Ruins of Adventure
TABLE OF CONTENTS

CREDITS
Writing: Mike Breault, David Cook, Jim
Ward, and Steve Winter
Editing: Scott Haring
Cover Art: Clyde Caldwell
Interior Art: James Holloway
Cartography: Diesel, Dennis Kauth, andDavid Sutherland
Typography: Betty Elmore
Keylining: Stephanie Tabat

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Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Civilized Phlan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Reconquest of Sokol Keep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Kovel Mansion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Mansions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Slums . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Temple of Bane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Delving Into Kutos Well . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Mantors Library . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Stojanow Gate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Podol Plaza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Cadorna Textile House . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Valhingen Graveyard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Valjevo Castle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Sorcerers Island . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Zhentil Keep Outpost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Thri-Kreen Village . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Orcs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Nomad Camp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Lizardmen Lair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Kobolds Kingdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Hobgoblins Lair . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

2
10
13
16
18
19
20
23
26
29
31
33
36
42
55
60
64
66
68
70
73
76

Random Encounters Section . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 2
Grasslands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 3River & Coast Areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 4
Low Hills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 5
Mountains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 8
Human Town Areas. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
Unorganized Inhuman Town Areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 8Organized Inhuman Town Areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 9Outside Town Areas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 0
Specials..................................................................91
Evil Specials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 2
Humans.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 3
Inhumans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 4
RandomMonsters....................................................95
Swamp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 6

Ruins of Adventure is a module thatallows players of the ADVANCED
DUNGEONS & DRAGONS® game toenjoy the same adventure as playersof the AD&D® computer game, Pool ofRadiance, produced by SSI, Inc.
Ruins of Adventure uses the sameplot, background, setting, and manyof the same characters as the computer game. In fact, players of Pool ofRadiance will find useful clues to thesuccessful completion of their computer mission in this module.
Ruins of Adventure is set in Phlan, asmall town on the northern shore of the
MoonSea in the Forgotten Realms.
Anyone running a FORGOTTEN
REALMS™ campaign will have no trouble fitting this module right into theirgame. While this module is designed
for beginning and low-level characters
who will grow in power as they take on
bigger and bigger challenges in theruins of Phlan, it is also flexible
enough to accommodate player characters of nearly any level.
The module is divided into many
separate episodes, some taking place
inside the city of Phlan, and someoccurring in the wilderness around thearea. Some episodes are crucial to fulfilling the ultimate goal of theadventure—freeing Phlan from theevil forces that have held it for 50
years—and others have no specific tie
to the goal at all, and are in the adventure for a change of pace. Many of theepisodes will also lead off into tangents of their own if the DM wishes todevelop them, giving a party of adventurers many choices throughout theplay of the module.
The DM should read through thevarious episodes carefully. Also, pay
attention to the descriptions of Porphyrys Cadorna, Tyranthraxus, andthe various “stock” NPCs that appear
later in this introduction. Use these
NPCs liberally to encourage the player characters to tackle the various
challenges of Ruins of Adventure only
as they become strong enough to handle them. The PCs should not go after
Valjevo Castle first, for example, and ifthey seem intent on it, find an NPC
that can guide them to an adventure2

more to their initial level.
Many of the episodes in this module
can be lifted whole from the Phlan setting and used in an ongoing AD&D®
campaign in a completely different
fantasy world. This is especially trueof the wilderness adventures.
So take the elements you like out of
this module, leave the rest, and structure an adventure that best fits yourpreferences and your players. And
most of all . . . Have fun!

Background
It has been 50 years since the city of
Phlan was a small but growing city on
the shores of the great MoonSea.
Trade sailed into to Phlan, past the fortress of Sokal Keep where the watch
scanned the sea for pirates, into thesmall harbor at the mouth of the Stojanow River. Galleys, pinks, cogs, andschooners came from the merchants
to the south, braving the sea to thissmall northern port. Townsmen offloaded pungent spices, dark woods,
reptilian leathers, filmy cloth, gnarledbarks, hammered steel, veined
marbles—the riches of the southernshores. From the north came thickbearded men—men of the bitter
plains, granite mountains, and icy
swamps beyond, leading caravans
burdened with silky furs, heavy wools,
rare ores, straight-beamed woods,
and the ivories of beasts longforgotten in lands further south. Slowly, with patience and endurance, thecaravans plodded to Phlan meetingothers, friends in the dwarves of the
Dragonspine and elves of the Quivering Forest, foes in the orcs who camefrom the Tweenhill gap or the reptilian
race of the swamps. In Phlan northman and southerner met, haggling,cheating, lying and drinking. Phlan
was well on its way to becoming aprosperous trading town.
And then the dragons and their armies came. At first the men of distant villages stopped trekking to Phlan. No
trader came back with tales of new
discoveries. The distant outposts
slowly disappeared. Then refugees
began to arrive. At first they were soli-tary survivors straggling in to lose
themselves in the maze of the slums.
Then families arrived perched on
plodding wagons. They told stories ofneighboring villages set to the torch,the humans slaughtered—or worse.
Trade dropped off. Fewer caravans
arrived. Fewer ships came to collectthe scanty cargoes. The merchants
were concerned. Scouts were sent.
They returned telling of hordes oforcs, goblins, ogres, and giants doing
what they had never done before—marching as armies with order anddiscipline. It was the fear of their commanders, fearsome dragons, thatheld them together. Towns closer andcloser to Phlan fell, the stream of refugees increased. Cautious merchants
packed their goods and left. Greedy
merchants hurriedly amassed fortunes from the frightened people
while keeping one eye always on thedoor. The Council fretted and fussed.
Some wanted appeasement, somefavored an army, and still others
poured money into the walls of Phlan.
But no strategy was ever agreed
upon.
When the armies finally came,Phlan was simply not prepared. For a
day the Council watched the lines
drawn up outside the walls—ranks ofleering, skull-painted beasts dragging
obscene machines of war. They could
not surrender, for they knew there
would be no mercy from thesecohorts. Valiantly, but futilely, theymustered their men. Their spearmen
were ready to meet the charge.
From the start of the attack, thehumans were defeated. They were
out-numbered, out-fought and outgeneralled. The first wave struck fromthe air—wheeling flights of dragons
after dragons swept over the rooftops,
setting ablaze vast portions of the city.
As the flames licked over the chimneys, the attackers charged into thetrapped militia. The Battle of Phlan
was a massacre.
In 50 years, however, the dragonarmies have flowed and ebbed, leaving behind pockets of despair anddesolation. These isolated domains
cannot withstand the unstoppableflood of human dominance. Men havereturned north of the MoonSea andare determined to reclaim their lost
homes.
Such is the case in Phlan. Although
the city proper—its districts and its
fortresses—are still held by the twisted offspring of the original conquerors, good men have managed to gaina foothold in the ruined city. Fired by
the feelings of destiny and progress,
they have set their sights on reclaiming all of Phlan and restoring it to its
former glory. To this end, they arebacked by a new Council, a consortium of the children of the original merchants of Phlan and new, eager
speculators.

The Plot Overview
The basic story is very simple. The
player characters are hired to help
clear the ruined city of Phlan of the evil
creatures that have overrun it. The
reward will be cash, although property
can be taken instead. As the player
characters begin the task of blockclearing, they hear rumors and threats
about the “Boss” —the master brains
behind the uneasy confederation ofevil creatures. It is clear that this
“Boss” holds some special great
power over the goblins, orcs, hobgoblins, and others of the city, binding
them to his will. All of them speak of
him with hushed awe and fear, but
none know exactly what his hold is. At
the same time, Porphyrys, the son ofCadorna the Cloth Merchant (one ofthe old families of Phlan), becomescurious about this “Boss” and thesource of his power. Using his positionon the council, he begins to send thecharacters on different missions,ostensibly to clear the city, but also togain secret knowledge for himself. As
the characters complete these missions, they bring back more information about the nature of the Boss’s
power. Gradually, the son of Cadorna(and hopefully the players) learn of the
Pool of Radiance. This pool supposedly confers great power and leadership on those who bathe in its waters.
However, the location of the pool is

unknown. The location of the pool is alost secret, now only known to theBoss. By now suspicious of the
motives of the player characters, Porphyrys leads his own band of adventurers on a mission to extract the
Boss’s secret.
However, reaching the boss is notan easy matter. It is known that heuses the fortress on the hill as hisbase. The only landward approach isheavily fortified—a small army would
be needed to penetrate the main gate.
Along the river, the ground rises insteep cliffs (though not insurmountable). Worse than this, the Barren River(once known as the River Stojanow)
prevents anyone from reaching thisside. This river is a seething current ofacid and poison. Somehow the water
is steeped in acids so powerful they
can destroy a boat (or person), even if
the deadly toxins don’t kill first. As if
these two were not enough, horrible
unknown creatures crawl the banks,
looking for prey. Until the river iscleansed, there is no way to reach thefortress of the Boss.
However, the Boss has not been
blind to what is happening. As theplayer characters become more successful, the Boss tries to organize better defenses for the tribes under him.
When these fail, the Boss goes about
gathering new recruits. He makes apoint of having his agents avoid contact with the player characters, if at all
possible. The player characters will
become aware of these movements
as they deal with those outside the cityand they pass information on to them.
In the final confrontation, if the party
succeeds in reaching the Boss, they
discover the evil leader is a Bronze
Dragon. However, bronze dragons are
not normally evil. Instead the poor
creature has been possessed by a terrible and powerful being—the Pool ofRadiance was not all it was supposed
to be. When the dragon bathed in it
centuries ago, a thing lurking there
seized its mind. Boring into its skull,
the creature has controlled the dragon
and through it the forces of the city.
However, the creature is not immortal and must find a new host quickly if

the dragon is slain. Thus, at the sametime as the player character arrives,
so does Porphyrys and his party. A
battle may break out. If the player
characters concentrate on defeating
Porphyrys, the dragon/thing will use
the diversion to escape. If the characters concentrate on the dragon, Porphyrys will try to stop them (since hedoes not want the dragon killed). One
way or another, the spirit possessing
the Bronze dragon will transfer toanother character (Porphyrys, unless
he is defeated, or another non-player
character) and, in a massive demonstration of new power, make its
escape. The dragon, confused, willcontinue to attack, believing (perhaps
rightfully so) that its life is threatenedby the player characters.
With their leader gone, the evil
inhabitants of Old Phlan will become
divided, disorganized, and easily
defeated.

Porphyrys Cadorna
Central to the story of the Ruins ofPhlan is the rise to power (and treachery) of Porphyrys Cadorna, the lastscion of the Cadorna family. Althoughacting primarily behind the scenes, heis one of the central antagonists andmotivating factors in the adventure.
Given here is a complete description of Cadorna, both his abilities andbackground. After that is a descriptionof how Cadorna would like to orchestrate the reclamation of Phlan, andhow he will try to manipulate the player characters and the other key NPCs
to get his way.

Porphyrys Cadorna
Normal Human
Strength: 7
Dexterity: 13
Constitution: 8Intelligence: 15
Wisdom: 9
Charisma: 13(Although statistics are given for
Cadorna, they should not be impor3

tant to the adventure. Cadorna neveradvances in level, gains additional hit
points or improves his abilities. His
power is measured more in influenceand importance on the Council and in
the resources he has at his disposal.)
Hit Points: 3
Armor Class: 10

Weapons: A dagger is concealed
under his robes and another worn
openly at his waist as is common for
the time.
Equipment: Robes, brown ororange in color, and a house in the settlement. No magic items or otherequipment of significant importance.
Appearance: Porphyrys Cadorna
is a short, gaunt young man of about
22 to 27 years of age. His hair is dark
black, thick and straight. His cheekbones are well-pronounced and his
nose is sharp and pointed. His brilliant
green eyes sparkle with a keen intelligence. When he speaks, he speaks
softly yet his voice is penetrating. A
sarcastic wit and urbane tone give hiswords impact.
Personality: Here is a man not be
trusted, except that no one has figured this out. At his core he is grasping, venal, and obsessed with the ideaof achieving the glory his family once
held. Thus he has rationalized allmanner of excuses for the failure of
his family. The blame is always placedon others; conspiracy and treachery,
he thinks, have robbed him of hisbirthright. Outwardly he appears intelligent yet lackluster, clever enough but
a lazy dilletante. Others consider him
harmless yet not perfectly trustworthy.
However, this fault they ascribe to hislack of diligence rather than any direct
malevolence on his part.
Background: Porphyrys Cadornais the son of Eugenia Cadorna, once
master of the Cadorna cloth merchants. Before the collapse of Phlan,
the Cadornas had been masters of theleading cloth guild. But even by thetime of Eugenia, their power had beenon the wane for some time. Thencame the invading armies. Eugenia
and his family fled, taking enough of
4

their wealth with them to live in comfort elsewhere. The rest they carefully
hid, thinking the hordes would shortly
pass and they would return. But thiswas not the case.
During this exile, Porphyrys wasborn and raised. All through his youth
he listened to the bitter stories of his
father—stories of the stolen grandeurof the Cadornas, stories that madeexcuses for Eugenia’s failures. Eventually his father and mother died,poorer than they had been, though by
no means poor. Their dreams ofrestored glory died unfulfilled. Thus,
Porphyrys has inherited their cup.
Then opportunity came as therecovery of Phlan began. Using his
funds and the influence of theCadorna name, Porphyrys returnedand claimed a seat on the Council. But
it is a far cry from the old days. His
position is minor and his advice seldom sought. Porphyrys is determined
to change all that.

Cadorna’s Plan
When the characters first approachthe council, Porphyrys holds the leastsignificant position.
Porphyrys’ first ambition is to regain
the lost fortune of the Cadorna family.
He must find strong and capableadventurers who can do the job forhim. He supports the missions of theCouncil as a way of testing applicants.
The first mission of significance to him
is the clearing of Sokal Keep. If player
characters accomplish this, other missions (that meet his ambitions) will beoffered. If the player characters returnto the Council without clearing theisland, he will be quite sarcastic andgalling (“So, a bunch of frogs were
just too much for you?,” etc.). He
votes against allowing any more missions to the PCs until the island andkeep are cleared.
Once the characters clear the keep,
Porphyrys will decide they are capable of tackling the Textile House. Thismission will be offered, with the stipulation that payment will not come until
the block is settled and not before.
Therefore the characters will have toclear the intervening blocks also. The
rest of the Council will offer other,lesser missions. Cadorna will actively
support the player characters in discussions with the Council. His stockwith the other members will rise slightly.
If the characters have found information on the Pool of Radiance,
Cadorna will become interested intheir faint clues. He will hire a thief tosteal any materials on the subject thatthe characters may have.
Once the characters clear the Textile House, Cadorna will move in anddemand extra protection. This he getsin the form of extra watchmen. Thesewatchmen quickly become a privatearmy and reactions to all strangers in
the area are unfriendly. He also
uncovers the lost family treasure andbegins to use it buy influence. By thistime he has moved up a notch or two
on the Council’s ladder.
By now, Cadorna is greatly interested in the Pool of Radiance andwants to learn its location. Under theguise of saving the city’s historicaltreasures, he offers the player characters the mission to the Library. There,
they are to gather various books andmaterials and return them to him.
Cadorna hedges his bets by buying
several NPCs in the town, such that atleast one new NPC in the player character party (if there is one) will secretly
be in the service of Cadorna. ThisNPC is to make sure that nothing is
kept from Porphyrys and that certain
books are taken without the player’s
noticing.
After the characters have gathered
the information from the Library,
Cadorna decides he has no further
use for them. He believes he knows
the location of the Pool and now wants
any possible complications out of theway. At first, he attempts to get rid of
the characters by having the Council
only post the most dangerous
missions—the storming of the gate,
the cleansing of the river, etc.
If these fail, Cadorna will hire a party of NPCs (of equivalent level to theplayer characters) to track and kill the
party. To avoid being implicated, hesends the characters on a wild-goosechase. They are to act as emissaries
to an outpost of Zhentil Keep on thefar borders of the lands of claimed byPhlan. This gets the characters out oftown. Cadorna can now prepare to
pursue the Pool unhindered and havethe NPC group hunt down the characters. Just to hedge his bets, heincludes a message in the diplomatic
papers the characters are carrying toZhentil Keep that as a sign of goodfaith, the soldiers of the outpost
should slay the messengers (that is,
the PCs) and return their heads.
By this time, if they’re still alive, thecharacters should know that Cadorna
is up to no good. He has become theHead of the Council and is ruling thesettlement. When the characters
attempt to return to the settlement,
they will be treated as criminals (hunted, attacked, and maybe arrested).
Thus, they must return by stealth.
Now, their mission (without being
assigned one) is to track down
Cadorna and expose him to the others. They should have the evidence
from the outpost (and more will be at
Valjevo Castle if necessary). They
must reach the Council chamber alive
and reveal the evidence before theCouncil. If they do this, Cadorna will
flee. It is very important to the story
that Cadorna escape. However thecharacters, if they have not seen it
already, will find Cadorna’s evidence
on the Pool of Radiance.

Tyranthraxus
Tyranthraxus is the leader of theevil forces occupying Phlan (the Boss)
Unknown to the players at the beginning, their main enemy is a dragon.
However, the dragon (which is named
Srossar) is not the true enemy, for it ispossessed by an evil spirit from the
Pool of Radiance—Tyranthraxus
Thus, Tyranthraxus has control overboth it and the dragon’s abilities.

Srossarsurprised under normal conditions.

Ancient Bronze Dragon

Transference: Being a disembodied force, Tyranthraxus canattempt to abandon his current hostand leap to another body, provided
that target fails its saving throw vs.
death.

