Adventures

Nomenclature
Monsters and NPCs are described
according to the usual AD&D® Game
usage. However, there are a couple of
terms which might need clarification.

THAC0: This means "To Hit Armor
Class 0 (zero)." This is the number that
needs to be rolled on 1d20 for the monster
or being to hit Armor Class 0. To see
what number needs to be rolled to hit
another Armor Class, subtract the target's
Armor Class number from the THAC0
number. For example, if a creature with a
THAC0 of 15 attacks a PC with an Armor
Class of 4, the creature needs to roll an 11
(15-4) to hit. Using THAC0 numbers
eliminates the need to check the combat
matrices to tell whether an attack hits.
<check the matrices for the repeating 20s>

XP: This is the number of experience
points each individual monster is worth if
it is killed during the course of play.

Encounter Tables
The areas to the south and east of Daggerford
are wilder than the relatively settled
stretch to the north. Menaces are
likely to leap at the unwary at any time,
particularly during the night. The following
Daytime Encounter Table and Nighttime
Encounter Table simulate these
dangers. They are used for the Caravan
Duty, Rescue Mission, and Into Illefarn
adventures; Lizard Raid has its own table.
Each adventure directs the DM when to
use the tables, although they may be used
more frequently at the DM's discretion to
give PCs more opportunities to increase
their experience.

Some of these encounters should only
be used once and are so indicated. If the
DM rolls one of them a second time, reroll
for another.

Daytime Encounter Table
Daytime encounters occur on a roll of 1
on 1d6. Roll 1d10 to determine the nature
of the encounter. Statistics and details
of each encounter follow.
 
Roll Encounter
1 Ceratosaurs
2 Bandits
3 Wild Boars
4 Hermit
5 Hunters
6 Wild Cattle
7 Heads
8 Wolves
9 Orcs and Goblins
10 Manticores

1. Ceratosaurs (1-4): AC 5; Mv 15";
HD 8; hp 36; #AT 3; Dmg 1d6/1d6/
4d4; THAC0 12; AL N; XP 1032.
Roll 1d6. On a roll of 1, the PCs see
only dinosaur footprints leading into the
brush and vanishing in the weeds. On a
roll of 2-4, the dinosaurs eye the PCs, trying
to decide if they look good enough to
eat. Any show of force from the PCs will
frighten the dinosaurs away. On a roll of
6-5, the dinosaurs attack and fight to the
death.

2. Bandits (2-8): (see Nighttime
Encounter Table for statistics). <link>
These rough-looking men will not
intentionally pick a fight with a militia
company. Unless the PCs surprise them (1
on 1d6), the bandits will hide in the grass
along the trail and stay there until the
PCs have passed.

If the bandits are surprised, each PC
may make an Ability check against his
Intelligence to see if they can identify
them as bandits. If they are not identified,
the bandits quickly move on. If they
are identified, the bandits flee into the
countryside. The PCs have one round of
missile fire at them before they disappear
behind a hill or duck into a gulley. If the
PCs pursue them and corner them, the
bandits will fight. All of the bandits are
wanted and have nooses waiting for
them. They see no reason to surrender.
(This encounter occurs only once.)

3. Wild Boars (3): AC 7; MV 15"; HD
3+3; hp 15; #AT 1; Dmg 3-12; THAC0
16; AL N; XP 130.

Wild boars charge from the brush and
attack the PCs for entering their territory.
As long as the PCs remain in the immediate
area, the boars continue their attack,
but they will not pursue the PCs.

4. Hermit: The party is approached by
an old man dressed in tattered but comfortable
clothes. He pleasantly identifies
himself as Dwergrim. Dwergrim is a hermit
who has spent his entire adult life in
the wilderness. He comes out to the road
occasionally to talk with wayfarers to hear
about what is happening in the rest of the
world.

Dwergrim chats with the PCs as long as
they like. He is not hostile in any way and
is much too feeble to defend himself. The
only information of interest he can offer
the PCs is that a lot of goblinkind are
wandering around the Misty Forest. Travelers
on the Trade Way or anyone going to
Laughing Hollow should be careful, he
warns.

Dwergrim refuses any invitations to
join the party, preferring to remain in the
wilderness.

