Into the Forgotten Realms
A tournament adventure for the AD&D ® game
Designed by Ed Greenwood
 
Adventures Dragon #95 - Dragon magazine 1st Ed. AD&D
- - - - -

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.



KORTUL, Berserker 6.
Hit Points: 50
AC: (front)/4 (rear)
Alignment: CN
Move: 6"

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.



AUTAMMA, Champion.
Hit Points: 60
AC 2 (front)/5 (rear)

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.



ELMAER, Magician.
Hit Points: 31
AC: 7 (front)/10(rear)
Alignment: NG
Move: 12"
STR: 10    1-2 open doors, 02% bend bars
INT: 17
WIS: 17    +3 to save vs. will-force spells
DEX: 17    -3 def. adj., +2 react/attack
CON: 16    95% system shock survival
CHA: 12

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.



SHARDIN, Swashbuckler.
Hit Points: 38
AC: 4 (front)/ 4 rear)
Alignment: LN
Move: 9"

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.



RINDAL, Magsman.
HP: 42

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.


LETTERS

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)