faces many spellcasters,
and so forth). Azimer will USE dimension
door to get into area 29
if seriously
threatened.
All of Azimer's spells are written in the
book on the table. (This is his final
spellbook,
which he no longer needs but
which he keeps for sentimental reasons.)
The book has a fire
trap cast on it (5' radius
explosion doing 19 + 1d4 damage
when opened, unless the proper saving
throw is made).
Azimer will at 1st greet the characters
in
a brusque manner, demanding (in a ghastly
whisper) to know where the characters have
been, why they haven't been studying their
spellbooks,
and scolding them for NOT seeming
to care about how important their work
at the school is. He will then get up and
become more friendly && patronizing,
continuing to treat the characters as favored
pupils in his "magick school" and calling
them by the names of <wizards>
long
dead who lived at the school. He will avoid
touching the characters unless one of them
appears to be belligerent or talks back
to
him; then he might gently rap the character
once (doing normal damage from his cold
touch) and continue with his business.
Azimer believes he is a living human
being, and cannot be convinced that he
is
really a lich.
He will treat any comments to
the contrary as some sort of joke or insult,
depending on how such comments are
framed. If attacked, he will defend himself
as described above. Though he continues
to summon night
hags and demons to collect
larvae,
enabling him to maintain his
lichhood, he believes this will help him
to
achieve godhood (which will never occur).
No sign of Lashan will be seen in the
room, and there are no signs of a scuffle.
If
Lashan's description is given to the lich
(he
was 6' tall, dark haired with a heavy beard,
very muscular, and had green
eyes), or if he
is named, Azimer will become agitated and
curse Lashan as a traitor, backstabber,
thief,
liar, and cheat. The lich will heap abuse
upon Lashan, eventually stopping to give
out a horrifying giggle and admit that
Lashan now "sleeps at the center of the
world." After stunning (with a power
word
stun)
and paralyzing Lashan with his touch,
Azimer used an ESP
on the unfortunate
tyrant, learned about his life, and then
cast
an imprisonment
spell on him.
The DM may have
Azimer
perform any number of bizarre behaviors
and say nonsensical and 'crazy' things
when interacting with the party. Azimer
has
no desire to leave his underground home,
and if left alone he will eventually waste
away and his spirit will perish within
a few
hundred more years. Though he is evil and
may certainly be dangerous, he is for the
most part harmless -- unless aroused.
29. Here all the
secret passages meet. A
1-inch-diameter hole is in the ceiling
of this
chamber, and within it is a
slightly smaller
keyhole. A 2-inch-diameter
round hole is in
the floor, extending down 3 feet. At the
bottom of the hole in the floor can be
seen a
long, gold key,
if a light is directed into the
hole.
If the party figures out a way to get the
key up out of the hole (various spells
will
work, or some sticky substance -- pitch
from a burning torch, for example -- can
be applied to the end of a staff, a stick
of
wood, or a rope) and inserts it into the
keyhole in the ceiling, the door leading
into
area 30 will open. The
lich
will flee here if
pressed, using a reverse
gravity spell to get
at the key, which is the only unfixed object
in this chamber.
30. The passage
here is guarded by a
piercer
(1 HD, 7 hp, does 1-6 hp damage)
that hangs directly over the secret door
entrance.
This last irregular, natural passage apparently
leads to a dead end; but shortly before
its end, on the east wall, is a secret
door (see
area 29) leading into
a natural rock cavern,
once the quarters of the Master of the
School. This cavern room is lined with
books; most are light reading in rather
archaic common and elven tongues, but
spellbooks
(1 book per spell level) may be
found, containing all known <wizard>
spellsexcept
for those named spells (like the <no, there
is not enough room in the spellbooks for the higher level spells>
Bigby's
hand spells) that are peculiar to the
<recommendation: open it up to ALL spells; people travel from world
to world>
WORLD
OF GREYHAWK Fantasy
Setting.
Also present are 2 wooden armchairs, a
wide cot with cotton sheets and a wool
blanket, a rug, a <small>
table, a chamber pot, 2
(empty) wooden kegs, 2 pewter tankards,
an oil lamp and 16 flasks of oil
(on a
bottom bookshelf to one side), 2 crystal
decanters of sherry, a pack of (normal)
playing cards, a silver
horn of Valhalla, an
alchemy
jug, a wand of negation
(6 charges
left, command word 'Arbraer' engraved
on the butt), a helm
of comprehending
languages
and reading magic, 4 potions of
healing
(each restores 2d4 + 2 hp), and a
necklace
of adaptation. None of these items
is labeled or in any way identified, and
all
are usable by any character class.