5. Hunters (4): This party of hunters is <link=hunter>
crossing the road near the PCs. They are
friendly but are in a hurry and only can be
bothered to converse for a few moments.
They are hunting game animals and are
on the trail of wild boars. They sell the
meat to The Way Inn at Secomber or to
merchants at Daggerford, wherever the
chase leads them.

Before they go, the hunters tell the PCs
they ran into a mixed party of orcs and
goblins last night. Although the hunters
evaded them, the orcs and goblins might
still be around.

6. Wild Cattle (9-20): AC 7; MV 15";
HD 4; hp 18; #AT 1; Dmg 1d8; THAC0
15; SA stampede; AL N; XP 132.

A herd of wild cattle graze in an open
field. Wild cattle are common in these
rolling plains, though they usually stay
away from the Trade Way. They have no <link=x>
interest in the PCs.

The meat and hides of the wild cattle
can be sold at either Daggerford or The
Way Inn, but it will be next to impossible
to pack that much meat and hide on the
PCs? horses. It will also slow them down.
It is also dangerous.

If the PCs approach the herd, there is a
75% chance they will run away. If pursued,
the cattle attack, continuing until
the PCs leave them alone. There is a 25%
chance the cattle will stampede. If the
cattle stampede and there is no cover for
the PCs (such as trees or large rocks), each
PC in the path of the stampede suffers
1d4 points of damage per creature trampling
him.

7. Heads: The party finds a stack of orc
and goblin heads piled near the side of
the road. Some have arrows sticking in
them. Any PC who succeeds in an Ability
check against his Intelligence identifies
the arrows as belonging to Wild Elves.

There is no other evidence of Wild
Elves or orcs in the immediate AREA.

8. Wolves (2-8): AC 7; MV 18"; HD
2+2; hp 11; #AT 1; Dmg 1d4+1;
THAC0 16; AL N; XP 68.

Winter is coming on the plains, and
although snow hasn't fallen, game is getting
harder to find. But even hungry
wolves aren't dumb enough to attack a
large party in the broad daylight.

The wolves particularly Love horsemeat.
If the PCs are traveling in single
file, the wolves sneak up on the last horse
in line and attack. If more than half of
the wolves are killed, the others will flee.

If the PCs are traveling in a close group
and no opportunity presents itself for an
attack, the wolves remain hidden. Their
howling has a 50% chance of causing the
horses to panic. <cf. Reactions of Animals>

9. Orcs (3) and Goblins (8): (see Nighttime
Encounter Table for statistics). <link>

This is the same group described in the
Nighttime Encounter Table, but they
have no interest in conflict with the party
during the day. They are sleeping in the
brush when they hear the approach of the
PCs. They panic and scatter to the winds.

If the PCs choose to investigate, they
will spot some of the orcs and goblins
running away. The PCs are free to pursue
and attack. Any goblins and orcs attacked
by the party will fight to the death. Those
who escape will recruit some FRIENDS and
come back to get the PCs at night. (This
encounter occurs only once.)

10. Manticores (1-4): AC 4; MV 12"/
18"; HD 6+3; hp 30; #AT 3 or 6 tail
spikes; Dmg 1-3/1-3/1-8 or 1-6 each;
THAC0 13; SA tail spikes; AL LE; XP
765.

These creatures inhabit the High
Moors. They occasionally come to hunt
wild cattle or anything else that looks
tasty. Figuring the PCs will make a good
meal, the manticores swoop over the par-
ty, shooting spikes from the air (-1 to hit
because of their movement). If they have
hit at least one PC after two volleys, the
manticores land to finish the job. If the
volleys miss, the manticores fly away. If a
flying manticore is injured for half its hit
points, it can no longer fly and must
crash, taking 2d6 points of damage.

Nighttime Encounter Table
Nighttime encounters occur on a roll of
1-2 on 1d6. Roll 1d10 to determine the
nature of the encounter. Statistics and
details of each encounter follow.
 
Roll Encounter
1 Ceratosaurs
2 Owlbears
3 Bugbears
4 Giant Snake
5 Bandits
6 Orcs and Goblins
7 Wolves
8 Strange Sounds
9 Werewolves
10 Nightmare

1. Ceratosaurs (1-4): (see Daytime
Encounter Table for statistics).

The dinosaurs are more aggressive at
night. They are drawn by the party's
campfire or simply blunder by. They
attack the horses first until they realize
they are under attack from the PCs.