Hit Dice: 9
Hit Points: 72
Armor Class: 0
No. of Attacks: 3
Damage per Attack: 1-6/1-6/4-24
Size: Large
Abilities:
Lightning bolt (100’ x 10’) or repulsion
cloud (20’ x 30’ x 30’) three times perday (damage of lightning equal to current hit points).
lnfravision 60’.
Detect hidden and invisible things 80’.
Fear aura (as per Monster Manual).
Gains -1 on enemy chances to hit
and damage caused from waterbased attacks, but does not suffer any
extra damage from fire-based attacks(due to Tyranthraxus).
Saving throw as a 18 HD creature.
Polymorph self at will (no system
shock roll needed).
Spells:Charm Person
Sleep
Invisibility
Hold Person
Protection from Normal Missiles
Monster Summoning II
Polymorph Other
Darkness 15’ radius

Tyranthraxus(the possessing spirit)
Statistics do not apply to Tyranthraxus, so there is no hit dice, hit
points, armor class or damage. However, Tyranthraxus possesses a number of special abilities that can appear
through Srossar.

Fiery Aura: As a sign of possession, Tyranthraxus normally surrounds his host in an aura of flame.
This flame does not hurt the host but
causes 2-20 points of additional damage to anyone hit by Tyranthraxus.
ESP: Tyranthraxus has ESP to aradius of 150 feet. Thus he cannot be

Magic Resistance: Being extraplanar, Tyranthraxus bestows a flat
20% magic resistance to its host. This
is not varied according to the level ofthe caster.
Background: Nearly a century
past, Tyranthraxus first appeared in
the Forgotten Realms, much to themisfortune of Srossar the Dragon.
Deceived by agents of Tyranthraxus(who were in turn deceived), Srossar
bathed in the Pool of Radiance believing it would give him greater wisdom
and understanding of the metaphysics of the universe (somethingbronze dragons find intensely interesting). It didn’t. What it did do wasallow Tyranthraxus to possess Srossar, for the Pool of Radiance was a
portal to one of the darker planes(which one is currently unknown).
Immensely pleased with his powerful
new host, Tyranthraxus slaughtered
his agents so that the location of the
Pool might never be found.
Then, using the immense power ofhimself and his host, Tyranthraxus set
out to fulfill his ambitions—to reduce
all of the Forgotten Realms to waste
land or enslavement. Amazingly
enough, he has found willing victims
for enslavement in the hobgoblins,
orcs and other creatures. Believing
themselves to be flee, they are nothing more than his lackeys. So far his
wishes and theirs have worked
together. But there will come a time
when even they must be destroyed orchained.
With his armies raised, Tyranthraxus has swept out of the icy northand stormed into Phlan. Here, theMoonsea posed a new difficulty while
the forces of Zhentil Keep have held
his hordes at bay. For 50 years he haslabored, slipping agents into the out5

posts of the keep and coaxing pirates
in hopes of carrying him across thewaters of the Moonsea.
But the resettlement of Phlan has
taken Tyranthraxus by surprise.
Before he could marshal his forces,
the colonists had claimed their toehold on his city. Now, he must destroy
them before he can proceed. While
this is not an unpleasant task, it is adelay of time.

Tyranthraxus’ Plan
Tyranthraxus has its own priorities
in the conquest of Phlan. Here is how
it is likely to react to the various
actions of the player characters:
The module begins with the settlement already established, but little
more than that. The colonists can only
move safely by sea, as the old roads inand out of Phlan are controlled by
Tyranthraxus and his minions. While itis possible to enter and leave the city
by land, it is very dangerous.
Fortunately for the settlers, Tyranthraxus’ power is far from absolute.
Currently, the chieftains of the various
tribes have fallen to squabbling. Thus,
no coordinated action can be taken
yet. However, Tyranthraxus has notbeen idle. He has placed a number of
NPCs in the settlement to act as spies.
These can be hired to join the party
and will also keep Tyranthraxus
appraised of the general progress ofany adventurers. Initially, these NPCs
will only report. However, if accidentally hired by the party, they can be usedlater by Tyranthraxus.
Once the characters have raided
their first chieftain’s stronghold,Tyranthraxus will send new emmissaries to the remaining chiefs. Theseemmissaries are unique from thosefound in the area-fire giants: AC 3,
MV12,HD11+,hp57,#AT1,Dmg530, THAC0 10, throw boulders 200
feet for 2-20 points, immune to fire.
(Some other suitable creature can besubstituted depending on the DM’s
wishes.) These giants will then be
found in the different chieftain’s
strongholds. Each carries messages
6(in the language of that chieftain)
demanding “... obedience or death.
Unite with your brethren against theoutsiders or come into my presence
and explain your behavior.” Thesepapers are signed by Tyranthraxus.
After the characters have cleared 35 blocks around the settlement,
Tyranthraxus will order an attack.
However, his minions will respond
only half-heartedly. The chance of arandom encounter will be doubled in
all monster-held blocks adjacent tothe settlement, but no attack will
occur.
It doesn’t take long for Tyranthraxus to become vexed by the success of the player characters(provided they have had any). He willorder one of his NPCs working for theparty to lead them to the graveyard fora mission. Here he hopes the characters will meet their end among thefearsome undead. Naturally, he will
alert the inhabitants of the graveyardin advance. Furthermore, the NPC
has orders to betray the party in a crucial combat.
After Cadorna flees the settlement,
he is captured easily by Tyranthraxus.
Tyranthraxus demands a ransom for
Cadorna (although he has no intention of turning him over). If the Council
agrees, the characters are hired todeliver it to Valjevo Castle. This is, naturally, a trap.
If the characters have survived all
Tyranthraxus’ other attempts andhave continued to make progress,
Tyranthraxus launches a final assault
on the settlement. The attack is madeat the front gate by 100 orcs and 200
goblins. Tyranthraxus assists theattack from the air. He zeroes in on theplayer characters and the main gate.
If wounded to half his hit points or
less, he flies back to the castle to lick
his wounds and heal. This is where
the player characters will find him forthe final mission. If Tyranthraxus
defeats the player characters, the settlement is conquered by his hordes.
The reconquest of Phlan has failed.
The final encounter with Tyranthraxus is described in the “Valjevo
Castle” listing.

“Stock" Non-Player
Characters
There are many occasions in thisadventure that a DM will need a quick
NPC to sit at the bar, work behind thecounter, or even meet in a dark alley.
Here’s a list of NPCs, with short
descriptions, ready for the DM to use:

Dwarves
Dwarven cleric: Doral is a 7th-leveldwarven cleric that was trapped here
when all the boats of lsonzo shipyard
were burned. He has stayed behind tohelp the groups of dwarves that are
still in the city. He is a force for good,
especially towards dwarves.

Dwarven fighter: Stonal is a fierce
9th-level dwarven fighter who wasalso stranded by the burning of theport. He, on the other hand, has taken
to leading a small resistance groupagainst the forces of evil in the city. He
uses a magical dwarven throwing
hammer in battle.
His group could very easily encounter the PCs in battle, but after one
round of fighting the dwarf could ask
for a truce, since he looks like the foes
he is facing aren’t the “usual sort.”

Dwarven thief: Phanal is a 12th
level dwarven thief. He is high in theranks of the thieves guild. He has agreat deal of information about thetown, but charges in gold for the telling.
Dwarven assassin: Shanal is a 9thlevel dwarven assassin. He has been
hired by the forces of evil to seek out
powerful dwarves in adventurer’s parties. He challenges them to a duel inwhich he uses two poisoned magical
daggers.

Elves
Elven cleric: Silvanestri is a 7thlevel cleric charged to get into thelibrary of the city and acquire somevaluable elven parchments that wereloaned to the city before the attack. Heneeds help to do this and will pay inclerical scroll spells only after thedeed is done.

Elven fighter: Gilesestri is a 7thlevel fighter that has been battling evil
for 900 years. He is loaded down withmagical weapons and armor and other useful devices. He has come topunish the ones that have poisoned
the river and now looks for them. He
will join a group interested in also
looking for those that are polluting thewater.
Elven magic-user: Vilanestro is an
11th-level female grey elf wizardress.
She came at the magical summons ofRen, the white wizard, and is now
looking for him. If the group will help
her find Ren, she will come along and
add her considerable magical powers
to the group.

Elven thief: Taltonestri is a 10thlevel elven thief posing as a low levelfighter. He wants to join the PCs’
group and help himself to their treasures. With this character along, all of
the gold and silver that is found will be
cut by 25% as the thief takes it before
the party knows it was there.
Elven assassin: Eelzifestro is a 9thlevel female elven assassin. She has
been paid by the forces of evil toattempt to kill elves in the PC party
that have gotten too powerful. She
does this first by trying to hire onto thegroup and then attacking after a large
battle. She only wants to kill the elvesin the party and then she runs. If she
isn’t allowed to join the party she will
directly challenge the highest elf to aduel to the death.

Gnome fighter: Soilish is a 6th-levelgnomish fighter totally. under thecrazed control of a very powerful magical neutral sword. The gnome neversheaths his weapon, and the blade
allows the poor little fellow to fight at
the 12th level of experience. But theweapon also insists that all gems go to
its user in payment for its services.
When the PCs protest, the weapon
takes Soilish away.

Gnome illusionist: Eartha is a 7thlevel female gnomish illusionist. She
came into town to search for somehighly valuable spell components thatwere supposed to have been on oneof the ships that burned in the harbor.
The components are such that they
couldn’t be destroyed in the fire andshe wants the PCs to help her.
Gnome thief: Dustin is a 10th-levelgnomish thief. He is a good old boy
freelancer that likes to thieve, andthere isn’t a lock in the world that hecan’t pick. He will go with the party forthe first pick of all treasure and Dustin
always picks the rings so that a party
doesn’t even get a chance to look atthese when found. If Dustin dies there
are two rings found on his body—feather fall and free action.

GnomesGnome assassin: Groundla is an
8th-level female assassin. She has
been paid to knock off gnomes in the
PC party that get too powerful. She
faces the group and tells them she
has an important message for thegnome(s) in the party; if they agree togo with her she tries to poison themwith a dagger. If this attack fails, shewill trail the party and fire poison darts
at the group (She can only be found on
a 10% chance, unless there are rangers with the party).

Gnome cleric: Dirtan is a 5th levelgnomish cleric. His quest is to get into
the temple of Bane to get some gnomish relics that are still stored there. He
is also aware of some valuable lawful
and neutral clerical relics that are still
hidden there if the party would beinterested.

Half-elves
Half-elf cleric: Jade is a 5th-level
female half-elf cleric. She has comefor revenge. Her half-elf brotherAmber was reportedly killed by theinvaders and she is out to do as muchdamage as she can to the evil that has

taken over the town.

Half-elf druid: Amber is a 7th-leveldruid half-elf. He has been taken prisoner and is held in the Valjevo castle.
He instantly helps anyone who saves
him and will fight even better if Jade isthere also.
Half-elf fighter: Onyx is an 8th-levelhalf-elf fighter. He is huge and strong
and uses a giant magical axe in battle.
He works for any neutral or lawful thatpays him the most and joins the party
for a starting fee of 500 g.p. There is a
50% chance when dealing with otherneutrals and lawfuls that these parties
will offer Onyx more money to work forthem. At these times Onyx gives theparty a choice of matching the offer or
letting him go. The offer is always double what the last offer was.

Half-elf ranger: Jet is an 8th-levelhalf-elf ranger. He has come to thiscity to sharpen up his skills in fighting
giant types. He works for little pay, butthere is a 25% chance that giant types
will be found in all random encounterswhen Jet is with the group.
Half-elf magic-user: Carnelian is an
8th-level half-elf magic-user out to getevery piece of magical equipment hecan lay his hands on. He works for thegroup, but only if he can have the firstpick of magic items; these items theparty never sees again or gets the
chance to use. If and when Carneliandies he leaves behind a 22 charge
staff of power. He uses this staff himself in battles up until his death.

Half-elf thief: Tozaz is a 5th-level
female half-elf thief of great beauty.
She is young and new to the trade andtotally mercenary. She will join anygroup but insists on getting all the bestpieces of jewelry the group might find.
Half-elf assassin: Azurite is a 9thlevel half-elf assassin. He has been
paid to attack any half-elf that has
gained magic in any PC group. This
assassin is so sure of himself and his+3 black hammer that he comes right7

up to the group and challenges thehalf-elves to duels.

Halflings
Halfling druid: Zelensha is a 6thlevel halfling druid. He has come tothis area to discover what is poisoning
the river. He extends his help to anyone that will also work on this quest.
Halfling fighter: Zolonsho is a 6thlevel halfling fighter. His dexterity issuch that he can use two weapons
with no penalty. He rafted down to thearea in search of adventure and now
has come to fight the evil that has taken over the city.
Halfing thief: Zilinshe is a 5th-level
halfling thief. He is a searcher ofancient scrolls and has come toinvade the library of this city while
there is so much confusion. If he joins
the party he insists on taking all thescrolls that are found in the treasure.

Half-Orcs
Half-orc cleric: Mace is a 4th-levelhalf-orc cleric. He has a large following of orcs and has risen to some
importance in his area. He uses a +2
mace in battle and will never retreat.
Half-orc fighter: Spear is a 7th levelhalf-orc fighter who appears quite
human. He tries to join a PC groupclaiming to be a human fighter. If thegroup ever gets down to 3 or fewer
members he will turn on the group andtry to kill them all, thus revealing his
orcish nature.
Half-orc thief: Dagger is a 9th-levelhalf-orc thief who also appears quite
human. He leads of band of fivehumans whom he calls freebooters.
Their aim is said to be the destruction of
the evil of the town, but actually they areout to get everything they can. If the PC
group meets them, Dagger will suggest
a raid on the Old Town, claiming to know
a secret passage. The passage is actually well guarded, and Dagger and his
group drive adventurers into this area
8

all the time to get them killed so thatthey can loot the bodies after the real
guards leave.

Half-orc assassin: Quarrel is a 9thlevel half-orc assassin with gauntletsof ogre power. He has been paid by
the bad guys to try and take out theleader of any PC group once the average level of the party reaches 4thlevel. He does this by using poisoned
quarrels from ambush. There is only a
25% chance of finding him after suchan attack, higher if there is a ranger
with the PCs.

HumansHuman cleric: Anton is a 10th-level
human cleric. He is fighting a losing
battle against the undead of theValhingen graveyard. There is a vampire magic-user in there and it is working hard to raise the dead. Anton tries
to enlist the aid of anyone to help him.
He does point out that many of thesemonster undead things have a lot oftreasure.

Human druid: Banyun is a 2ndlevel human druid. All he has going for
him is a pair of gauntlets of ogre power
and a belt of hill giant strength. He
wants to work for the PCs, andencourages them to take up the matter of the poisoned river.
Human fighter: Carlo is a 7th-level
human fighter. He is a sword for hire,
but won’t work for females or groups
with females in them. He has knowledge of Sokal keep and the beings
that live there.
Human paladin: Durendal is a 5thlevel human paladin, a knight dressedin white armor with a plain whiteshield. He won’t work with a groupthat has thieves or evil members, but
is happy to fight evil if the group is
pure enough.
Human ranger: Evan of the Bow isa 9th-level human ranger. Discoveredin the wilds, he is on a quest heading
for the swamps. If the PCs care to go

in that direction, they can accompany
him.

Human magic-user: Ren, the white
wizard is a 15th-level human wizard.
He is trapped in the Valjevo castle. If
the group frees him, he leads them toa large treasure in the castle. He thenhelps them finish their quest in the
castle, but leaves the moment they
exit the castle. He has things he must
attend to in the wilderness.

Human illusionist: Fengor, theblack spell caster, is a 10th-level
human illusionist. He has risen to
power in the ranks of the evil forcesthat hold the city. He lives in Kovel
Mansion and has several sets ofhuman and inhuman guards in andabout the mansion.
Human thief: Galarrian is a 15thlevel human thief. He is the second incommand of the thieves guild and inlove with the prince who has become
the head of the guild. It is he that will
help the PCs get into Valjevo Castle ifthey ask the guild’s help in doing this.
Human assassin: Harold is a 10thlevel human assassin. He is a prisoner in some area of the city and when
freed he will help the PCs all he can.
But several people will recognize him
and be angry that he is about again.
The characters will have to choose if
they want these certain powerful people mad at them or they want Harold’s
help.

Human monk: lndel is a 7th-level
human monk. He lives in an area controlled by evil, but his house and thenearby area holds no evil beings. He
has been regularly attacking anddefeating the evil forces in the area.
He has been waiting for a group of
PCs to come into the area so that hecan take them on a raid to get backthree other monks, one of whom is thewoman he loves.
If the group helps him on this quest,
he will come to the party’s aid threetimes during the rest of their adventures.

Bandit Cheiftain: Jurin the Bold is a
3rd-level human bandit chieftain. He
works in the wilds outside the city andhas been charged by the forces of evil
to question any strange groups thatare roaming out of or into the city. If
these groups don’t know the
password they are attacked by hisband. Jurin never dies in these battles
as he successfully runs off to be met
again and again with bigger and bigger bands of bandits (he grows in
power as the PCs do).

Berserker Chieftain: Kantal O’ theAxe is a 4th-level human berserker
chieftain. He will work for the groupand bring members of his band into
battle if the pay is good enough. He
also insists on the largest portion of
any treasure found.
This is another NPC who comesback again and again, but this time on
the side of good. His force can betotally defeated, but Kantal will survive and will be met again later with aneven bigger band of beserkers (growing in power as the PCs do).

Buccaneer Chieftain: Lanyard O’
the Sail is a 2nd-level human buccaneer chieftain. He exists to encounter
those PCs that want to hug the coastlines. He robs them and leaves themwith the worst weapons the PCs haveand no magic. He is another character
that grows in power. If the adventurers
get the best of his group, he can befound later with a larger group.
Merchant Leader: Mendacant themerchant is a 3rd-level human fighter
turned merchant. He has a base ofoperations far outside the city. He
pays groups of PCs to enter the cityand follow his directions into the merchants quarters of the city. In theseevil-controlled areas there are lots ofsupplies that Mendacant wants. If thePCs bring them back, they can taketheir share of the treasure, and get
more work from Mendacant.

Pilgrim Bands: These groups
should be found everywhere, andalways under attack. Their size shouldbe random and the larger the pilgrim
band, the larger the reward for saving
them. Pilgrims usually reward PC
groups with gold, but 10% of the time
the bands give out magic items.
Pilgrims should also be a hugesource of information. The larger thepilgrim band, the better the hints they
can give to the adventurers.