Here endeth the description of the School
of Wizardry. The characters who have the
sense to run like blazes or to play along
<run=x, qv REF2>
when they encounter the lich
may come out
quite well endowed with what they find.
The place is rather heavy on magick for
campaign USE, unless 1 adds a few more
monsters and makes
getting out again a
little harder (perhaps blocking the front
entrance and forcing use of the chasm--crawl
or the stream). The spellbooks listing
all
magickal spells may be removed if such
would unbalance a campaign.
Into
the Forgotten Realms PC sheets
(Permission is granted to
photocopy these pages for personal use)
THELVAR, Lama.
Hit Points: 32
AC: 3 (front)/5 (rear)
Armor: Chain
mail and <large> shield
Alignment: Chaotic good
Deity: Tyche
(goddess of luck)
Move: 9"
Languages: Common, chaotic good, elven
S T R : 16 +1 to damage, 1-3 open doors,
10% bend bars
INT: 14
W I S : 1 8 +4 to save vs. will-force spells,
bonus spells
DEX: 15 -1 def. adj.
CON: 14 88% system shock survival
CHA: 17
Weapons: <footman's>
flail (2-7/2-8) in hand, <footman's>
mace (2-7/1-6) on belt.
Description: 32-year-old human
male, 5' 11" tall, 154 lbs., right-handed.
Thelvar is a <priest>
of Tyche, the goddess of luck. He is
a devout && energetic worshiper of The Lady (Luck) -- which means
<link>
that he prays to her often, and puts enthusiastically
into practice her doctrine of "Go for it!" He acts on impulse, is not afraid
to
gamble,
and trusts in chance to run in his favor. He is never cautious or conventional,
and always seems optimistic of his own
(and all other followers of Tyche's) chances
at performing dangerous, reckless deeds. He tries to never show fear |or|
fatigue,
appearing to his fellow adventurers as
a boundless and vocal source of pep-rallying, all the while urging his
comrades on and
trying to boost their morale.
Possessions: Holy symbol, belt, small
helm, <low hard> boots <(like construction boots)>, backpack
(holds 250 gp wt) <30# cap.>, 2 small
sacks (hold 50 gp wt each), tinder box,
small pouch with 24 gp and 51 sp, iron
rations for 3 days, 4 torches (each
burns for 3 turns, 40' radius light).
Spells: command,
cure light wounds (x2), detect
magic,
remove fear, augury
(x2), chant, find
traps, speak with animals,
locate
object (x2), speak with dead,
neutralize
poison, tongues.
ILMURKAH,
Sharper.
Hit Points: 33
AC: 4 (front)/8 (rear)
Armor: Leather
Deity: Mask (god of thieves)
Languages: Common, CN
Alignment: Chaotic neutral
Move: 12"
S T R : 1 4 1-2 open doors, 07% bend bars
I N T : 1 6
WIS: 9
DEX: 18 -4 def. adj., +3 react/attack
CON: 15 91% system shock survival
CHA: 13
Weapons: <bat> (1-6/1-3) in hand, longsword (1-8/1-12) on belt, dagger (1-4/1-3) strapped to thigh.
Description: 23-year-old human female, 5' 5" tall, 121 lbs., ambidextrous.
Ilmurkah is an acrobatic, flamboyant
thief, with a sadistic sense of humor
and a LOVE for stoopid pranks. She will often be <thief-acrobat?>
found clowning around in the depths of
a dungeon, |or| wisecracking in the faces of potential enemies. She likes
to insult people
whom she regards as "stuck up" (which includes
<priests> of all sorts, loud-mouthed
braggarts, and people who act like snobs |or|
are richly, gaudily dressed). She is greedy,
and not above picking the pockets of FRIENDS -- and she loves to hide treasure
before
others get to it, so that they never know
what they've missed. Ilmurkah is (secretly) very sacred of magic, and won?t
argue with
or insult <wizards>,
for fear of being turned into a toad -- or worse.
Possessions: 3 large sacks
(each holds 150 gp wt <40#>), <low soft>
boots, belt, thieves' tools, money purse
containing 22 gp (kept inside armor),
BLOODSTONE gem (50 gp value) in right boot,
vial of holy water (hidden in one large sack), no food or drink, 2 torches
<WSG> (burn
for 1 hour each, 40' radius light).
Thieving skills: 70% pick pockets, 67% open
locks, 55% find/remove traps, 65% move silently, 53% hide in shadows, 25%
hear noise, 94% climb walls, 35% read languages.