2. Owlbears (1-3): AC 5; MV 12"; HD
5+2; hp 25; #AT 3 and hug; Dmg 1-6/1-
6/2-12 and 2-16; THAC0 15; AL N; 425.

These owlbears have wandered out of
the Misty Forest and will first attack the
horses, then the PCs. They are ferocious
and fight to the death.

3. Bugbears (2-5): AC 5; MV 9"; HD
3+1; hp 15 (leader has 25 hp); #AT 1;
Dmg 1-6 (javelin/spear) or 1-8 (battleaxe);
THAC0 16; SA surprise on 1-3; AL
CE; XP 145 (185 for leader).

These bugbears are remnants of a band
who came out on the losing end of a
three-sided territory fight with some orcs
and elves in the Misty Forest. They want <revise elves to grugach?>
to kill something, and the PCs look like
good targets. The bugbears will attempt
to sneak up on the PCs and leap among
the sleepers. If caught sneaking in, they
throw their spears and javelins and rush
in with axes in hand.

The bugbears have 500 gp ($5000) divided
among them which they have taken from
previous victims. The leader carries a lens
of ultravision. (This encounter occurs
only once.)

4. Giant Snake (Constrictor): AC 5;
MV 9?; HD 6+l; hp 31; #AT 2; Dmg 1-
4/2-8; THAC0 13; SA constriction; AL
N; XP 598.

When the PCs retire for the night, this
snake will slither down from the trees and
crawl into the campsite, drawn by the fire
or the smell of the horses. The snake isn't
hungry, having recently eaten, but is
merely curious. If allowed to move about
unmolested, it will not disturb anything
and will return to the brush when it has
finished its exploration.

If the PCs attack, however, the snake
fights back, attempting to grab a PC in its
coils and constrict. It slithers back into
the brush if it takes more than 10 points
of damage.

5. Bandits (2-8): Jocko the Wily (leader):
AC 5; MV 12"; F3 Marauder; hp 15 19; #AT 1;
Dmg 1-6 short bow or 1-8 (sword);
THAC0 18; AL NE; XP 133. Equipment:
leather armor +2 and <medium> shield, arrows +1
(3).

Other bandits: AC 7 (archers are AC
8); MV 12"; F1 Looters; hp 5 each; #AT 1; Dmg
1-6 (short bow) or 1-8 (BROADSWORD); <check damage>
THAC0 20; AL NE; XP 36.

Light horses: AC 7; MV 24"; HD 2; hp
15; #AT 0; AL N; XP 50.

These are the same bandits found on
the Daytime Encounter Table, but they
are a lot braver at night. They want to
seize the party's horses, sweep up any loot
lying around, and get out quickly.

While half of the bandit group sneaks
up on the PCs' horses, the other half covers
them with short bows at medium
range. The bandit archers shoot fire
arrows at one of the surrounding trees
until it catches fire (20% chance per
shot). With the fiery tree illuminating
the fight, the archers concentrate on any
PC targets they can see. The bandits have
no real desire to engage in combat with
the PCs. If the bandits' plan isn't working,
they'll flee into the woods.

6. Orcs (3): AC 6; MV 9"; HD 1; hp 5;
#AT 1; Dmg 1-6 (javelin) or 1-8 (scimitar);
THAC0 19; AL LE; XP 15.

Goblins (8): AC 6; MV 6?; HD 1-1; hp
4; #AT 1; Dmg 1-3 (dart) or 1-6 (spears);
THAC0 20; AL LE; XP 14.

This group of troublemakers is made
up of 8 goblins led by 3 orcs.
They scour the countryside looking for
looting opportunities.

When the goblins have thrown all of
their darts, they charge the camp with
their spears. 3 rounds after the goblins
attack, the orcs attack from the other
side of the camp. The orcs 1st use their
javelins to take out any revealed Wizards
and any PCs using missile weapons.
The orcs then switch to their scimitars and
charge. If more than 1/2 of the orcs and
goblins are killed, they call off the raid
and attempt to retreat.

Each orc carries 15 gp ($150). One of the orcs
carries a leather pouch containing 5
chunks of onyx worth 50 gp ($500) each.