RumorsThroughout the adventure, thecharacters may wish to visit various
local hangouts and find out what they
can on a variety of subjects. What follows is a list of rumors the DM canfeed the players:

Island Keep
The old keep held out longer thanany place in Phlan, all the powerfulfolks fled there. But, I’ll tell you, mybrother told me that place was just fullof undead. (True)
Ain’t nothing there. I been out there.
Place has been picked over by theorcs. Took everything that wasn’t
nailed down. (False)

Cadorna Textile House
That used to be the home of theCadorna family. Said there’s a big buried treasure there. ‘Course, they saythat about most the old family housesin the city. Lot of folks have died chasing those stories. (True)
That place don’t exist no more. I
remember my daddy telling me itburned to the ground in the last daysof Phlan. (False)

Sorcerer’s Isle
You know, the Stojanow Riverwouldn’t be in the rotten shape it’s in if
it weren’t for that crazy wizard who
lives upriver. (True)
It’s a dangerous place to go. Tis
said a powerful band of wights is buried in some strange powerful pyramid
up there. I’d be ready for undead if I
was you. (False)

Zhentil Keep
Hey, we here in Phlan have got nolove of them in Zhentil Keep. They’reevil all the way through. They’re trying
to expand and have got their eyes on
Phlan. I don’t know anybody who’dwant to deal with them. (True)
The Zhentil keep fellows? Yeah, I’ve
seen them, they’re off to the east,
teamed up with those bucaneers.
(False)The Castle
The castle used to have a wonderfulrose garden. I’ve heard since thatwhatever lives there has changed it
into some kind of horrible maze withpoisonous plants and everything. But
that’s not your big problem. First
you’ve got to get past all the guards
that surround the place. (True)
The whole evil army is commanded
by a villian—a human who’s sold his
own race out. We captured one of his
guards and forced him to talk. He said
the guy was unkillable because hedoesn’t have a heart, that it’s hiddenin a floating castle miles from here!
(False)The Library
Ah yes, I remember the library when
I was a child. It’s near the CadornaHouse. It had every book you could
ever want. (True)
About ten years ago, some merchant cut a deal with the rulers ofPhlan. He paid them a lot of money for
permission to take the books out of
the Library. They hauled them up to
the northeast, up to some place in themountains. (False)9In Ruins of Adventure, the “civilized” section of Phlan is used only asa base of operations for the characters, a place where they can heal up,
buy equipment, sell treasure, and get
new assignments. There may besome negotiations and intrigue here,
but there should be no violence—characters involved in “disturbances”
within Civilized Phlan should be given
a quick and none-too-pleasant introduction to the Town Guard and the jail.
This is not to say that nothing interesting will ever happen in Civilized
Phlan; the section below details someof the places and people the PCs willencounter.

Filling In The Blanks
As DM, you can use any sort of“generic” city layout you want for Civilized Phlan. Undoubtedly, you will
want to identify certain buildings as
special places on your map (specificshops, temples, the Council Chambers, and the like), but most of thebuildings will fall into one of three categories: Deserted, Residences, orWarehouses.
Deserted buildings (30% of thetotal) can be used for sleeping or tostore items, if the PCs are unwilling touse an inn. However, there is a 40%
chance that a deserted building will beoccupied by thieves or ruffians during
the night. Their reactions will range
from suspicious (only attack if threatened) to overtly hostile. There is also a
10% chance the building is occupied
by an orc or goblin spy. A spy will try toflee, disappearing into the back alleys
of town. The Phlan Council is paying a
50gp bounty for the bodies of suchspies.
Residences (60% of the total) are
the most common of the unnamedbuildings. If the characters enter a private home, the reaction will be (understandably) hostile. There will be much
screaming and yelling, the characterswill be attacked and the Town Guard
will arrive in a very short time. The
characters will then get to discover thejail.
Warehouses (the remaining 10%)10

are locked; there is a 30% chance of awatchman appearing each turn.
Watchmen call for the guard if thecharacters have broken into the warehouse. Warehouses are filled withthrilling items, like dried fish, bolts ofcloth, potatoes, lumber, tuns of wineand cider, barrels of salted herring,bags of salt, bars of copper and iron,baskets of lime, etc. There is a 1%chance of some valuable item being
among all the junk—a silver plate, astatuette, gold ornaments. It is all easily identifiable, and any PC carelessenough to flash it around is subject toarrest (if a guardsman is around) andgenerally poor reactions from thetownspeople.

Places of Interest
The Stockade WallThough not nearly as high, this wall
has the same kind of emotional effectas the wall in King Kong—dark,
gloomy and built to keep out some hideous danger just on the other side.
There are not a whole lot of happy
smiling people along here.
The wall is constantly patrolled byteams of watchmen—four men always
within sighting distance of the nextgroup. Each group is led by a corporal. Watchmen tend to be very neutral
in reaction and will not leave theirposts unless offered a very big bribe(1000 gp or more). If attacked, theteam will raise the alarm and a newteam will arrive each round until either
52 watchmen have appeared on thescene or the all clear is sounded. At
the gates are 20 more watchmen, led
by a sergeant. If attacked they willsound an alarm horn and 10 moreguardsmen will arrive from the settlement each turn until either 200 men
have arrived or the all clear is sounded.
During the day, the gates are
opened to any bearing a pass from thecouncil (to keep spies from passing inand out). At night the gates are barred
and are not opened to anyone.

The Docks
There are always 0-2 ships present
and 3 small boats that can provide ferry service to Thorn Island. The boatmen are always good for a generalrumor about Phlan. They also haveone piece of specific information:“There ain’t no point in tryin’ torow up the river, lubber. ‘Tis poison
sure, through and through. Why’deat yer planking right out for sure it
would! It’s a most unnatural fouling,
I’ll warrant ye.”
The shops near the docks actuallyform a small market. Just who or whatis there varies greatly. There will be 28 stalls or shops, all of a temporary
nature. The table below lists whatmight appear.
2-15: Fishmonger
16: Spice merchant
17: Tinker
18: Alchemist—can sell poisonsand healing potions.
19: General merchant—can sellmost adventuring supplies at costs
below those of merchants in town.
20: Itinerant cleric—neutral, but for
those willing to listen to his sermon hewill do minor healing spells.

The RiverOn the north edge of the settlement
is the river, reeking and poisonous.
Near the river, 70% of all buildings aredeserted. Orcs from the opposite
bank will fire occasional shots withshort bows (and the occasionalcrossbow—10% chance) at anyone
visible on the settlement side. These
orcs (2-12 1st levels, with a 2d level
leader, appearing 60% of the time any
PC gets within 50’ of the river) firefrom cover that is the equivalent of AC-4; If attacked by magic or a vastly
superior force, they will flee.
On some days (200% chance), theview across the river is blocked bysickening mists and foul vapors thatrise and writhe across its surface.

Rooms and Inns
The Cracked Crown
This inn is found in a relatively quiet
and peaceful part of town, and the inn
itself has a reputation for the same.
This makes it popular with the more
respectable and settled elements ofthe town, including the council members who come and go at various
times. It is the most expensive of all
the inns, charging 5 gp a night. There
are 12 rooms and most can hold 4
people. The inn does serve meals andhas a small public house, although it
discourages boisterous behavior. The
watch generally responds quickly andin force to disturbances here. However, because it attracts a wealthyclientle, the inn also attracts a larger
number of thieves and second-storymen.
Nat Wyler’s Bell
This little place is in the heart of theslum district, well away from the prying eyes of the watchmen and thecouncil. Because of its location, it is afavored place of cut-throats, ruffians,
swords-for-hire, and other desparate
men looking for a quick route to aneasy fortune. There are 8 privaterooms (sleep 6 or less, 12 sp a night)
and a common room (that sleeps up to20, 8 cp apiece per night). In thecramped downstairs is the common
room, always a popular place. Whilebusy, it’s not noisy as most everyone
tends to mind his own business. In
such a place, it is not good to nose into
what your neighbor has done or might
do. It is a good place to hire NPCs,
although there is a greater chance ofgetting one of poor character, not surprising considering the place. There
are frequent fights, and every NPC
should be considered neutral or suspicious while a few might even be hostile. However, there is little problem
with theivery, since the inn is theirsafety. It is not possible to cache itemsin the common room, but Nat Wyler
will hold anything for a fee.

The Bitter Blade
This inn has the advantage of being

located not far from the docks, making
it a good place to stay for those whowant to get out quickly. While it is not
as seamy as the Bell, it enjoys a worse
reputation. Outward appearances
make it seem a well-run and respectable establishment. However, it is thegathering den for the malcontents ofthe settlement, men and women who
dislike the current government,
secretly hope the conquest of Phlan
will fail, or are only in town to get richquick (by whatever means). NPCs
hired here tend to be shiftless anduntrustworthy, assassins, or naive
farmboys fresh off the boat. Due to its
waterfront location, the inn is fairly
spacious with 20 rooms (sleeps four tosix, 2 gp per night). The innkeeper,
being a scoundrel, frequently rents
the same room to two or more parties
at the same time. Thus, there are frequent fights and disagreements in theback, out of sight of most customers.
Thieving is a problem, especiallysince the watchmen don’t protect themalcontents of the Bitter Blade too
well. One significant advantage of the
Bitter Blade is that a large number of
wayfarers stop here. Thus characters
can learn general rumors about boththe city and the surrounding territory.

1.5 times the normal price and there is
a 1-3 week delay. Matteo will send a
messenger to the character’s room
when the work is done.

Outfitters

Jerome of Melvaunt
This shop is very much like that of
Ian the Grocer. It has the same assortment of goods and the prices are generally cheaper. However, Jerome not
only sells items, he buys them, mostly
in the form of stolen goods (hence his
low prices). Items can be fenced orpawned here. If characters buy stolen
goods, there is a 5% chance per day
that they will be arrested by the watch
as thieves. Protesting about Jerome
does no good—it only gets himarrested and the shop closed down forgood. For obvious reasons, this shop
is located in the heart of the slum district.

Ian Cockburn, Grocer
This shop, located in the residential
district, is much more of a medieval
grocer than a modern one. He sells
items necessary for everyday life, only
a little of which is food. His prices are
fair, but he is a tightwad when it comesto bargaining.
Matteo the Smith
Matteo is an expert craftsman ofarmor and weapons. However,
because his work is quite good andtakes time to do, he seldom has anything immediately available. Whenever the characters visit the forge,
there will be 1-4 weapons or suits ofarmor (or mix of both) available.
These are always human-sized only.
Any weapon or piece of armor can beordered from Matteo. The cost will be

Georg of Vitkov
A smith, Georg has a wide variety of
weapons and armor available, including leather armors. These come in all
shapes and sizes. Thus, any weapon
or piece of armor can be obtained
from him. However, his craftsmanshipis nowhere near that of Matteo. His
weapons break on any “to hit” roll of
1, and his armor is unusable after taking 50 to 80 points of damage. His
prices are standard to the rulebook
and he will not dicker, since he knows
he usually has the buyer over a barrel.
Ernst the Farrier
Ernst is the stabler and farrier of thesettlement, although he doesn’t get a
lot of business. Characters can buy
livestock (especially horses) and tackhere. Prices are double normal since
all mounts must be imported. Getting
horses out of the city alive is the player’s problem. (Horseflesh is greatly
prized among the various orc, kobold,
and goblin tribes inhabiting Phlan andthe surrounding countryside.)

The Slum Market
A section of the slum district should
be given over to market stalls. Herethe characters can find an everchanging group of merchants and11goods, essentially a way to provide
any other items they are going to needto purchase. Of course, honesty andquality are two things that are occasionally lacking here. There are also afair number of pick-pockets to relieve
the overburdened shopper of a little
excess weight.
Stalls that occasionally appear in
the market include:

1. Wollaeger the Chandler: This
shop has all manner of weird knickknacks. He also has from 1-4 potions,or so he claims. These potions arereal only 50% of the time. Even if they
are real, they are accurately labeled
only 70% of the time. Otherwise it
could be a potion of anything! Not surprisingly, he offers these potions at
fabulously low rates, so it is buyer
beware.
2. Aldo the Wine-Seller: While
Aldo’s wine is not very good, his stallis a veritable fountain of information. If
it is possible, Aldo can answer one
simple question about any given location (if paid enough—his starting priceis 25 gp, and the price goes up fast foranything above and beyond basic
information).
3. Tauranus the Proselytizer: Thiswandering cleric (4th level) shows up
every once and while, sets up his portable shrine and preaches to the masses. Those willing to make hefty
donations can gain the use of his
spells.
4. Utos the Map Maker: This seedy
character sells old and new maps
(often passed off as old maps). Characters can get maps of the wilderness
from him for varying prices. The priceis a general measure of the accuracyof the map.

The Jail
One place the characters should
hope never to see is the inside of thejail. All characters captured by thewatchmen are taken here. Escapefrom the jail should not normally be
12possible. However, if you want, watchmen may be bribable for 2000 gp ormore. Otherwise the way to get out of
jail is to accept a mission from thecouncil. No payment is offered for the
mission. When accepted the characters are immediately taken to thestockade gate and sent on their way.
They cannot re-enter the settlement
until they have attempted the mission(and if they fail, they should have avery good story to tell the Council!)

The Council ChamberThis is the main location for obtaining missions. The general information
on missions currently available isposted on the door to the council hall,listing the nature of the job and thepay offered. Details can be obtainedby visiting the council when it is in session. If a character wants to take themission without seeing the council, he
only needs to take down the posting.
At that point he has taken the job.
In the council hall can usually befound the four men of the council.
They are:
Ulrich Eberhard: An ancientlooking man, head of the council at
this time. He is mean-spirited andhard, not likely to win friends among
the player characters. He handles
most money negotiations and is a very
hard bargainer.
Werner von Urslingen: A middleaged man, he has been in the past a
famous mercenary captain. If contacted away from the council chambers,
he can offer advice on the actual planning and fighting aspects of a mission.
Otherwise, he just seems to be a mildly sympathetic character.
Bishop Braccio: The leader of thereligious community, he generally has
little to say. If the characters have purified the Temple of Bane(in the city), hewill have a good reaction to them.
Their success in negotiation will be
improved because of this. He will also
advise them to seek aid at the temple
if hurt.

Porphyrys Cadorna: The dilletante son of one of the old families ofPhlan, he is the least influential member of the council at the start. As thecharacters rise in level, so will he, until
he is eventually competing against
them. (A complete description of Porphyrys is in the Introduction.) Whileappearing charming, he is nasty,
spiteful and downright unpleasant.
The council has specific information about each mission it posts (this isnormally given in the set-up for eachmission). Otherwise, they have a negative reaction to unrelated questions
and demands. The high and mighty
need not deal with the lesser player
characters.

The Temple
This is a small and rudimentary
temple, more or less holding its own
until the main temple (currently theTemple of Bane) is cleared out. Once
this is done (and the surrounding area
settled), the clerics will move back inwith a vengenance. Before this happens, however, the clerics will be cool
toward the PCs at best. For ample
donations, they will cast minor healing
spells. They will offer any group of 3d
level or higher the opportunity toredeem themselves in the eyes of
their god (i.e., take on a quest). This
quest is to purify the Temple of Bane—destroy the false images and drive out
the evil priests. Once the temple has
been purified, the characters canreceive minor healing spells for no
charge and powerful healing (and resurrection) spells for an appropriate
donation. Even then, these powerfulspells are not going to be cheap.
There are 3 clerics here—the Bishop (the one who is on the council) andtwo minor priests.

A major threat to the small settlement is that the humanoids of the city
will attempt to cut them off by sea.
True, the monsters are not great mariners, but they do have war canoes
and old skiffs they can use to board
incoming ships. To prevent this, theCouncil wants to rebuild Sokol Keep.
With this tower once again in operation, a garrison there could ensurethat humanoid pirates were unable tointercept an arriving vessel. However,
the tower is filled with undead creatures and slimy things that crawled up
from the sea.
Sokol Keep was the last strongholdof Phlan to fall before the dragon armies. Thus, it has an abundance ofweapons and armor. Although normal
items have long since corroded in thesea air, and the victors looted theplace after its fall, the keep’s isolated
position has allowed it to escape theworst of the ravagers. Old magic items
can still be found there, carefully concealed and hidden away. Most ofthese retain all their old potency andcan be very useful to the player characters.
Furthermore, as the last point to fall,
Sokol Keep contains a few old recordsof the attack. While much of therecords are partial or fragmentary,
there is some useful information to befound.
As part of its final defense, the clericof Sokol Keep placed a mighty
enchantment on the tower before hedied. Ever since the tower has been
defended by a corps of skeletons.
Indeed, those who are slain within its
walls (and left there) will join thisundead watch, as skeletons, zombies
or whatever. However, there are aseries of passwords that will allow
people to move around freely without
arousing these undead. These arescattered throughout the keep andcan be used if found and deduced.

Mission Outline
The council will propose this mission only after the bulk of the island
has been cleared. Miles Dormans,
Head of the Council, explains theneed to secure the keep. “It is the only
way to protect ships as they come into
port,” he says as he jabs his finger at amap. “You must drive the scum out of
the keep so we can send a garrison
there.”The keep is defended by a series ofmagical protections and undead
guards, leftovers from the final resistance in the fall of Phlan. Undead soldiers regularly patrol the grounds,
although they can be bypassed
through the use of passwords. The
magical protections work such thatdead who remain overnight within the
grounds of the keep rise the nextmorning and join these patrols. Thus,
slain characters left behind will be
added to the undead guard, alongwith the bodies of any humanoids
killed (and left) within the grounds.
This lasts until the spell is lifted. A
small number of vermin have managed to make their homes in some ofthe out of the way corners of the keep
as well, and the characters will have to
avoid or defeat them to get the things
they need.
Furthermore, the creatures of thecity, recognizing the danger if thetownspeople retake Sokol Keep, willattempt a counterattack if the characters manage to get inside.
Player characters can learn the following information at the inn before
going over to the keep, if they ask in afriendly way and buy a few drinks:
An old sailor will tell them, “Thatthere island was the last point o’ thecity t’ fall, yessir. Men held out there
fer many a month. Had them some bigtime priest backing ‘em up. Didn’t
help ‘em in the end. Still, it’s funny nun
o’ them nasty little buggers settled inthere.”A guardsman recalls, “My grandfather served in Sokol’s garrison. Gotout on the last ship, just before it fell.
He used to tell how Ferran Martinez
set up some kind of special defense
out there. Swore that it would last till
the sounding of the Horn of Doom on
the Last Day. Don’t know if it’s true—
Martinez never came out of the keep.”