RAVVAS,
Perfect
(Prefect)
Hit Points: 45
AC: 2 (front)/3 (rear)
Move: 6"
Armor: Plate
mail and <buckler>
Deity: Tempus (god of war)
Languages: Common, CN
Weapons: <footman's
flail> in hand, hammer (2-5/1-4)
on belt
S T R : 1 7 +1 to hit and damage, 1-3 open
doors, 13% bend bars
INT : 13
WIS: 17 +3 to save vs.
will-force spells, bonus spells
DEX: 13
CON: 18 99% system shock
survival
CHA: 14
Description: 24-year-old human male, 6? tall, 148 lbs., right-handed.
Ravvas is a <priest>
of Tempus, the god of war. He prides himself in, and enjoys, being a skillful
fighter and an accomplished
thinking-on-his-feet battlefield tactician,
or 'general.' He makes a hobby of collecting unusual weapons, and he tries
to retain <link>
the arms of defeated enemies as trophies
for his temple. At the same Time, Ravvas
is compulsively honest, finding it difficult to
be dishonest |or| even diplomatic. He is
always blunt, open, and truthful, even when it hurts himself or his friends.
He expects
unquestioning obedience from all worshipers
of Tempus (except <priests> of a higher rank than himself), and will
be enraged if he
does not receive it.
Possessions: Holy
symbol, belt, large helmet,
<low hard> boots <(like army boots)>, backpack (holds 250 gp wt),
2 large sacks (each holds 150 gp wt), iron
rations for 1 day, 2 water skins, rock
with continual light CAST upon
it (60? radius) kept in pocket.
Spells: cure
light wounds (x5),
find traps
(x2), hold person, know
alignment, silence 15' radius,
dispel magick,
remove
curse.
STR: 18/02 +1 to hit,
+3 to damage, 1-3 open doors, 20% bend bars
INT: 14
WIS: 12
DEX: 15 -1 def. adj.
CON: 16 95% system shock
survival
CHA: 11
Armor: Splint
mail and <large> shield
Deity: Tempus (god of war)
Languages: Common, CN
Weapons: <ox tongue> spear (1-6/1-8) in hand, broadsword (2-8/2-7) on belt, dagger (1-4/1-3) on belt.
Description: 26-year-old human male, 5? 9? tall, 162 lbs., right-handed.
Kortul is a berserker -- no, not in the
Monster
Manual sense; instead, when he fights, he screams, yells, spits,
claws at people,
slashes at targets wildly, smashes furniture
and surroundings without care for their value or who owns them, and indeed,
doesn't care very much who he hits! He
is NOT mad |or| out of his mind when fighting, though, and will avoid attacks
and dangerous
situations with a high regard for his own
safety. He is a braggart, and openly contemptuous of those who USE spells
when
swords will do . . . but he believes that
magic-users should be fought with magic, and undead should be fought by
clerics. He is <link>
shy around women.
Possessions: belt with pouch (1 gp, 6 sp,
3 cp), <high hard> boots, horned <helmet>,
long cape, backpack (holds 250 gp wt), mallet and 6 iron
spikes, tinder box, whetstone, 3 torches
(burn for 1 hour each), no food or drink.
Alignment: NG
Move: 9"
STR: 16 +1 to damage,
1-3 open doors, 10% bend bars
INT: 11
WIS: 13
DEX: 16 -2 def. adj,,
+1 react/attack
CON: 17 97% system shock
survival
Armor: Chain
mail and <medium> shield.
Deity: Tempus (god of war)
Languages: Common, NG, elven
Weapons: <footman's> mace (2-7/1-6) in hand, longsword (1-8/1-12) on back, dagger (1-4/1-3) on belt
Description: 21-year-old human female, 5? 11? tall, 145 lbs., right-handed.
Autamma is a fighter,
and a good one -- she has had plenty of Practice defending herself from
various would-be suitors since
she left home and took up arms. She is
out to make herself a fortune, serve Tempus by acquitting herself nobly
in a few great
battles, and win herself a warrior-husband
of wealth, stature, and noble courtesy. She's |NOT| expecting to find one
on this expedition,
but is Here out of a sense of duty to the
Dales and the hope that she will fight valiantly in the defeat of Lashan
(and thereby
attract the attention of both the Dale
lords and the priests of Tempus). She respects her companions, especially
the obviously
capable fighting men, but holds herself
somewhat distant from them all. Perhaps one will prove an enjoyable companion.
. . .