7. Wolves (4-16): AC 7; MV 18"; HD
2+2; hp 11; #AT 1; Dmg 1d4+1;
THAC0 16; AL N; XP 68.

The hungry wolves are braver at night,
and their hunger for horsemeat makes
them especially vicious. While two of
them attack a horse, the rest hold off the
PCs. If more than 2 of the wolves are
killed before they manage to kill a horse,
the remaining wolves will run away. However,
if the wolves kill a horse first, they
go into a killing frenzy and fight to the
death. If the wolves are allowed to eat
their fill (1 horse per 4 wolves), the
wolves leave the PCs alone, retreating
into the woods after with their feast.

8. Strange Sounds: In the middle of
the night, the PCs hear a strange rustling
in the bushes nearby. If they investigate,
the PCs discover a mound of orc and goblin
bodies. Any PC who succeeds in an
Ability Check against his Intelligence
identifies the arrows piercing some of the
bodies as belonging to Wild Elves. <grugach?>

PCs who are quick to act may catch a
glimpse of the Wild Elves, but owing to
their ability to blend into the vegetation,
this is extremely unlikely. See the Rescue
Mission adventure for Wild Elf statistics. <link>

9. Werewolves (1-4): AC 5; MV 15";
HD 4+3; hp 21; #AT 1; Dmg 2-8;
THAC0 15; SA surprise on 1-3; SD must
be hit by silver or magical weapons; AL
CE; XP 310.

These creatures have come from the
Misty Forest where they usually hunt. To
convince the party that they are real
wolves, the werewolves crawl into the
campsite, collapse, and play dead. If a PC
approaches to investigate, the werewolves
leap up and attack from close range. If
the PCs hesitate and aren't lured close,
the werewolves spring to Life and attack
the closest PCs. The werewolves are hungry
but not foolish; as soon as one of the
werewolves is killed, the rest run away.

Werewolves can only be attacked with silver
or magickal weapons. If the PCs don't
have either of these, have mercy on them
and roll for a different encounter.

If a PC is bitten by a werewolf and
takes damage in excess of half his hit
points but is not killed, he is infected
with the disease of lycanthropy. During
the hours of darkness, he gains the ability
to change into a wolf. During periods of a
full moon, there is a 90% chance he will
be compelled to change. Lycanthropy has
a 25% chance of being cured if the afflicted
person eats belladonna within one
hour (although there is a 1% chance the
treatment will kill him). Otherwise,
lycanthropy can be cured with a cure disease
spell cast by a 12th level or higher
cleric within three days.

10. Nightmare: AC -4; MV 15"/35";
HD 6+6; hp 35; #AT 3; Dmg 2-8/4-10/4-10;
THAC0 13; SD breathes choking
smoke (opponent must make saving
throw vs. poison or -2 to hit), becomes
ethereal; AL NE; XP 880.

This demonsteed is a survivor of the
invasion from Dragonspear Castle. Its
rider did not survive, but it did. It is
motivated by hatred to destroy all living
things.

The nightmare trots up to the campsite
looking like a lost horse. It appears to be
perfectly harmless, although its glaring
red eyes and orange nostrils may arouse
suspicion in observant PCs. As soon as
any PC tries to capture it, the nightmare
attacks. It first attacks with its breath
weapon, then with its fangs and hooves.
After 2 rounds, the nightmare takes to
the air, circles the campsite, then repeats
its attack. If the nightmare is reduced to
10 or fewer HP, it becomes ethereal
and flies away. (This encounter occurs
only once.)

Using the Adventures
The following 3 adventures may be
run in any order you choose. If you can't
decide where to begin, try starting with
Lizard Raid. It doesn't require too much
decision-making, and novices will appreciate
the numerous opportunities for
action.

Regardless of which adventure you use
as a starting point, be sure you run all
three of them before attempting the final
adventure. Not only do the first 3
adventures provide background information
that will be helpful in tackling
Under Illefarn, they will give the PCs
enough experience to bring up their character
levels. If the PCs are having a rough
time, you might want to modify Lizard
Raid or Caravan Duty and try them
again. When the party consists of 3rd
level characters (2nd level for the split
classes), they're ready for Under Illefarn.

In each adventure, the boxed information
may be read directly to the players.
Unboxed information is for the DM.