Area Description
The keep is a small fortified compound. Once it sewed as a lighthouseand watchtower over the Moonsea.
Now, as with most buildings in Phlan,
it is in serious disrepair. Moreso here
than elsewhere, the walls are heavily
covered with slimes, molds, and crusted dried salts. Few vines grow, mostunable to withstand the corrosive sea
water that mists up from the shore.
The grounds are covered with a thin
growth of reeds, rushes and salt
grass. The area of the keep is fairly
windy.

Encounters
1. Outside the Gate
Hidden in the reed grass and rocks
is a crumbling elfin skeleton. Its weapons and equipment are badly rusted
and corroded by salt, its leathers
worm-eaten and crusted in dirt.
In a pouch is a crumbling parchment scroll with the words “Lux,”“Shestnik,” and “Samos...” The lastpart is eaten away. Around the neck isa bronze medallion, crusted in patina,of two seraphim intertwined.
2. The Gate
The gate, made of rotting wood easily swings open, one of the doors collapsing at a touch. There is absolutely
nothing here.
3. Courtyard
The courtyard is filled with the samescraggly grass found elsewhere on
the island. The wind blows mournfully
and the characters can hear the banging of some shutter, sign, or door.
There is nothing of apparent interest
in immediate sight.
This area is patrolled by undead
guards. Each turn, there is a 33%
chance of running into an undead
patrol. There are only 20 undead
guards in the entire compound.
Undead Patrol: 3 skeletons (AC 7,
MV 12, HD 1, #AT 1, D 1-6, 1/2 damage from edged weapons) and 3 zombies (AC 5, MV 6, HD 2, #AT 1, D 1-8,
immune to charm, sleep, hold, andcold, always attack last). Not all these13are human. Some are dwarves orhumanoids (hobgoblins, orcs, etc.).
If the password “shestnik” is usedon the way into the compound, theguards will not attack. If the password“samosud” is used on the way out(after the characters have been to
Room 13), they will also not attack.
The undead fight to the death. They
do not retreat or flee. They will pursue
as long as the characters remain in
the keep. They have nothing of value,
only battered weapons and armor.
4. Stable
A rotting building with weeds andfungus growing in the darker corners.
If the characters search this area,
they are attacked by a green slime. The
slime drops down from above where it
has been slowly eating the rafters.
Green Slime: AC 9, MV 0, HD 2,
turns victim to green slime in 1-4
rounds, can be burned, frozen, cut
away, or killed by cure disease.
If searched, the characters findnothing here.
5. Granary
A small bare-earthed floor, covered
with a thick growth of fungus. The fungus is beneficial. If eaten, it will
improve saving throws against fearbased attacks for 24 hours by +2.
6. Smithy
This is a collapsed and rotting
blacksmith’s shop. There is the usual
assortment of crumbling tools in sight.
A broken hearth and bellows dominates the back wall.
Upon entering the area, characterswill hear a “Croak,” the not overly ominous call of a poisonous frog. The frogs
will attack if the characters remain in thearea for more than 1 round. They will
not pursue. They will remain alert for
about 10 rounds, instantly attacking
anything that enters.
Tucked behind the hearth is thesmith’s +1 war hammer.
4 Poisonous Frogs: AC 8, MV 3,
HD 1, #AT 1, D 1, +4 save vs. poison
due to poisonous skin.
7. Storehouse
The door to this building is smashedin, apparently long ago. There is noth14

ing of value here.
8. Barracks
These buildings are filled with broken and splintered wood, the remainsof the bunks and chests of the original
defenders. It seems that everythinghas been pretty well looted already.
If the adventurers remain in theserooms for more than 5 rounds, a groupof haunts will appear before them.
Haunts: These creatures cannot
attack or be attacked (although characters can try). On their first appearance, player characters must make asaving throw vs. spells or flee back to
the courtyard in fear.
The haunts will talk if the password“Lux” is given. At that they burst intoa chorus of howls, moans, complaints,
wails, and other lamentations overtheir fate and the fate of their families.
They were the original defenders of
the keep, before the cleric’s spells
inadvertently bound them to thisplace. They want to be released.
In one of the buildings (randomly
chosen) a haunt (if present) guides thecharacters to a secret floorboard. Otherwise it is found on a 10% chance. In
it is a gem worth 500 gp and a few pages of a diary. This describes the lastdays, mentions the alarming control
and cooperation the evil non-humans
showed (as if controlled!), anddescribes the drastic spells FerranMartinez used to prepare the final
defense.
9. KitchenThis building was once the main
kitchen for the entire compound. From
the outside it appears to be a fairly
stout building, relatively unmolestedby the ravages of time.
The interior of this room is coated inochre jelly—floors, ceilings, walls,
everything. It will attack the instant thedoor is opened, gaining a +1 to surprise.
Once is has detected the characters, the ochre jelly will follow them
anywhere within the compound until it
is destroyed or they leave. Doors andother obstacles cannot stop it, since itwill seep through anything.
If the characters destroy the jelly inthe room, they cannot search it. The
body of the thing covers all and its
acidic juices prevent search. However, if the characters return to theroom after the jelly has left in pursuit ofthem, they can search. All wood andorganic material is gone. Among theknife blades and bits of metal thecharacters can find a potion of heroism.
Ochre Jelly: AC 8, MV 3, HD 6, #AT
1, D 3-12, lightning divides it in two.
10. Entrance HallThis was once the entry and main
staircase of the watchtower. The
upper floors have long since collapsed. The floor here is strewn withrubble. Rays of sunlight reach in fromabove.
When the characters reach thispoint, the main gate will be attacked
by a band of 35 orcs and 15 hobgoblins. These creatures secretly followed in canoes and now want toprevent the characters from reclaiming the fort. They do not have thepasswords, so any remaining undead
guards will automatically fight them.
Unless the characters also use thepassword, the undead will fight themalso.
Once the attackers have suffered
20% casualties, they will make a fighting withdrawal. If the attackers suffer
50% casualties, they rout. If the characters flee, the attackers chase them
all the way back to their boats.
Each body has 1-5 silver pieces.
Searching four bodies takes one
round per person.
35 Orcs: AC 7, MV 9, HD 1, #AT 1,
D 1-6
15 Hobgoblins: AC 5, MV 9, HD
1 + 1, D 1-8
11. Armory
This chamber was once the main
armory of the keep. Now little remains
beyond the empty wooden racks. Discolored patches mark where shields
once hung and a few broken weapon
shafts litter the floor.
If the room is carefully searched, afew old arrowheads can be found.
They are not worth anything. However, one wall of the room is illusory.

Characters boldly walking throughthis can enter the secret spacebeyond. Just searching the wall is notenough to detect the illusion. In thissecret area is some of the magicalequipment of the armory—a +1
shield, +2 mace, +1 sword, and a +1
suit of chainmail suitable only for
dwarves.
12. Officer’s Quarters
This chamber is wrecked anddestroyed much like the barracks
were. There is much broken furnitureand scattered junk. There does notappear to be much of value here.
If the charcters enter the spacemarked by the X, the slithering tracker
will attack. Otherwise, it will wait until
dark and then track the characters. It
cannot cross water, so if the characters leave the island, it will return to its
lair.
If attacked, the creature will attempt

to flee (but will not go outside unlessdark). Then it will track the charactersas noted above.
If not found, the characters will discover the creature when someone
accidentally touches it. Elsewhere in
the room is an old piece of parchement with the word “Samosud” written on it.
Slithering Tracker: AC 5, MV 12,
HD 5, # AT 1, D 0, save vs. paralyzation if touched by tracker. Near invisible, 5% chance to detect. Kills
paralyzed characters in 6 turns.
13. The Old ChapelThis was once the chapel of thekeep, dedicated to Ferran Martinez’s
deity. Like the rest of the building, thisplace is in serious disrepair. Right at
the doorway are the dried husks of two
orcs, obviously long dead. Apparently
the salt air has preserved them. They
faces are twisted into unmistakable

looks of fright. Along one wall is alarge, dusty altar. Faint shafts of lightcome down through a few points in the
weak roof.
If the player characters approach
the altar, a spectre will appear.
If he is greeted with “Lux” or“Shestnik” he will greet them back. In
his long, moaning voice he explains
who he is and how he is bound here.
He goes on to describe the state of the
keep and wants to know if the city has
been freed. If the characters tell thetruth, the spectre will offer up what it
knows—that the greatest cause of thecity’s fall was wrought by "unblessedcreatures imbued with the might of amagical pool. Chief among thesewere the great generals of the evil
horde, Tiryanthraxus, Edranka, andTorath. With their powers they ruled
and united all else, driving forward todestroy us all. The sage Mendor
worked hard to gather records of allthese things, but they are lost to you
now, his library long since overrun.
Now, we are freed, our duty done.”
With that he fades away. The hauntsof area 8 also disappear. While theundead guards still remain, the spellover the keep is broken and no new
guards will join them.
The spectre does not move toattack, recognizing the players as not
being part of the evil confederationthat has overrun the city. If attacked, it
will fight with all its ability. If the characters run, the spectre makes noattempt to pursue.
The spectre tries to prevent any
attempt to search. If the spectre isgone, the characters find an old mapof the city. The map is faded and out of
date, but it does give a general idea ofthe layout of the major streets andsome of the points of interest.
Spectre: AC 2, MV 15/30, HD 7 + 3,
#AT 1, D 1-8,2 level energy drain, + 1
or better weapons to hit. This is no
ordinary spectre in that it is not inherently evil. This is Ferran Martinez (orwhat is left of him). His lifeforce holds
him here, defending the keep.

15

Kovel Mansion can be exploredwhenever the characters stumble
across it, but this isn’t recommended.
It is best kept until characters are atleast 3rd or 4th level.
If the characters reach 5th level andhave not yet cleared the mansion, thecouncil hires them to do so. Thieves
have been plaguing the settlement andscouts report that they are probably
using the mansion as a hiding place.

Mission Overview
Kovel mansion is headquarters for agroup of thieves. After looting themansion, they converted it into a
thieves’ fortress full of secret passageways, traps, and treasure rooms.
The secret passages in the building
are unusable by the PCs; they are too
well hidden. Once inside the building,the party is beset by unseen assailants. The thieves always hold their
attack until they can stab a characterin the back. The longer the charactersstay in this building, the more they will
be worn down by these attacks.

Area Description
The mansion and the surrounding
yard are in excellent condition. The litter and dilapidation so common elsewhere in Phlan is not present here.
The outer yard (area 1) and the central courtyard (area 6) are open to thesky. All other areas are roofed.
Encounter 1: Outer Yard
The outer yard is deserted. Nothing
happens here.
Encounter 2: Auxiliary Buildings
Areas 2, 3, and 4 are the auxiliarybuildings. When Phlan flourished they
were the groundskeeper’s cottage (2),the kennel (3), and the hound master’s
cottage (4). They are not used for anything now, though the old kennel ishome for an outcast quickling.
This outcast quickling is an oddity inthat he is not malicious and hateful.
What he wants more than anything is
to be left alone.
If bribed with any amount of gold,
the quickling warns the characters tostay out of the mansion because it is16

filled with traps. If the characters do
not bribe him, he simply asks them toleave. If the characters persist or simply hang around, the quickling darts
past them out the door and is gone.
If the characters attack the quickling, he escapes out the door.
If the characters leave or flee, thequickling does not follow or pursue.
Encounter 3: The Mansion
There are two types of encounters in
the mansion: traps and ambushes. A
trap or ambush is triggered whenevercharacters enter the room (or, in thecase of some traps, open the door).
The following rooms are ambush
sites: 7, 8, 9, 10, 13, 15, 16, 17, 18,
20, 21, 24. The following rooms aretrapped: 11, 12, 14, 19, 22, 23.
Rooms 5 and 6 contain neither traps
nor ambushes. They are empty.
The mansion contains 18 thieves
ranging in level from 1 to 6 (three of
each level). All have the following
characteristics:
AC 10-level; Mv 12”; HD level; hp
3xlevel; #AT 1; Dmg 1-6; SA backstab;
SD none; AL LE. XP (1st level): 13 XP(2d level): 32 XP (3d level): 62 XP(4th level): 108 XP (5th level): 165
XP (6th level): 258
The characters probably won’t havethe opportunity to talk to any of thesethieves because the only time thethieves appear is when they attack. If
one is captured, he reveals nothing
voluntarily (shielding his fellow
thieves is of utmost importance).
Every time the characters enter anambush room, one character selected
randomly is surprised and stabbed in
the back by a thief. These thieves are
moving via secret passageways
known only to them. A backstab gives
the thief a +4 modifier to hit, negates
the target’s shield and Dexterity
bonuses, and causes double damage(at levels 1-4) or triple damage (atlevels 5 and 6). If the thief’s attack succeeds, the thief then escapes without
a trace. If the backstab attack fails, thethief is trapped in the room with thecharacters and must fight. The first
three attacks are from 1st level
thieves, the second three from 2dlevel thieves, and so on. Anotherambush is sprung every time characters enter an ambush room.
The first time characters enter atrapped room, they spring the trap
(subject to standard chances to detectand disarm traps, if the charactersbother to try).
Room 11: A scything blade drops
across the doorway, inflicting 1-6
points of damage to the first character
into the room.
Room 12: Pressure on the floor
breaks three fragile glass vials containing poison. Every character in theroom must save vs. poison or suffer 13 points of damage and be blinded forthree turns.
Room 14: The ceiling collapses.
Everyone in the room suffers 1-10
points of damage, but a successful
save vs. death magic reduces thisdamage by half.
Room 19: The door slams shut andlocks behind the first character into
the room. Then the room begins flooding with flammable oil. At the beginning of the 5th round the oil is ignited.
Anyone in the room at that time suffers 1-3 points of damage per round.
The oil continues burning for 10
rounds, even if the door is opened. If
the door is attacked physically, it has
AC 9 and 30 hit points.
Room 22: After four charactershave entered the room, a net drops
from the ceiling, pinning them to thefloor. The characters can slip free ofthe net with a successful save vs.
spells, but each round spent trying
causes 1 point of damage (the net islaced with sharpened bits of shell,bone, flint, etc.).
Room 23: A concealed, 10-footdeep pit is just inside the door. The
first character through the door falls
in, suffering 1-6 points of damage.
If the characters leave the mansion,
the thieves do not pursue. If the characters come back, all of the traps arereset. The ambushes occur the sameway, although any thieves who were
killed previously are not replaced.
Ambushes always are conductedby the lowest-level thief available. For
example, assume that the first two
thieves who attack (both 1st level) fail

their backstab attempts and are killedin the ensuing melee. The third attack
is carried out by the one remaining
1st-level thief. If his backstab succeeds, he escapes automatically. He
is still the lowest-level thief in the mansion, so he also conducts the next
attack. He continues backstabbing
until he fails (and, presumably, iskilled in the battle that follows).

Treasure
Being a thieves’ den, quite a bit oftreasure is stored in Kovel Mansion.
Room 11 contains a huge assortment of everyday items: statues, dinnerware, oil lamps, furniture, etc.
Altogether, the items here are worth
about 800 gp, but they are far too
bulky to move easily.
Room 12 contains three cabinets.
The first cabinet is locked. It contains 12
sacks, and each sack contains 100 cop
per coins. The second cabinet is also
locked. It contains 15 sacks and eachsack contains 100 silver coins. The thirdcabinet is locked and trapped (poisoned
needle, inflicts 1-8 points of damage). It
contains 18 sacks and each sack contains 100 gold coins.
The far corner of Room 14 is filledwith rolled-up tapestries and rugs, 28
in all. Each is worth 300 gold pieces.
However, each also has a 5 percent
chance to be extremely high quality
and thus worth 5,000 gold pieces.
Each rug or tapestry weighs as muchas 800 gold coins (80 pounds).
Room 19 contains a locked andtrapped cabinet (poison gas which
inflicts 2-12 points of damage). Inside
the cabinet are 12 scroll cases containing magical scrolls. The spells listed on these scrolls are:

Magic-User Spells
3d level: protection from normal missiles
4th level: confusion
5th level: teleport

6th level: invisible stalker
7th level: power word stun
8th level: mass charm

Cleric Spells
1st level: light
2d level: slow poison
3d level: create food and water
4th level: cure serious wounds
5th level: dispel evil
6th level: part water
If the trap in this room is triggered(flaming oil) and the oil ignites, thescrolls are ruined. Characters who
inspect the ashes can recognize thatthese were once magical scrolls.
Room 22 contains four small caskets on a table. All four are locked andtrapped. The first trap is a poisoned
needle (1-4 points of damage) and thecasket contains 12 small gems worth
75 gp each. The second trap is a dart
(1-3 points of damage) and the casket
contains gold chains, pendants, andbrooches worth a total of 3,300 gp.
The third trap is a spray of noxious
powder (save vs. poison or beknocked unconscious for one hour)
and the casket contains three enormous, unmounted gems worth 800,
1,500, and 4,000 gp each. The fourth
trap is beneath the casket. It is triggered not by opening the casket but by
moving it. It looses 12 darts from thewalls (1-4 points each, random targets). The casket is filled with tiny
pearls worth a total of 2,100 gp.
Room 23 contains miscellaneous
magical items: two daggers +1, a
hammer +1, a morning star +1, a scimitar +1, and a short sword +1. It also
contains a shield +2, a shield +1, and afine suit of chain mail +1 sized to fit adwarf. Another weapon, this one acursed broad sword -2, is tucked inwith everything else. The entire collection is trapped; moving the scimitar
releases a gas which acts in all ways as
a stinking cloud cast at 1st level. If thistrap is triggered, the five lowest-level
thieves (with perfumed cloths tiedaround their faces) attack the party
immediately. They fight until all thecharacters have recovered from theeffect of the cloud, then escape throughthe door and disappear.
17

Scale: one square = 10 feetSome of the richest and most powerful families of Phlan lived in this partof town. Today, it’s been ransacked,
vandalized, and picked clean of anything of value years ago. There may
be treasures still in the Mansion District, but after years of occupation, it issure that they are extremely well hidden and carefully protected. It is also
certain that whatever hoards are left
may be the richest ones in all of Phlan.
Because the Mansion District is on
the other side of the river from Civilized Phlan, this is likely to be one of
the last parts of town the adventurers
get to. The Town Council has no particular objectives here (other than thegeneral block-clearing that they sponsor everywhere), but the PCs arelikely to be contacted by private citizens for work in this district, especially
if the PCs have distinguished themselves in other battles.
These private citizens are descendants of the people who used to live in
the Mansion District. In a typicalassignment, the party will be told of a
special hidden vault in a given mansion, and hired to recover the family
heirlooms stored there, if the orcs,
hobgoblins, and such haven’t gotten
to it first. As an added complication,
the person who hires the adventurers
may insist on coming along to “protect his investment,” and the PCs will
be faced with the additional difficultyof protecting him from danger.
The encounters in the Mansion District should come from the Random
Encounters Tables at the end of thebook-use Chart 8, “Organized lnhuman Town Areas.”