Possessions: belt, cloak, <high soft
fuck me> boots, small helm, backpack (hold 250 gp
wt), 1 large sack (holds 150 gp wt), 1 small sack
(holds 50
gp wt), small oil lamp
(cannot be carried while lit, burns for 4 hours per oil flask), 3 flasks
of oil (flammable), fresh rations for 2
days (will spoil after 48 hours), leather
waterskin, whetstone, pair of soft leather shoes and gloves.
Armor: None
Deity: Mystra (<goddess> of magick)
Languages: Common, NG
Weapons: 2 dagger (1-4/1-3) on belt
Description: 48-year-old human male, 5? 8? tall, 158 lbs., left-handed.
Elmaer is a <wizard>
of some accomplishments. He is daring, an enthusiastic experimenter with
and seeker after magick,
and goes on adventures to gain more --
primarily to win for himself all the magick items
and written spells (books && scrolls) he
can find, and secondarily to gain enough
wealth to support his experiments and explorations. He loves using magick,
too -- exulting
in blasting some poor victim with an offensive
spell. He enjoys being 'dark and mysterious,'
and will make cryptic remarks
if asked about his powers |or| his past.
Possessions: Warm "street" clothing <incl.
hoodie>, <small> belt with pouches for <material> spell
components and <13 pennies>, <low soft boots>, backpack (holds
250 gp wt),
spell book
(50 gp wt, in backpack) with all spells given below (plus read
magick, write, burning
hands), portable oil lantern
(burns for 3 hours on 1 oil flask, 30'
radius light), 2 flasks of oil (flammable), needle and thread (30-yard
ball).
Spells carried: magic missile (x4), ESP, invisibility, fireball (x2).
BRAVIN,
Champion.
Hit Points: 62
AC: 3 (front)/5 (rear)
Alignment: LN
Move: 9"
STR: 17 +1 to hit and
damage, 1-3 open doors, 13% bend bars
INT: 9
WIS: 13
DEX: 15 -1 def. adj.
CON: 17 97% system shock
survival
CHA: 13
Description: 33-year-old human male, 5? 10? tall, 177 lbs., left-handed.
Bravin is a grim, grudge-holding
warrior. He swaggers a bit, and always speaks as though Doom is at hand,
and all present
must go down fighting -- with dignity,
mind you. He despises cowards and any who would avoid fights ("scarperers,"
he calls
them). Although he sees the prudence of
not attracting an enemy's attention when 1 is weak, and ov retreating before
superior
foes, he is disgusted by, and will not
stand for much of, sneaking around avoiding battles |or| stealing from
a person without fighting
him. He mistrusts magick and <wizards>,
and is terrified of undead creatures to the point of trembling and stuttering
(-1 to
hit on such occasions, but no effect on
his willingness to fight).
Possessions: belt, <high soft> boots,
small
helm, backpack (holds 250 gp wt),
2
large sacks (each holds 150 gp wt), 1 vial of oil
(flammable),
2 <tallow> candles (each burns for 3
turns), tinder box, fresh rations for 1 day (will spoil in 48 hours), leather
wineskin.
STR: 18/77 +2 to hit,
+4 to damage, 1-4 open doors, 30% bend bars
INT: 13
WIS: 14
DEX: 14
CON: 12 80% system shock
survival
CHA: 13
<consider raising WIS or DEX to 15,
q.v. PH.9>
Armor: Banded
mail
Deity: Tempus (god of war)
Languages: Common, LN
Weapons:
battle
axe (1-8/1-8) in hand
hand
axe (1-6/1-4) on belt
dagger
(1-4/1-3) in right boot
Description: 35-year-old human male, 5' 6" tall, 196 lbs., left-handed.
Shardin is a veteran
fighter, a grizzled adventurer. Surly and cynical, he is QUICK to notice
treachery, unfairness, and cowardice
in his companions -- but is fearless in
battle, calm amidst danger, and shrewd in his timing when dealing with
traitors and <immune to fear>
cowards. Cheat him of his share of treasure
|or| try to rob him and he will attack immediately, striking to kill ?
but he will break
off such hostilities if rewarded sufficiently.
Shardin values money, good food, and
protective magick above all else. He likes a good
fight and an occasional night in the tavern,
and both admires and covets well-made weapons. Nothing else matters to
him; he
cares nothing for Lord Lashan or for rescuing
the Dales, only for what reward he will realize from the adventure.
Possessions: belt, <high soft> boots,
large
great helm, backpack (holds 250 gp wt), 2 large sacks
(each holds 150 gp wt), pewter drinking mug
(20 gp value), 5 <tallow> candles (burn
3 turns), 4 torches (burn 1 hour
each), tinder box, whetstone, several small rags, mallet, 6 iron
spikes, iron rations for 2 days, leather
wineskin.