18

The Slum District was once a neighborhood of lower- and middle-classdwellings. Since the townspeople ofPhlan retook the section of the city
known as Civilized Phlan, the slums
have become a buffer zone between
the evil forces that inhabit the rest of
the city and the new settlers.
The Slum District is the next sectionof Phlan to be reclaimed—in fact,some of the braver, more pioneering
souls have already begun rebuilding
homes and shops in the area closest
to the gate. No organized groups oforcs, kobolds, or any other evil force
lives anywhere in this area. However,this area is still a haven for misfits andoutcasts from both sides, many ofthem hungry and desparate. For
encounters in this area, use Chart 7,“Unorganized Inhuman Town Areas,"in the Random Encounters Section.

19

The characters should be at least
2d level before attempting this mission. Sometime while the charactersare 3d or 4th level they can beapproached by Dirtan (gnome, 5thlevel cleric) who wants to get into thetemple to recover some relics.

Mission Overview
Dirtan, a 5th level gnome cleric,tells the characters that many clericalrelics and magical items were cachedin the temple of II-Mater before thecity’s demise. A few of these were ofgnomish manufacture and are sorely
missed by the gnomes. Dirtan wishes
to get inside the temple (now converted to the worship of Bane) and locate
the items. He knows approximately
where they are, but not exactly.
The temple is currently under thesway of Mace, a half-orc who is also a
4th level cleric of Bane. He has a substantial following of orcs who consider
him to be divinely guided and whoobey him slavishly.
Mace’s living quarters are in the oldmanor just north of the temple. Bothhis home and the temple are only
lightly guarded. Rather than deter
intrusions, Mace promotes a strategy
of ruthless retribution. His followers
are scattered throughout the nearby
area and ready to respond to his summons on a moment’s notice. If thetemple comes under attack, Macecalls in his followers who then attackand overwhelm the intruders.

Area Description
The temple itself was once quite
beautiful. It is built of large, close fitting stone, with square walls and adomed basilica. The interior is smooth
plaster. The original creamy white of
the plaster has given way to the dirty
smears and leering images favored by
Bane’s disciples, however. The building itself is in very good repair (thanks
to some rebuilding done carried out byMace’s followers), but is now a smelly,
dark, dismal place.
The area surrounding the temple
was home to the wealthy citizens of20

Phlan. The homes are large, sturdy,
airy, and well apportioned. Half a century of orcish habitation has taken its
toll, of course. Rubbish is piled in thestreets and in the back rooms ofhomes, amateurish images of Baneleer at passersby, and orc brats frolicand bawl in the public filth.

holy symbol of Bane on a stringaround his neck. These holy symbols
are cut from leather, and so have nomonetary value. They can be useful inlater encounters, however.

Encounter 1: Orc Patrols

Mace’s home is directly to the northof the temple. (See accompanying
maps.)
This encounter takes place inMace’s home, adjoining the temple.
Mace himself is in room 3.
This encounter involves 10 orcs, allidentical to those described in
Encounter 1. Two orcs are stationed ineach numbered room of Mace’s
house (four if Mace was warned of thePCs’ approach, for a total of 20).
These orcs are not charged with warning Mace of intrusions, but with protecting his life. If any stranger (such as
the PCs) enters the house, they shout
the alarm and attack immediately.
These orcs do not negotiate or parley with strangers. They attack unauthorized visitors immediately. The
only exception to this is if the characters are prominently wearing holy
symbols of Bane taken from slain orcs
(see below).
As stated above, these guards
attack strangers immediately, unlessthe characters are wearing holy symbols of Bane. In this case the orc
guards hesitate for one round. If thecharacters attack immediately during
this round, they achieve surprise automatically. If the characters also hesitate, however, the guards call for help
on the next round. They do not attack
until attacked, or until the first reinforcements arrive.
The other orcs on guard arrive on
the scene after the alarm has been
grunted, two guards per round for four
rounds. They fight to the death. Mace
slips out immediately, without
responding to the alarm. If the characters entered his room, Mace escapesat the earliest opportunity—probably
when six or more guards are involvedin the fight.
If the characters flee from the

All areas within 50 yards of the temple are patrolled by Mace’s followers.
These patrols are quite small, however, intended only to provide early
warning of intrusions.
Any time a random encounteroccurs within 50 yards of the temple,
there is a 40 percent chance that it iswith one of Mace's patrols rather than
the normal Organized Inhuman Area
encounter.
Each patrol consists of three orcs
dressed in the livery of Bane, carrying
shields and spears.
3 Orcs: AC 6; MV 9”; HD 1; hp 5
each; #AT 1; Dmg 1-6; AL LE; Size M;
XP 15 each; treasure see below.
These patrols have instructions not
to fight unless forced to. Instead, they
are to send word to Mace that something is afoot. So, if the PCs try to talkto one of these patrols, one of the orcs
will converse with them (assuming
someone in the group speaks orc). A
second orc remains with the speaker
while the third marches away toinform Mace.
If attacked, two of the orcs fight,
covering the third’s flight. The third
orc is attempting to warn Mace that
intruders are in the area. The two orcs
who stay behind fight to the death.
If the characters flee, the orcs do
not pursue. However, one of the orcs
is dispatched with a report for Mace.
If one of the orcs escapes to warn
Mace, the remaining encounters willproceed normally, except there will be
no chance of surprising any of thetemple’s defenders for the rest of theencounter.
The orcs on patrol carry no treasurewhatsoever. However, each wears the

Encounter 2:
Mace’s Householdhouse, the guards do not pursue.
However, they are now alerted (if they
weren’t before), and will not be surprised for the rest of the encounter.
Under no circumstances should
Mace be killed or captured in thisencounter—he must escape to reappear later. Also remember that if Mace
has been warned, the number of orcs
on guard is doubled in his house (fourper room, four reinforcements perround).
If the characters capture Mace’s
house and spend sufficient time there
to search it, they find:Room 1: a tapestry worth 2,500 silver pieces.
Room 2: jewelry and vases worth
3,200 silver pieces.
Room 3: two clerical scrolls (animate dead and know alignment) plus
Temple of Bane

three potions (extra healing, gaseous
form, and oil of slipperiness).
Room 4: five jeweled and silvered
maces, each worth 1,800 silver pieces.
Room 5: kitchen supplies, nothingof value.
Encounter 3: The Temple
The temple should be the ultimate
goal of the adventurers; it is where therelics are believed to be hidden. His
standing strategy notwithstanding,Mace realizes that the adventurers
are probably after something, and heis willing to hold off his counterattack
until they find it (so he can take it).
The temple is very lightly guarded.
Three orcs stand guard at theentrance. Six more stand guard along
the rows of pillars, one orc in eachspace between the pillars. All of theseorcs are identical to the orc guards

encountered earlier.
Orcs: AC 6; MV 9”; HD 1; hp 5
each; #AT 1; Dmg 1-6; AL LE; Size M;
XP 15 each.
One of the three orcs at theentrance is the ceremonial doorkeeper. He is an extremely old, bent, blindorc. It is his job to permit or denyentrance to the temple to all whocome to the door. His method forchecking identity is simple. The two
orc guards accompanying him bar theway with their spears. He then reaches out and feels for the leather holy
symbol around each entrant’s neck.
Anyone who is wearing the necklace
is allowed inside. Anyone who is notwearing is barred from entering. Anyone who puts up a fight alerts theguards, and all of them rush forward todeal with the disturbance.
If the orcs have not been alerted tothe presence of intruders and all of thecharacters are wearing leather holy
symbols, they can enter the temple
unmolested. If the orcs have not been
alerted to the presence of intruders
but some or all of the characters are
not wearing holy symbols, there is
likely to be a row. If the orcs have been
alerted to the characters’ presence,the doorkeeper admits all of them tothe temple, regardless of whether
they are wearing holy symbols. (Hehas been instructed to do this — it ispart of the trap.)
At this point, if a fight breaks out it
involves only the eight orc guards inthe temple (and the blind doorkeeper,
who is unarmed and does not attack).
If the characters are admitted to thetemple and do not attack the orcs, theorcs continue to stand guard, without
interference, regardless of what thecharacters do. They can deface thewall, smash the doors, even set fire to
the temple —the guards will not intervene unless they are attacked directly.
If the characters try to leave thetemple, they trigger the final assault:
see below. If the characters try to flee
after the final assault has begun, theorcs pursue relentlessly, even to thegates of Civilized Phlan.
21

The characters have two hours (12turns, 72 rounds) to find what they arelooking for, If they have not found thetemple’s hidden treasure by then,Mace decides that the characters
don’t know as much as he’d hoped
and orders the attack. At that point, 40
orcs (who were biding in surrounding
buildings) assault the temple. They
are led by Mace, even though he does
not actually get involved in melee. The
orcs charge headlong into the characters regardless of casualties. Flushedwith fanatical zeal, every one of themfights to the death.
If the characters do locate the hidden magical items, Mace triggers the
final assault immediately. If the characters try to leave the temple before
locating all of the items and before thetwo hours has expired, they also trigger the final assault.
Characters of 3d or 4th level havelittle or no chance to survive this battle

22

without the magical relics concealedin the temple. With the items, the characters stand a good chance to slaughter the orcs as they charge forward.
The magical items are hidden inthree caches. These are located near
the right front pillar, in the northern
alcove, and in one of the southeasternvestibules (see map). All three caches
are in the floor, beneath the tile. They
can be found the same as normal
secret doors. If Dirtan is with the party,
he gives everyone a +2 bonus on
these checks.
Cache A (vestibule) contains:
Six clerical scrolls —blade barrier;flame strike, protection from evil 10’
radius, dispel magic, spiritual hammer,
and bless;Five magic-user scrolls —conjure
earth elemental, ice storm, fireball,web, and sleep;
Four illusionist scrolls —shadow

monsters, invisibility 10’ radius, blindness, and wall of fog.
Total value: 4,600 XP
Cache B (alcove) contains:
Potions of flying, speed, healing,
and treasure finding;Wand of fear (4 charges remaining);
Dust of Disappearance;
Seven gold and silver statuettes ofseven gnome kings;
The simple wood-and-tin holy symbol carried by Narteflun, fabled
gnome cleric and founder of the temple.
Total value: 15,000 XP, 33,600 gold
piecesCache C (pillar) contains:
Eight magical weapons, each +1:
hand axe, dagger; hammer, footman’smace, morning star; scimitar; spear;and short sword.
Total value: 2,725 XP 17,850 gold
piecesIf the PCs have not carried out thismission by the time the charactersreach 3d level, however, this mission
should be offered to them throughZolonsho (a 6th level halfling fighter—see the NPC list in the Introduction).
Zolonsho suspects that something unusual is going on in the area of Kuto’s
Well and he wants a group to accompany him when he checks it out. He offers
nothing but an equal share in the spoils
to anyone coming along.

Mission Overview
Kuto’s well is a fresh-water welllocated in the heart of old Phlan. However, a mixed group of orcs, goblins,
and kobolds, led by a half-orc, haveopened up catacombs in the area which
they use as a base for raiding and scavenging. The entrance to the catacombs
is concealed about 16 feet down thewell (a few feet above the waterline).
Kobolds are always on guard in thebuildings surrounding the well. The
characters will get the action moving
either by entering one of the buildings
containing guards, thereby triggering
an attack, or investigating the well too
closely, also triggering an attack.
The PCs don’t get any information
about this mission at all, unless it waspresented by Zolonsho. In that case,
Zolonsho gives them this story.

Area Description
The area surrounding Kuto’s Well istypical. Most of the buildings are intact
but are not used for anything.
Because everyone and everything in
the city needs water, the area surrounding the well is a sort of no-man’s
land; by informal agreement, none of
the monster groups controls the wellor tries to deny its use to any othergroup. (Kuto’s well is not the only wellin the city, but it is the most reliable inall seasons.)
The well itself is simple. Four stone
walls, about waist high, encircle theshaft. Four buckets on stout ropes,
one on each wall, allow water to be
drawn up. Rungs have been cemented to the sides of the well to allow people to climb down the shaft to retrievethings that have been dropped in (ofcourse, they also allow monsters toclimb in and out).

Aside from those buildings indicated as containing kobold guards,
none of the buildings in this area contain anything of value. The characters
can poke through trash and broken
furniture to their hearts’ content, but
nothing of value will be found. Normal
random encounters are still possible
in this area.

Encounter 1: Examining the
Well
There are nine kobolds on guard.
They are divided into four groups (3,2,2,2). Each building marked with an X
contains one group (see the accompanying map). Each kobold guard isarmed with a short bow and a shortstabbing spear.
9 kobolds: AC 7; MV 6”; HD 1/2; hp
3 each; #AT 1; Dmg 1-6 (bows or“I’ve led a couple of forays out near
the old city wall, up near the bend in
the river where the graveyard is.
Twice I’ve run into trouble withkobolds, goblins, and orcs. That’s
nothing unusual, except that thesecritters were working together.
That’s unusual. Kobolds and goblins, they don’t typically get along
too well. So I figure there must be
some sort of organization there.
Tribal renegades, maybe, who’ve
banded together for mutual protection. I’ve only seen or heard of themup by old Kuto’s Well, so I guessthat’s as good a place as any tostart looking for them. I say equalshares of whatever we find to whoever comes along?

Scale: one square = 10 feet23

spears); AL LE; Size S; XP 8 each.
The kobolds rely solely on theirbows for as long as possible (until thecharacters close in and counterattack). Four rounds into the fight, otherkobolds begin arriving, one per round.
They are climbing up out of the well.
There are 18 kobolds altogether, sonine kobolds arrive as reinforcements(on rounds 4 through 12). If at any
point there are fewer than threekobolds surviving in the fight, theremaining kobolds do not reinforce.
Instead, they gather in room 1 of thecatacombs.
The characters escape if they flee.
The kobolds do not pursue, nor dothey jeer or fire arrows.
It should be apparent that thekobolds arriving as reinforcements
are coming from the well. The kobold
reinforcements are identical to thekobold guards in every way, including
their preference for short bows overtheir stabbing spears. Those kobolds
involved in this fight carry it out to thedeath.
Regardless of how many kobolds
are killed, searching the bodies yields
21 silver pieces and nothing else ofvalue. The real reward from thisencounter is the knowledge thatsomething is going on inside the well.

The Catacombs
The only way to get to this point is tofight through the kobolds on the surface. It is not possible to descend into
the well without triggering the kobold
attack (unless the characters areinvisible, which is a whole different
story—still, they have no reason toinvestigate the well unless they’vebeen attacked).
All of this encounter takes place inthe catacombs beneath Kuto’s Well(see map). This is an undergroundhideout for monsters—a traditional
dungeon. The walls are rough-hewn
rock, with flickering torches on thewalls. Corridors are closed off withhanging curtains, both to prevent
vision into adjoining chambers and to
reduce drafts.
24

The shaft of the well runs directly
alongside Chamber 1. A door connects the well to the chamber. Normally this door is concealed, but because
kobolds just came out the door to reinforce the fight above ground, the door
is open and automatically spotted.
Any kobolds who did not reinforce
the fight above ground are waiting forthe characters in Chamber 1. The restof the band is distributed as follows:

Chamber 2: Four goblins.
Chamber 4: Three orcs.
Chamber 5: Two orcs, five goblins,
and Norris the Gray.
Norris the Gray: half-orc fighter, 5thlevel; AC 3; hp 25; #AT 1; Dmg 1-6; MV
9” ; AL -NE; Size M; XP 215.
Orcs: AC 6; MV 9”; HD 1; hp 5
each; #AT 1; Dmg 1-8; AL LE; Size M;

XP 15 each.
Kobolds: AC 7; MV 6” ; HD 1/2; hp
3 each; #AT 1; Dmg 1-4; AL LE; Size S;
XP 8 each.
Goblins: AC 6; MV 6” ; HD 1-1 ; hp 4
each; #AT 1; Dmg 1-6; AL LE; Size S;
XP 14 each.
The kobolds (if any) in chamber 1 do
not talk, negotiate, or parley. They
attack immediately and fight to thedeath.
During the fight which follows,
Norris the Gray will negotiate if thecharacters offer to surrender. He will
accept their surrender. The characters are stripped of all weapons,armor, and treasure, and deposited inin the Slum District. No other offers oradvances to negotiate will be considered.

Catacombs Beneath Kuto’s Well
If the fight is going badly for themonsters (they are outnumbered 2 ormore to 1), Norris retreats from thefight, leaving his soldiers behind tocover his escape. He heads for thewell and climbs out, disappearing into
the city.
If the characters do not pursue thegoblins who fired at them from Chamber 2, the monsters switch to an alternate plan. The orcs in Chamber 4 join
the goblins and move to Chamber 1 toblock the characters’ exit. The force inChamber 5 moves to Chamber 6 andthen to Chamber 8 in an effort toengage the characters and herd themback toward the waiting orcs and goblins in Chamber 1.
Searching the bodies of the defeated monsters and the catacombs
yields 92 gold pieces, 2,300 silver
pieces, 20 gems worth a total of 3,000
gold pieces, 14 short bows, and 14
spears. The characters also have aplace of refuge in the city where they
can hide in emergencies.

Scale: one square = 10 feet

Attack, however, is Norris’ preferredstrategy. After the fight in Chamber 1(if any) is finished, the four goblins in
Chamber 2 pop out, fire their shortbows at the characters, and then duckback into Chamber 2. One goblin
waits by the corridor to Chamber 3;
the rest move into Chamber 3. If thecharacters follow the goblins into
Chamber 2, they first encounter the pit
trap between Chambers 1 and 2. This
trap will not be triggered by anyone aslight as a goblin (i.e., a halfling or
gnome), but anyone else triggers thetrap and falls 10 feet, suffering 1-6
points of damage. Once sprung, thetrap is no longer effective.
When the characters move into
Chamber 2, the goblin who remained
behind fires another arrow at the leadcharacter and then moves into Chamber 3 (if he can). The goblins in Chamber 3 move into Chamber 4, once

again leaving one goblin behindblocking the exit.
When the goblins move into Chamber 4, the mixed group in Chamber 5
moves through the secret door into
Chamber 1 and then into Chamber 2
and attacks the party from behind.
Meanwhile the monsters in Chamber
4 charge back into Chamber 3 andattack the party from the front. The
characters are now trapped between
two enemy groups and must fightthrough one or the other to get back to
the well.
If the characters flee before they are
surrounded, their retreat will be harried as much as possible by goblins
with short bows. Once they are surrounded, they cannot flee except by
fighting completely through one enemy group. If that happens, the othergroup pursues aggressively, pressing
the attack.

25

As the adventurers continue theirprogress,
Porphyrys
Cadornabecomes more and more interested in
the Pool of Radiance and wants tolearn its location. Under the guise ofsaving the city’s historical treasures,
he offers the player characters a mission to Mantor’s Library. There they
are to gather various books and materials and return them to him. Cadorna
hedges his bets by buying several
NPCs in the town, such that at least
one new NPC in the player character
party (if there is one) will secretly be in
the service of Cadorna. This NPC is tomake sure that nothing is kept from
Porphyrys and that certain books aretaken without the player’s noticing.

Key to the Library
1. Scholar’s Garden. This was oncea peaceful contemplation garden foruse by the scholars who visited themaster of this library. In the center is alarge pond, now swampy and thick.
The rest of the garden is choked withweeds and only the small paths of rats
remain clear. The pond harbors 7
green slime colonies. These are quite
active and all move randomly (andvery slowly) about the garden. In theweeds they are very difficult to find,increasing the chance of surprise by
2.

2. Library Stacks. These shelves
are filled with old and moldering
scrolls and a few heavy, hand copiedbooks. Collected over a century, tworooms are devoted to each specificsubject. (Subjects can be randomly
assigned or the DM can choose whatgoes in which room.) The subjects
are:Philosophy
Rhetoric
Mathematics
Historyand supernatural sciences. Nearly all
the material is dry reading, but there isa scroll entitled Fyerdetha’s Discourses On Power. This scroll is a study ofsupernatural sources of power.
Among all its dry text, it has this to say
about the Pool of Radiance.
“Fountains and pools hold great
power that can only be reached by
performing proper ceremonies.
Most sure of these is immersion, forin this way the bather surrenders
himself to the spirit of the water.
That spirit or some portion of it
thereafter enters into the bather,whereby he gains great powers.
Woe to the weak-willed whose spirits are sure to be consumed bydemons that put even the strong atgreat risk. Yurax holds that theFalls of lxce are greatest of allthese. Morden writes that the Poolof Radiance is greater still.”
Elsewhere in the philosophy section
is Urgund’s Description of Darkness, agrim account of his imprisonment in
the lower realms. It is primarly a listingof names and palaces, the horrors
there being beyond written description.
“...and seated foremost in the Hallof Minor Courtiers were the lesser
powers: Maram of the Great Spear;
Haask, Voice of Hargut; Tyranthraxus the Flamed One; Borem of
the Lake of Boiling Mud; and Camnod the Unseen. These too fell
down and became servants of thegreat lord Bane.”
Other titles (of no particular use)
include the Meditations, The Harmonyof the Rock, Strom’s Discussions ofPoetics, the Chronicles of Arram, anda Discourse of the Nature of Writing.

Some of these rooms will havebooks useful to the player characters.

Rhetoric: There is nothing of value
here. Most of it is speeches fromfamous murder trials, pronouncements, public debates, and the like.

Philosophy. This section includes
natural philosophy, theories of art,

Mathematics: There is nothing of26

use to the characters here although
there are many ponderous and bizzare books on all forms ofmathematics—geometry, calculus,
metamagical math, etc.

History: This includes biographies,
court histories, and geography. Thereis little or no distinction between myth,legend and reality, so the material isoften quite confusing. However, this is
the greatest source of information forthe player characters.
Among the useful books the player
characters can find are:Lex Geographica: This is a atlasdrawn by the great mathematician
Tomarus. In the collection is a map ofPhlan and the lands to the north. The
work bears no date, but is over 200
years old. Naturally since that time,
there have been changes both naturaland man-made, reducing the total
accuracy of the map.
The History of the North: This is aninaccurate and highly colorful accountof the northern lands. Characters paging through the book will find all sortsof colorful exaggerations, obviously
wrong. Other parts seem quite accurate. There is one passage of particular interest to the characters.
“Ten days ride north of the Varm isa barren and dead country called
the Lee-wai, land-in-pain or land-ofcaused-pain. Further to the south
this place is know as the Tortured
Land. It is said to be an evil place,shunned by the Riders. They speak
little of this land but yearly during
Ches they make a trip into its heart.
Their they go to adorate the spirit ofa glowing. spring. This they havedone for ages and so shall they dofor years to come.”

The Grand Historian’s Records of
the Arts of War: The binding on thismouldering old book crumbles at atouch. This is a single volume of a
massive work dealing with the history

of warfare from before time was evenrecorded (such records being ofcourse possible through magicalmeans). In it there are innumerable little mentions of this group defeatingthat group and being attacked byanother group who in turn are
attacked by a fourth, etc. There areaccounts of abductions, failed alliances, broken treaties, petty squabbles, diplomatic intrigue and more.
The book’s tone is strongly moralistic,
attempting to set forth the proper principals of governence in times of warfare. It is also very anecdotal. Fromthe crumbling pages comes the following passage:"At this time their ruling the Twisted Ones was a powerful general
named Tyranthraxus. He strodebefore his armies cloaked in flame

Mantor’s Libraryand led the Riders out of the waste.
At his hand the kingdom of Barzewas conquered. Turning south heled his army to conquer the Horreb
and the Vane. Tyranthraxus was acruel man and leveled all that hehad taken, murdering the princesof these lands. But the flame thatsurrounded him consumed him,
destroying his body. Freed of its
shell, it flew among the men of hisarmy, lighting on each and claiming
it. It was then when Baron Schodt
imprisoned Tyranthraxus in a vialof water which shone like the lightof day. This he sank in the watery
depths of Lake Longreach, defeating the armies Tyranthraxus hadraised.”Finding these particular books willtake time, at least an hour search foreach. The remaining books, while perhaps valuable, cannot be sold in thesettlement as there are none who will
buy such rare commodities there.

3. Master Librarian’s Chamber: Thisroom contains rotted furnture and little
else. Here the master librarian died,refusing to abandon his books, when
the invaders came through. He hassince become a spectre and willappear and attack any who try to takebooks from the library. Hidden under aloose floorboard, now quite easy tospot, is a jar of Keoghtum’s Ointment.

4. Reading Chamber: This chamber
is filled with rotted tables and benches. It is otherwise empty.
5. Entrance Hall. The doorway hereis easily ajar, half-rotted off its hinges.
There are no furnishings here, only
frescoes on the walls of learned men
and the heavenly patrons of arts andlearning. All in all, the frescoes give a
feeling of peace and contemplation.
6. Reading Chamber: This chamber
is identical to room 4.
7. Scribes Hall. This hall is filled withrows of writing tables and high stools.
Rotted mounds of parchment litter thefloor. A barred door opens onto thestreet. Huddled in the corner is a wildeyed human, his clothing torn and tattered. This man was once a first levelfighter. Now he is quite mad. On seeing the characters he scrambles backfurther into the corner, alternately
screaming curses at them and whimpering for mercy. He will not attack
unless the player characters try to hurt
him, although if he fights he gains a+1 on all to hit and damage rolls. His
goal in fighting will be to break free ofthe player characters and run away.
If the characters are gentle, they
can try to talk to him. Being mad (inthe best Hollywood fashion), hedoesn’t make a lot of sense, babblingon about anything that comes into hishead. However (again in best Hollywood fashion) he does have some
useful information. He will say things

Scale: one square = 10 feet27

like: “He is wrapped in fire and so cruel!", “The big one, the evil one in the
castle of flowers—he is coming, it iscoming!,” " Don’t go there! Don’t goon the hill!” and “He is not human, I
tell you, not at all.” In general he drops
hints that the Castle Valvejo is a badplace to go because something big
and powerful and awful lives there,
something behind everything happening in the city.
The madman will reluctantly
accompany the player character backto the settlement, but only if they
insist. Doctors, surgeons, and clerics
who examine him will concur that the
only effective way to cure the wretch isfor him to forget all that happened tohim, to totally blank his mind of his terrible experiences. If not cured, hebecomes a problem for the community, unable to control his actions or
stay out of violent trouble.

8. Master of Scribes. This room wasonce furnished as a simple apartment
and study. It is now a shattered ruin.
However, buried amid all the trash andgarbage is a Manual of Bodily Health.
Apparently, the former master was
something of a health nut.
9. Illuminator’s Carrels. These small
compartments were the work areas ofthe most skilled illuminators of thelibrary. Naturally most of the equipment and gear here has fallen into
decay. Since illumination requires
precious metals, each carrel has 1-3
sheets of gold foil. Although weighing
far less a gold piece, each sheet isworth 3 gp due to its scarcity. Or
course, the sheets can only be foundby careful searching.
10. Study Carrels. Having little morethan a bench and a small desk, eachof these alcoves is almost completely
empty. However, in these two the outside wall has collapsed. A thickscreen of vines blocks the view to theoutside.

11. Study Carrels. These are identical to 10 without the collapsed wall.
28

12. Library Stacks. Here too, thewall has collapsed, allowing the elements to badly damage the books andscrolls stored here. Fortunately for thecharacters this room is devoted to
Rhetoric. Unfortunately for the characters, a basilisk has made its lairhere. Littering the floor of the room area potion of strength, a potion of healing, and a bag of holding.
13. Storeroom. This held all the writing and illuminating supplies of thelibrary. Although there are stacks andstacks of things that look like theyshould be valuable here, they are
either worthless or crumble and split
when handled. The inkpots are dry,the quills brittle, etc. Living here are 5
outcast kobolds. Faced by a larger or
better equipped group, they will surrender on the spot, pleading for mercy. Otherwise they will attack
screaming “Food!” If surrendered or
captured kobolds are questioned,
they can describe the surroundingarea.

The characters can get into thisencounter situation two ways. The
first is simply to walk up to the Stojanow Gate during the course of their
exploration of the city. The second is
to be hired by the Council to breach
the wall. The Council will not hire thecharacters for this mission until after
the southern portion of the city iscleared.

Mission Overview
During the course of this mission,
the characters must get past the Old
City Wall into the Old City. This wall isheavily guarded and regularly
patrolled by monsters. A direct
assault is almost guaranteed to fail.
Instead, the characters must try to findsome way to sneak past the guards
and capture the towers which overlook the gate. With the gate in theirhands, the adventurers have a clear
path into the Old City, Valjevo Castle,
and the heart of the evil in Phlan.
If the characters are briefed on thismission, they should learn the following information. Whoever is in chargeof the monsters in the city uses Valjevo Castle as his headquarters.
Because the river is poisoned, theonly way into the Old City is throughthe wall. This wall has only one opening: Stojanow Gate. The wall itself is
too strong to be attacked in any conventional manner and too high to be of
any use if portions of it were captured.
The gate provides the only usefulentrance into the Old City. If the gate
and its flanking towers are captured,groups of adventurers will have a foothold from which they can graduallypush their way into the Old City.

Area Description
The central action of this mission
takes place at Stojanow Gate, thoughother portions of the wall can also be
the scene of action.
Stojanow Gate is one of the oldest
features of Phlan. As the city grewaround the castle, the wall was added
as a first line of defense. Eventually
the city expanded far beyond the area

enclosed by the wall and the river, but
the wall was maintained both for its
military and its political significance. It
represented the power of the rulingprince much as the castle did. It also
allowed the prince to raise revenue by
taxing merchandise brought into the
Old City through the gate.
The gate itself displays imposing
architecture. Likenesses of pastprinces, queens, deities, dragons,
wizards, and military heroes adorn thewall and the double sets of massive,iron-bound doors which close off thegate. The walls are 30 feet high, with
twin 50-foot towers on either side of
the gates.
While the wall itself is very wellmaintained, many of the buildings
adjoining the wall are in disrepair.
Most of them were shops when thecity flourished, but the pillaging monsters damaged many of them.

Encounter 1: Wall Patrol
This encounter occurs if the characters try to cross the wall or attack thewall somewhere other than the gate.
The encounter can be triggered
many different ways. An open attack,of course, automatically triggers a
response from the guards. Trying tosneak across the wall probably will
trigger a response from the guards.
Trying to cross the wall by magicalmeans (flying and invisible, gaseous
form, etc.) may trigger a response
from the guards or it may work.
The wall is patrolled by a large
group, selected for their toughness
and their ability to detect all sorts of
intruders. The group consists of:
Two evil magic-users, levels 5 and 6(6th level: fireball, slow, detect invisibility, ray of enfeeblement, detect magic, magic missile, sleep, spider climb;
5th level: hold person, detect invisibility, strength, charm person, enlarge,
magic missile, sleep); two evil fighters,level 3; two bugbears; two hill giants;
and four duergar.
The wall patrol is not inclined to talkto anyone. They will not, under any cir-

cumstances, allow someone onto thewall or leave the wall to negotiate. Ifthey do talk, all they say is to warn thecharacters away from the wall andinform them that all business must be
conducted at the gate.
If attacked, the wall guards defend
themselves and counterattack ferociously. Both fighters carry crossbows
and use them as long as possible.
Both wizards cast their spells at thefirst opportunity. The bugbears, hill
giants, and duergar attack the characters and try to keep them away fromthe fighters and magic-users.
If the characters flee to the south,
there is no pursuit. If the charactersmanage to cross the wall and flee tothe north, the guards pursue as longas possible.
If the characters are flying, they will
be detected and attacked with crossbows and spells. If the characters areinvisible, there is a 50 percent chanceat any given time that one of themagic-users can detect invisibility andwill see the characters.
All of these creatures carry standard out-of-lair treasure.

Encounter 2: The Front Door
Two groups of guards are posted at
the gate. The first is identical to thewall patrol from Encounter 1 and is
stationed in the tower to the left of thegate. The second consists of a squadof 16 hobgoblins who mill around thegate, checking wagons passing
through the gate and collecting tolls.
The leader of the hobgoblins
demands to know the characters’
business when they approach thegate. He will reject any answer theygive and tells them to leave.
If the characters attack, the hobgoblins try to hold them off at the gate.
The fighters and magic-users in thesecond group attack with missile
weapons and spells. If the hobgoblins
are defeated, the second group ofguards is waiting for the charactersjust inside the gate.
If the characters leave before a fightbreaks out, none of the guards pursue. If the characters flee after a fight29

breaks out, the second group (magicusers, fighters, bugbears, andduergar) pursue the group for 200
yards, then break off.
The characters should be unawareof the presence of the second group ofguards until after the fight starts.
The guards have standard treasure.
If the characters defeat all of theguards, they have accomplished themission.

Encounter 3: ContrabandThis encounter occurs if the characters spend any time observing thegate before trying to capture it.
The characters can buy from a
passing driver a wagon and two mulesfor 250 gp. He won’t sell for less but, ofcourse, he will sell for more.
If the characters ride up to the gate
in a wagon during the morning influx,
one of the hobgoblins looks over thewagon and its goods and demands atoll of 15 gp. This is not negotiable.
Any argument from the character justincreases the toll to 20 gp. Further
argument causes the hobgoblins toblock the wagon’s passage into the
Old City and turn it back with a warning that the driver had better learn therules before coming back.
If the characters attack, see
Encounter 2. The hobgoblins have noreason to attack unless the charactersargue excessively or one of theguards discovers other charactershidden in the wagon.
Nothing pursues the wagon if it
flees to the south. If the wagon breaks
through the gate and flees north, thesecond group of guards pursues it aslong as possible.
When the characters watch thegate, they notice that every morning,several dozen wagons loaded with

Stojanow Gate30

Scale: one square = 10 feetfood, livestock, and other trading
goods drive through the gate after
paying a small toll and being searchedhalfheartedly by the hobgoblins. The
adventurers can sneak past theguards and attack with surprise bypassing through the gates with thewagon train.
The characters can get a wagon
either by buying one from its owner orby attacking the owner and taking thewagon.
If the characters pay the toll without
arguing, the hobgoblins have a 10
percent chance to detect any othercharacters hidden in the wagon. This
triggers an immediate attack. If thecharacters argue about the toll but
pay it anyway, there is a 20 percent
chance the hobgoblins find hidden
characters. If the characters refuse to
pay the toll and are turned away, there
is a 5 percent chance the hobgoblins
will find hidden characters.
Once inside the gate, characters
can either continue on and explore thefar side of the wall, or attack the gate
guards. Attacking from the Old City
side of the wall automatically earns
the characters two rounds of surpriseagainst the guards and lowers theguards’ morale by four points. The
bugbears and hill giants flee in panic,leaving only the magic-users, fighters,
duergar, and hobgoblins.
The biggest reward for this mission
is capturing the gate. If the characters
succeed, then a group of 20 humanand demi-human guards from the settlement immediately move into theguard towers to keep the monsters
from closing off the gates again. Of
course, normal XP and treasure
awards also apply. Characters who
attack the guards from inside the gate
get experience points for the giants
and bugbears which fled even thoughthose monsters escaped.