AC: 5 (front)/8 (rear)
Alignment: N
Move: 12"
STR: 15 1-2 open doors,
07% bend bars
INT: 14
WIS: 14
DEX: 17 -3 def. adj.,
+2 react/attack
CON: 16 95% system shock
survival
CHA: 15
Armor: Leather
Deity: Mask (god of thieves)
Languages: Common, N
Weapons: longsword (1-8/1-12) in hand, 2 darts (1-3/1-2) on belt, daggers (1-4/1-3) in each boot.
Description: 35-year-old human male, 5'8" tall, 129 lbs., ambidextrous.
Rindal is a slim, quiet, soft-voiced
man, given to sampling wines and enjoying the company of women as often
as his finances
will allow. He dislikes dirt, hard labor,
and fighting, but enjoys stealing -- especially if he can filch something
undetected from a
person he meets casually in the street.
He makes a point of never stealing from FRIENDS |or| companions, to avoid
distasteful conflicts
and ruined relationships (for he values
his FRIENDS -- among them Kortul, Elmaer,
and Ravvas of the present party). Rindal
intensely dislikes loud noises and arguments,
and tends to drift away from them.
Possessions: soft leather gloves, <low
soft> boots, belt, 150' of fine cord (supports up to 4 men at once), grapnel
hook (on cord) <DSG>, 2
large
sacks (each holds
150
gp wt), thieves' tools, 8 metal spikes
<DSG>, cloth-wrapped stone (serves
as a mallet), fine chain necklace with
pouch containing 16 gp (kept under armor),
iron rations for 4 days, 2 water skins.
Thieving skills: 70% pick
pockets, 67% open locks, 55% find/remove traps, 67% move silently,
54% hide in shadows, 25%
hear noise, 96% climb walls, 40% read languages.
MYRUNE,
Enchanter.
HP: 28
AC: 8 (front)/10 (rear)
Alignment: CN
Move: 12"
STR: 13 (1-2 open
doors, 04% bend bars)
INT: 18
WIS: 14
DEX: 16 (-2 def. adj.,
+1 react/attack)
CON: 15 (91% system shock
survival)
CHA: 15
Weapons: quarterstaff (1-6/1-6) in hand, dagger (1-4/1-3) on belt.
Description: 53-year-old human male, 6' tall, 130 lbs., right-handed.
Myrune is a diplomat, reconciler, compromiser,
peacemaker. He hates to see conflict (between people he knows, at least),
and
wants everyone to be contented and carefree.
He will always try to settle or end arguments between companions -- if
necessary,
by distracting the combatants' attention,
|or| by threatening them with his own magickal might |or| punishment at
the hands of
other party members. He is confident of
his own magickal abilities and wants to increase them -- and is irritated
by the 'pushy'
nature of Elmaer,
the other magic-user in the party. He is fascinated by gems and magic items,
and will seek to win ownership
or custody of any he finds.
Possessions: long robes, belt with 2
<large belt> pouches (each holds 30 gp wt, currently
full of material components), 22 sp in left pouch,
boots, backpack (holds 250 gp wt), spellbook
(in pouch, weighs 80 gp wt) with all spells given below (plus read magic,
write,
identify, detect magic), 4 quills, 1 vial
ink, 20 pages of parchment, tinder box, gold coin with continual light
cast upon it (in
hand, 60? radius light).
Spells carried: jump, protection from evil, shield, sleep, continual light, detect evil, web, dispel magick, haste, wall of fire.
Forgotten errors
-
Dear Editor:
The scoring system for the adventure "Into
The Forgotten Realms," in issue #95, had some
inaccuracies. First of all, it states that 10 points
are to be given to the first player to reach into
one of the "air globes" in area 20. However, the
"air globes" are in area 25. Secondly, it also says
that players should receive 15 points for deducing
the existence of a lich in the dungeon before
crossing over the chasm into the northern end of
the dungeon, or before talking to the dead man in
area 16. The last part of that sentence should
read: "or before talking to the dead man in area
17."
Mark Nemeth
Ridgecrest, Calif.
(Dragon #97)
(Sigh.) Thanks, Mark. The discrepancies
cropped up when we slightly redesigned some
parts of the environment, which involved making
some changes in the numbering of the encounter
areas. Unfortunately, we didn't carry over those
changes into the piece of text that detailed the
scoring system. Fortunately the corrections are
easily made by anyone who becomes familiar
with the material, just as Mark did.
-- RM
(Dragon #97)