This mission should not be offeredto the characters until after they havecleared the Cadorna Textile House.
The player characters should be atleast 2d level.

Mission Overview
Before the devastation, Podol Plaza
was the busiest marketplace in Phlan.
Its proximity to the docks and warehouses made it a natural trading areafor imports.
The monsters who now control
Phlan don’t trade across the Moonsea
but they still use Podol Plaza as a trading nexus. This is largely a matter ofconvenience. Some of the richest
monsters in the city are those who
captured the wealthy banking housesaround Podol Plaza and they just never relocated. Many of these took upmoney lending when things quieted
down in the city. Naturally, goods arebrought for sale to the area where
there is the most cash.
If the characters have captured any
intelligent monsters recently, they canlearn about this opportunity from theircaptive. If not, this mission can bebrought to the PCs by a member of thecouncil.
One of the recent captives spoke ofa special auction to be held in Podol
Plaza. A magical item of great power
was discovered in a secret location inpart of the old city. It is to be offered forsale at Podol Plaza in three days. The
captive doesn’t know what the item is,only that it is very valuable. The Boss,of course is very interested in thissale. Rumors are everywhere that the
Boss himself will be in the plaza,
incognito, on the day of the sale to bid
on the item.
The captive is telling the truth to thebest of his ability. Like most rumors,
however, this one is based on truth but
is largely distorted. There is to be a
special sale, but the item in question
is not nearly as powerful as rumored.
It is a simple wand of fear, and neither
its finder nor the dealer he sold thewand to know its command word. Allthey know is that the wand is magical.
Like most monsters, they assume that

it is very powerful.
The council is very interested inhaving someone slip into the plaza theday of the auction to get a look at theBoss. Knowing what sort of creature
he is would be a great help to those
who must eventually fight him. Of
course, if an opportunity to kill him
arises at the auction, it can’t be overlooked.
The Boss will not be at the auction,
incognito or otherwise. He is, however, sending an emissary: an evil
mage, who is to examine the item anddetermine whether it is worth purchasing. The mage is accompanied by anogre bodyguard.

Area Description
The Podol Plaza area is well preserved and was wealthy to begin with,so it contains nice buildings. Since
most of them are occupied by orcs,
hobgoblins, and goblins, however,they aren’t so nice anymore. Still, thisis one of the better preserved areas of
the city.
The buildings are made entirely ofstone, except for the three central
buildings, which are wood and thatch.
The central courtyard is paved withbricks. The streets leading into thecourtyard are dirt.
The area is usually jammed withvending carts and hawkers, thoughless so on the day of the sale.
Encounters on the way to the plaza
are normal, random encounters. However, during the day, random encounters could be stepped up and madesomewhat more likely (in the adjoining
areas only).
Assuming that the PCs come to theauction to get a look at the Boss, oreven to attack him, their best chancefor success is to disguise themselves
as evil denizens of the city and blend
in with the crowd. This presents noproblems for humans, but is more difficult for demihumans. Elves,
dwarves, halflings, half-elves, andgnomes are not common in the city
and will attract interest.
Any group has a base 5 percent
chance of being detected andattacked. Each type of demihumanwith the party increases the chance by
10 percent. A group of two humans, adwarf, and an elf, for example, would
have a 25 percent chance of being
detected as spies and attacked. A
lone elf, a group of all elves, or amixed group of humans and elves, on
the other hand, has only a 15 percent
chance to be detected. This ischecked once, five turns after thegroup arrives. If the group is detected,
the characters are attacked immediately by 25 monsters: 10 hobgoblins,
7 goblins, 4 orcs, and 4 ogres (withstandard stats-use the random
encounter tables). All other monsters
in the plaza scatter. However, the likelihood of random encounters is doubled until the characters get back to
the human settlement.
If the character’s group is notdetected, the characters can mingle
with the crowd freely. Some businessis being transacted, but mostly thecrowd is discussing the upcoming
sale and whether the Boss really willshow up. Some sample phrases
which can be overheard:“Do you think he’ll really show up—
the Boss, I mean?”“Ah, I’m not surprised he’s wearing
a disguise. I seen him once, and I’dwear a mask, too, if I was as ugly as
him.”“He won’t come, He’ll just send
somebody, maybe a powerful wizardchanged into a goblin or something.”“I heard that one of the merchant’s
helpers melted into a puddle of lardwhen he touched the thing.”“Disguise or no disguise, you gotta
know who the Boss is: he’ll be the guy
bidding the price up.”
“The Boss has to buy it. He can’t let
something like this get into the wrong
hands.”“Muldoog saw it, and he says it has
to be at least a thousand years old.”
Two NPCs figure prominently in thissituation—Garwin the mage andBuldwar, his ogre bodyguard.
Garwin and Buldwar do not stay
together in the crowd. They don’t want31

anyone to know they are together.
Buldwar keeps his eye on Garwin andrushes to aid him if anything goes
wrong. Being an ogre, it is easy for
Buldwar to see Garwin over the headsof the crowd.
Garwin: Mage 4; AC 8; MV 12; hp
15; #AT 1; Dmg 1-4; AL LE. Garwin
wears striped pants, low boots, a longtunic, a pendant of a blazing star(made of tin), and carries a dagger in
his sleeve. He knows the following
spells: darkness 15’ radius, invisibility;
identify, magic missile, and spider
climb.
Buldwar: AC 5; MV 9; HD 4 + 1; hp
20; #AT 1; Dmg 1-10; AL CE. Buldwar
is uncommonly intelligent for an ogre:
hence his ability to help in Garwin’s
rather complicated plan. He is also
uncommonly well dressed for an ogre,
wearing a leather kilt, heavy belt, andsheepskin jacket. He carries no weapons, but has a sack slung over hisshoulder containing 500 gp (mixed
with rags to muffle the coins and disguise the bag’s contents).
An attack against the compound
during the auction is suicidal. The plaza will be filled with monsters at thistime. Any group large enough to win
the battle will be detected long before
it reaches the plaza.
If this is tried, the plaza contains:
150 orcs, 175 goblins, 28 kobolds, 50
hobgoblins, and 5 trolls.
If the characters flee from the plaza
after being detected, they are pursued
by 10 hobgoblins and 5 orcs. These
pursuers split into three equal groups,
however—two of hobgoblins and oneof orcs. The orcs are in the lead, withthe first group of hobgoblins four
rounds behind, and the second groupof hobgoblins five rounds behind thefirst.
Garwin has instructions to examine
the item before the sale, determine its
strength, and decide whether to purchase it for the Boss. Buldwar is carrying 500 gold pieces to use as a down
payment if Garwin buys the item.
Garwin is authorized to bid up to 5,000
32

gold pieces for the item.
If Garwin decides the item is not
worth buying but is worth having, heand Buldwar will keep track of the person who bought it. After the person
has the item but before the crowd disperses, Garwin and Buldwar close inon him from opposite directions.
When both are close, Garwin casts
darkness 15’ radius. Buldwar throttles
the hapless purchaser and grabs theitem. Garwin then casts invisibility on
himself and charges out of the darkened area, creating as much commotion as possible. He wants everyone tothink that he has the item and is getting away. Buldwar, in the meantime,
stumbles out of the darkened area,
acts as confused as everyone else,
and then strolls away.

It isn’t likely that the characters will
get much treasure from this mission;
they will be too busy trying to stayalive to do much looting. However, thecouncil will pay 500 gold pieces perperson (to a limit of 2,500 gold pieces)
for returning with the wand. Since the
Boss was never there, there is no
reward for information.

The primary objective of this mission is to clear the invaders from theCadorna property. Unknown to thecharacters, Porphyrys Cadorna also
wishes to regain the family treasurehidden here, provided it has not been
discovered by the current occupants.
Once the characters have cleared
the intervening blocks between thesettlement and the textile house, they
will have to clear the Textile House
itself. Remember that even if the characters have been to the Textile House
before, they cannot complete the mission until the block has been cleared.
Just when they are ready to set out, an
NPC arrives, bearing a message from
Porphyrys Cadorna.
“Respected Adventurers, I thankyou for undertaking this dangerous
task on behalf of the settlement of
New Phlan and, in no small way, myfamily’s honor. In recognition ofwhat you do for myself and myancestors, I send you this man,Tarask. Once he was a youth in theservice of my father. He knows theold Textile House and will be aninvaluable guide to you. Furthermore, his arm is strong and he will
not fail you in times of need. Please
accept him on your mission, if onlythat through him the name ofCadorna may expunge some of theevil that has befallen fair Phlan.”
The man bearing the message is afighter, past his prime but still quite
capable-looking. He has the basic
equipment needed—studded leather
armor, shield, and sword. He stays outof the way and doesn’t whine or beg
for the party to accept him, it seems
clear that he intends to prove himself
by his actions.
Tarask has two duties on the adventure. First, if he is present, he can provide a map of the Textile house. This is
in his head only and he will not write it
down for the player characters. If theywant it, they must bring him along. Of
course, it has been some years since
he was last there, so there are someinaccuracies. Second, he knows thelocation of the treasure and has beenordered to bring it back, preferably
without the knowledge of the player
characters. If the player characters do
discover the treasure, he will reportthem when they return.
If Tarask does not accompany theplayer characters back from the Textile House (either because he didn’t
go or was slain during the adventure),
guardsmen will stop the characters at
the gate. They have a list of those
items that form the Cadorna treasure.
If these are found, the characters will
be arrested and taken before
Cadorna. He, being reasonably clever, will be tactful, thanking the characters for recovering the family treasure
and rewarding them with 200 gp each,above and beyond their mission pay.
The characters can protest this, ofcourse. If they do, the whole issue will
go to before the full Council. Not surprisingly, they will side with Cadorna(the Council generally does not crossits own). The characters must turnover the bulk of the treasure or face
imprisonment.

Area Description
Gates. Each entrance to the Textile
House is blocked by a closed woodengate, about 7 feet tall. These are theoriginal gates and bear the crest of theCadorna Mercantile house (A handholding a threaded shuttle on a field ofyellow trimmed with squirrel). Several
skulls of unidentifiable creatures hangfrom the tops of the gates. The gnolls
have painted their own barbaric symbol over that of the Cadorna house. All
gates are barred from the inside.

Central Courtyard. This was oncethe main garden and receiving area of
the Cadorna villa. Now it is a rank,
weedy mess. The grounds are strewn
with the litter of gnollish junk and garbage. A timber frame stands in the
middle of everything. Shackles andnails shine on its red-brown weatherbeaten posts, a ghoulish reminder ofgnollish justice. During the day there
are 2-8 gnolls lolling in this courtyard.
They are not paying particular atten-

tion to anything although they are supposed to be on guard duty. Ifcharacters enter quietly and use
stealth, they can avoid alerting theguards. If the guards notice the characters, they will beat the alarm drum.
When the alarm is sounded, thegnolls from rooms 1,4,13, and 20 willrush into the courtyard, somewhat
confused. If any characters are in the
courtyard, the gnolls will spend around or two to form up and will thencharge in formation. Ideally they will
try to flank the characters on one orboth sides. If the initial charge cannot
break the invaders, the gnolls will
reluctantly drop back and attack withmissile weapons. If attacked by spells,
they will spread out to avoid area
effect spells. The largest of the gnolls
present will remain in the rear ranks,
issuing orders. If he is slain theremaining gnolls will be without direction. They will fight individually andwill be more likely to run (50% of thetime as opposed to 15% with a strong
leader present).
The alarm also results in the gnolls
at 3, 5, 6, 14, and 18 moving to thegate nearest their positions. They will
watch for attackers from outside.
Intent upon their duties, they will not
expect an attack from the rear at first,
although they will recover quickly
enough.
Finally, the alarm will prevent theplayer characters from gaining surprise on any other group within theHouse. The state of readiness causedby the alarm lasts 30 minutes or until
the all-clear signal, another round of
drumbeats, is given.
At night, the courtyard is lit by flickering torches and bonfires. 11-20
gnolls fill the courtyard. They expect
no attacks at night and foolishly do notpost any guards. Instead they spend
their time eating, drinking, and torturing any hapless victims they may havegotten that day.

1. Gnoll Barracks. By day, fourgnolls occupy this building. At nightthe building is empty. In digging
through the trash, the characters find20 sp and 38 gp.
33

several pieces of rotten meat.

6. Main Hall. This building is thereception of chamber of the gnoll
chieftain. Present here at all times are
four guardsmen, the best of the gnolls(all have maximum hit points). They
are armed with halberds, swords, andshortbows. They will never flee or surrender. At night they are joined by thegnoll chieftain (4 HD), handling tribal
duties from a large throne. In combat
he will flee if things go badly, leaving
his guards behind to prevent any pursuit.
7. Weavers’ Hall. This was once theliving hall of the Cadorna weavers.
Then its walls were covered with richtapestries, examples of their work.
Now they are little more than rottedfragments. The hall has been converted to the use of the gnoll females andchildren. Day or night there are 2-5
females (identical to males but armed
only with clubs) and 2-12 children(treat as 1/2 HD monsters doing 1-4
points of damage per attack, AC 10).
They will yip and bark if disturbed,
their noise drawing in the mate-males
from room 8.
2. Collapsed Buildings. These buildings are little more than ruins now,
having long ago succumbed to acarelessly-built gnoll fire. The gnolls
use these buildings to dump their rotten garbage, when they bother to careabout it. Living here now is a green
slime. It will not be troublesome
unless the mounds of filth are disturbed. The buildings are good hiding
places, since no random ecountersoccur here nor do the gnolls visit hereby choice.
3. Watchpost. Three gnolls man thisat all times. However, they are not tremendously diligent, prefering to tosscoins and argue most of the time.
They do not sound the alarm if thegate is opened, but notice any characters who move past their door. They
will then attack from the rear. Eachgnoll has 4 cp and 5 sp.
34

4. Servants’ Quarters. This building
was once used by the household servants. It is now the den of a gnoll lieutenant (HD 3). he is normally asleep
during the day. At night the room isempty since he is usually out leading
raids. He has managed to collect thesmall fortune of 20 gp.

5. Servants’ Quarters. This too wasused by the servants in days longpast. It is now the home of two gnolls,
somewhat shunned by the rest of thegroup. One limps (but only slightly)
and the other has a barking stutter.
Together they have been assigned toguard duty. Neither is particularly
enthusiastic about protecting the restof the tribe, so they will break and run
if either are hurt or faced by spellcasters. Their quarters are squalid evenby the standards of gnolldom. All theyposess is a small charcoal brazier and

8. Hall of the Mate-Males. This room
is occupied by 2-4 male gnolls, current
mates of those in room 7. They arenormally asleep, but will respond toany cry of alarm from room 7.

9. Bedroom. This chamber is now
occupied by the chieftan’s harem—
three female gnolls. Since the gnolls
naturally breed for fierceness andwar-strength, these females are better
warriors than most of the gnolls in thecompound. Each fights as a 3 HDmonster and is armed with a shortsword and spear. During the daytime,
there is a 50% chance the chieftain(room 11) will be present. There are no
children here since all cubs are caredfor communally. The room is fitted in
crude and barbaric imitation of humancomforts—an algae-green bath, tattered finery, and old warped furniture
pathetically set out to look impressive.
During the day, all doors except theone leading to room 11 are barred. At
night, the door leading to room 6 isalso unbarred.

10. Cook’s Garden. This was once
the working garden of the villa. It is
now totally deserted.
11. Bedroom. This is the chieftain’s
chamber. During the day he is either
here or in room 9. If he is here, he isasleep. The chieftain is the largest
and most savage of the gnolls andacts accordingly. He is also the mostcunning. If hard-pressed, he will
retreat into the courtyard or room 9,
knowing he can find reinforcements ineither place.
This room contains the Cadornafamily treasure, as yet undiscoveredby the gnolls. It is hidden behind theplaster of one wall. A careful searchfor secret doors here will reveal its
niche. The treasure consists of a gemencrusted golden statuette of a
dragon, a silver chalice chased with ahunting scene, a set of ruby-tipped
ivory soothsaying sticks, and a jadebottle carved like a sea-monster.
Since these are works of art, their
exact value is difficult to place. However, the player characters should not
be allowed to keep these items anyway, although they can gain a reward
for finding them.

12. Armory. This room has a wide
assortment of weapons that the gnolls
have taken as part of the spoils of victory. There is probably one of every
kind of weapon available here,
although none of them are magical.
The weapons come in all sizes andshapes and are not glamourous oreven particularly valuable. Althoughbattered and worn, all are sharp and ingood repair.
13. Carders’ Hall. This is the barracks of the bachelor males, those
who have not yet proved their manhood (or, in this case, gnollhood) to thetribe. During the day there are threepresent. At night this group is always
out on patrol. Since they are trying toprove themselves, this group will

always attack, never hesitating or
stopping to talk. Each in particularwants to claim the kill of a greater
opponent.

14. Kitchen. Although seldom used,
this is the communal kitchen of thegnolls. Day or night, two gnolls arealways present, tending the fires or
preparing meals. That the kitchen is
maintained at all was one of the farsighted actions of the chief. It is maintained for times of famine or siege andis not used much during normal situations.
15. Larder. This door is locked with alarge crude padlock. Inside are theemergency stores the chief has put
aside. Most of these are molded, rotten, bug-infested, or rat-eaten. This
hardly deters the gnolls, however.
16. Well. In the center of this room isthe well that supplies the entire complex. The door is not locked.

17. Shrine. Once one of the warehouses of the textile operation, thisbuilding as been converted into theshaman’s shrine and quarters. Living
here, day and night, is the gnoll shaman (3rd level cleric). He presides
over all ceremonies and shares theruling of the tribe with the chief. The
shaman and chief get along well andneither has aspirations of overthrowing the other. Aside from advice andspell-casting, the shaman is also therepository of all the old tales and legends of the tribe. During evil weather
or long hot spells it is common for
most of the tribe to gather here for asong ceremony. The shaman has a+1 mace and several potions. These
are heroism, healing, extra-healing,
and fire resistance. These potions aretucked away in his nest. Also there is asmall pile of messages addressed tothe tribe. Some of these grant titles
and favors on the tribe for past services. One is a demand for more tribute. All are stamped with theelaborate seal of Tyranthraxus.

two young gnolls (1 HD each), training
under the shaman. Neither has yet
gained any spell-casting ability. They
will react to the alarm as describedabove. If there is any disturbance fromroom 17, they will rush to the aid of
their master. Both are armed withmaces and war-hammers. They keep
their small treasure in a stoppered jar
in the corner—28 cp and 49 sp guarded by a poisonous snake.

19. Watchpost. One gnoll is on duty
here at all times. However, this (forsome reason) being a position of
pride, the watch is always vigilant.
Any who try to enter by this route willautomatically cause the alarm to besounded. There is no treasure or anything of value here.

20. Looms. This building is filledwith the wreckage of the textile houselooms. For the gnolls, it has just been
too much bother to clear this away.
Enough space has been cleared fortwo gnolls to move in. Attempting tomove further into the building than thefirst row of squares is difficult. All
movement rates are halved, armor
classes are worsened by 1, andchances to hit decrease by 2. The
gnolls, knowing of these hazards, will
try to push player characters into thewreckage of the looms while theyremain in the clear area. This small
advantage may be enough for them towin.
Each gnoll has carefully hidden his
treasure in the room. One has 39 sp
and 30 gp. The other has 349 sp and asmall ruby worth 100 gp. These treasures can only be found by searchingfor secret doors.

18. Storeroom. In this chamber are
35

The first encounter the party has on
their first outing, anywhere (except
Sokol Keep), is with a mixed band of
undead:Skeleton: AC 7; MV 12; HD 1; hp 1;#AT 1; Dmg 1-6 +1; SA Nil; SD
Immune to sleep, charm, hold andcold-based spells, edged weapons
only do one-half damage; AL N; THAC0 20.
Zombie: AC 8; MV 6; HD 2; hp 1;#AT 1; Dmg 1-8 +2; SA Nil; SD
Immune to sleep, charm, hold andcold-based spells; AL N; THAC0 20.
Wight: AC 5; MV 12; HD 4 +3; hp
7; #AT 1; Dmg 1-4 plus 1 level energy
drain; SA Energy drain; SD Silver ormagic weapons needed to hit,
immune to sleep, charm, hold andcold-based spells; AL LE; THAC0 15.

Treasures: the skeleton is using a+1 short sword, the zombie is using a+2 hammer, the wight is carrying ascroll of three magic-user spells: fireball, lightning bolt, and hold monster.

DM’S note: The wight is not supposed to ever hit the party members inthis first attack. It should be apparent
to the party that they are fighting
undead and dealing with a wight.
When the party trashes the monsters, a ghostly whisper is heard, “We
are for you and will be back.”

Adventure Set-Up
The first thing the town council tells
the adventurers about is the danger
from Valhingen Graveyard. It seems
the undead are rising out of theirgraves and starting to roam the city
ruins. It is going to be a problem thatthe player characters will have to face,
but they might want to become more
powerful before they tackle it.
After every successful mission andsubsequent return to the Town Council, the Council tells the party that thedanger from the graveyard is growing.
Specifically:
36

After the first mission, the Council
talks to the party, telling them of skeletons that come out at night and roamand destroy things.
After the second successful mission, the Council talks to the party
again, telling them about zombies thatcome out at night and roam anddestroy things.
After the third successful mission,
the Council talks to the party yetagain, telling them about wights thatcome out at night and roam and kidnap people.
After the fourth successful mission,
the Council offers the group a bountyof 50 gold for every undead killed fromthe graveyard.
If the party still hasn’t gone after thegraveyard after the fourth mission theCouncil offers them a magical sword ifthey will go and take out the evil that is
growing in the graveyard. The twohanded sword is +1/+3 vs. undead.
If the party still doesn’t take on theSpectre towers, theTown Council will
constantly complain to the group thatthe undead menace isn’t getting any
better and the party had better dosomething about it.

DM’s note on the graveyard: As the
weeks go by, the undead in the graveyard grow more and more powerful inthe following manner:
1) After every other successful mission completed by the adventurers,
the number of undead in each outdoor
section of the graveyard is doubled.
Figure one week for each mission(including preparation time, etc.), so
the number of undead will double every two weeks.
2) If the party goes to the graveyard,
but doesn't complete the killing of thespectres, the undead in each section
will continue to grow in number. Thereis a spectre generating skeletons, aspectre generating zombies, and aspectre generating wights. The killingof any of these spectres stops the
addition of any more of the type of
undead it generates.
There is a vampire leading all of thisactivity. If the vampire is not killed it

has the ability to bring back any one
dead spectre every five game weeks.
3) If all the undead in a section of thegraveyard are killed, but the spectrethat creates that type of undead is not,then the undead will return to that section, starting with one creature, thentwo, then four, then eight, and so on.
(Again, doubling every two weeks.)

Area Description
The party sees a large fence aroundthe graveyard. There are gates on thewest and east sides, and they havebeen burst open from the inside. All of
the vegetation is withered and broken
and there are hundreds of gravestones that have been turned over.
Several large stone structures can beseen about the graveyard.
When the party first steps into thegraveyard, the sky suddenly becomesovercast with thick dark clouds, Lightning and thunder can be heard in the
distance. It becomes so dim thattorches and lanterns are needed tomake sure the way is clear.
This happens every time the party
steps into the graveyard area.
Section A:
The smallest and poorest of gravesis in these sections of the four quarters of the map. This is also the areathat has the most ground erupted fromeach grave stone. At the beginning,
there is one skeleton in each quarter.
If the party roams in any part of thisarea, they are attacked by the total
number of skeletons in that section.
Skeleton: AC 7; MV 12; HD 1; hp
Variable, rolled depending on how
many there are; #AT 1; Dmg 1-6; SA
Nil; SD Immune to sleep, charm, holdand cold-based spells, edged weapons only do one-half damage; AL N;
THAC0 20.

DM’s note: Remember to increase
the number of skeletons according to
the number of weeks the party took to
get there.
A) Skeleton Enclave: There is only

one large crypt in the outer area of thegraveyard. The door is locked tight.
When opened, 15 skeletons comepouring forth:DM’S note: Remember to increase
the number of zombies according to
the number of weeks the party took to
get there.

Skeletons (15): AC 7; MV 12; HD 1;
hp Variable; #AT 1; Dmg 1-6; SA Nil;
SD lmmune to sleep, charm, hold andcold-based spells, edged weapons
only do one-half damage; AL N; THAC0 20.

5) The Zombie Enclave: There
stands a small tower made of whitemarble. The entrance has been broken open and a quick look inside
reveals nothing but a set of stairs up to
the second level. If the party moves tothe stairs a band of 25 zombies comes
pouring down to attack.

After the party defeats the skeletons, and if they enter the building,they discover a huge skeleton of agiant. If the number of skeletons
roaming outside in Area A is greaterthan 16, then another 15 skeletons will
be found with the giant inside thechamber:
Giant Skeleton: AC 4; MV 12; HD
5; hp 27; #AT 1; Dmg 1-8 +5; SA Nil;SD Immune to sleep, charm, hold,and cold-based spells, edged weapons only do one-half damage, can’t beclerically turned; AL N; THAC0 15.

Zombie (25): AC 8; MV 6; HD 2; hp
Variable; #AT 1; Dmg 1-8; SA Nil; SD
Immune to sleep, charm, hold andcold-based spells; AL N; THAC0 15.
If the number of zombies outside in
Area B is greater than 16, thenanother 15 zombies will be found with
the Juju Zombie in the upper chamberat the top of the stairs, a roughly circular chamber 25’ across.
Juju Zombie: AC 6; MV 9; HD 3 +12; hp 24; #AT 1; Dmg 3-12; SA Nil; SD
Immune to powers that affect themind, poison, electricity, magic missiles, death and cold spells, fire does
half damage, turned as a spectre on
the table, piercing and blunt weapon
attacks do half damage and cleaving
attacks do full, AL NE; THAC0 13.

Treasure: Lying about the floor isthe following: 290 sp, 110 gp, a potionof healing, and a wand of lightning (3charges).

DM’s note: If the zombiegenerating spectre is not killed, thischamber will always be restocked(except for the treasure, of course) in
one week.

Treasure: There is a locked marble
chest in the chamber that holds theformer valuables of the skeletons: 28
sp, 69 gp, ten rings with gems of base
100 gp, 12 pieces of jewelry each witha base value of 200 gp. The giant has
a +2 shield and is using a +2 mace inbattle.

DM’s note: If the skeletongenerating Spectre is not killed, thischamber will always be restocked in aweek (except for the treasure, ofcourse).
Section B:
The party can see more stone buildings in this section and fewer
upturned graves.
If the party roams in any part of thisarea, they are attacked by the total
number of zombies in that quarter.
Zombie: AC 8; MV 6; HD 2; hp Variable, rolled depending on how many
there are; #AT 1; Dmg 1-8; SA Nil; SD
Immune to sleep, charm, hold andcold-based spells; AL N; THAC0 15.

37

Section C:
This area is filled with small ruined
crypts. There is one wight per two
weeks that the party has spent awayfrom the graveyard. For example, if
the party spent six weeks away fromthe graveyard, there would be threewights per outdoor quarter.
If the party roams in any part of thisarea they are attacked by the total
number of wights in that quarter.
Wight: AC 5; MV 12; HD 4 +3; hp
Variable depending on the number
there; #AT 1; Dmg 1-4 plus 1 level
energy drain; SA Energy drain; SD Silver or magic weapons needed to hit,
immune to sleep, charm, hold andcold-based spells; AL LE; THAC0 15.

C) Wight Enclave: There is a huge
tower with black smoke billowing out
in clouds all around. The smoke
erupts from holes in the ground. The
single entrance is locked and strongly
built. When the party tries to enter
they hear a voice shout out, “We are
the spirits of those who fought the
dragons. Leave us to our rest or suffer
the consequences of your actions.”
When the party crashes in, they areattacked by 12 wights:
Wight (12): AC 5; MV 12; HD 4 +3;
hp Variable; #AT 1; Dmg 1-4 plus 1
level energy drain; SA Energy drain;
SD Silver or magic weapons needed
to hit, immune to sleep, charm, holdand cold-based spells: AL LE; THAC0
15.

THAC0 15.

Treasure: In the locked crypt lies
the skeleton of a mighty warrior andthe following items: +2 plate mail, +2
long sword (lawful good aligned sothat any other alignment picking it up
takes 15 hit points of damage), +1
shield, and a ring of Fire Resistance.
DM's note: If the wight-generating
spectre is not killed, this encounter
will always be restocked (except fortreasure) in one week.
Section D:
A precariously-leaning sarcophagous sits alone in this section of thegraveyard, its massive stone doors
slightly ajar. The entire structurestrongly radiates both magic and evil.
If the doors are opened, they reveal a
set of wide stairs carved out of solidrock, leading down into the blackness.
There does not appear to be any end
to the stairs, nor are there any otherfeatures of interest inside. No mannerof detection, magical or otherwise, will
ever reveal the bottom of the stairs.
The characters are welcome to walk
down. the stairs, but they will neverreach the bottom—ever. They canturn around at any time and comeback of course; nothing will stop them.
Section E:
A two-level tower of white marble
stands clearly above all of the ruined
crypts in the area. When the party
nears the area they find huge piles ofhuman bones all over the place.
Coming near the tower causes asmall army of skeletons to come out tofight.

If the party is successful in defeating the wights, they discover a large
chamber with a single crypt. Floating
above the crypt is a wraith; it says tothe entering party, “I am the protectorof the paladin. I guard his remains for
eternity. Leave or suffer."If the party leaves, there is ho
attack. If they stay, the wraith fights tothe death:

Skeleton (30): AC 7; MV 12; HD 1;
hp 8 each #AT 1; Dmg 1-6; SA Nil; SD
Immune to sleep, charm, hold andcold-based spells, edged weapons
only do one-half damage; AL N; THAC0 20

Wraith: AC 4; MV 12/24; HD 5 +3;
hp 43; #AT 1; Dmg 1-6 plus life level
drain; SA energy drain; SD Silver ormagic weapons needed to hit: AL LE;

The lower tower entrance has noxious fumes coming from the doorway
and the party can’t see into the tower.
When they try to go in they must

make a poison saving throw, at +3(failing the save causes 10 points ofdamage to that person). The chamber
is filled with bones, and stairs lead up
to another chamber.
The upper chamber has yet anotherpoison gas and a required save (failing the save causes death). A spectreis here and the party surprises it as it
puts bones together to make skeletons.
Spectre: AC 2; MV 15/30; HD 7
+3; hp 38; #AT 1; Dmg 1-8 plus twolevels of energy drain; SA energy
drain; SD Immune to sleep, charm,hold, or cold-based spells, also poisonor paralyzation; AL LE; THAC0 13

Treasure: 2,000 gp, 555 pp, 19
gems (base 100 gp), 3 pieces of jewelry (each worth 2,500 gp), and an iridescent ioun stone (sustains a person
without air).
DM’s note: If this spectre is defeated, there will be no more skeletonsappearing as wandering monsters orappearing in the graveyard. If it isn’t
defeated, this encounter area is freshly stocked the next time (as detailed
above).
Section F:
A two-level tower of burgundy marble stands clearly above all of theruined crypts in the area. When theparty nears the area they find huge
piles of hair and fur all over.
Coming near the tower causes asmall army of zombies to come out tofight.
Zombie (15): AC 8; MV 6; HD 2; hp
16 each #AT 1; Dmg 1-8; SA Nil; SD
Immune to sleep, charm, hold andcold-based spells; AL N; THAC0 16
The lower tower entrance has pilesof dead roses strewn about the area.
The door is solid and only a knockspell or the use of a thief’s talents will
get the party inside.
The lower chamber is filled with useless clothing and rusting armor andstairs leading up to another chamber.
39

The upper chamber is filled withuseless scrolls. The party instantly
becomes aware that a spectre is here
and the party surprises it as it puts
zombies together.
Spectre: AC 2; MV 15/30; HD 7
+3; hp 38; #AT 1; Dmg 1-8 plus twolevels of energy drain; SA energy
drain; SD Immune to sleep, charm,hold, or cold-based spells, also poisonor paralyzation; AL LE; THAC0 13

Treasure: 1 ,111 gp, 542 pp, 13
gems (base 100 gp), 3 pieces of jewelry (each worth 1,000 gp), and a deep
red ioun stone (adds 1 point to dexterity).
DM’s note: If this spectre is defeated, there will be no more zombies
appearing as wandering monsters orappearing in the graveyard. If it isn’t
defeated, this encounter area is freshly stocked the next time the PCs comethrough.
Section G:
A two-level tower of grey lava rockstands clearly above all of the ruined
crypts in the area. When the party
nears the area they find the air
charged with static electricity and balllightning. The party can see the hairstanding up on their heads and arms.
Coming near the tower causes asmall horde of wights to come out tofight.
Wight (one per two weeks the party
delayed in getting there): AC 5; MV
12; HD 4 +3; hp 32 each #AT 1; Dmg
1-4 plus 1 level energy drain; SA
Energy drain; SD Immune to sleep,
charm, hold and cold-based spells; AL
LE; THAC0 15
The lower tower entrance has obvious magical waxed seals covering thedoor. There is writing on the door in
the common tongue that says, “Do
not open this door. A great evil has
been laid to rest here.” Further investigation reveals there are also large silver holy symbols up and down thecrack in the doorway.
40

DM's Note: The door itself is easy
to unlock and open.

hold, or cold-based spells, also poisonor paralyzation; AL LE; THAC0 13

The lower chamber is filled withglass and fur objects of all types fromgoblets to rugs. The total worth is not
more than 10 gp. There are stairsleading up to the second floor, but the
moment the party enters the first floor,
all those in metal armor take 4 pointsof damage from the electricity that hascollected in the area.
The upper chamber is filled withcopper plates on the walls and floor.
The party instantly becomes aware ofa spectre working on the summoningof another wight. The group surprises
the spectre.

Treasure: 5,111 gp, 711 pp, 22
gems (base 100 gp), 6 pieces of jewelry (each worth 1,000 gp), a pink iounstone (adds 1 point to constitution),and a spear +3.

Spectre: AC 2; MV 15/30; HD 7
+3; hp 38; #AT 1; Dmg 1-8 plus twolevels of energy drain; SA energy
drain; SD Immune to sleep, charm,

DM's note: If this spectre is defeated, there will be no more wights
appearing as wandering monsters orappearing in the graveyard. If it isn’t
defeated, this encounter area is freshly stocked the next time.
Section H:
A two-story green marble dome
structure can be seen from a distance.
When the party gets closer they can
see a huge set of brass doors at theentrance. The doors have carvings onthem of ghosts and ghouls attacking

townspeople. In the middle of the door
is a panel of a powerful knight fighting
several types of undead. When theparty tries to open the door a pair ofspectres comes out to attack thegroup.
Spectre (2): AC 2; MV 15/30; HD 7
+3; hp 59, 38; #AT 1; Dmg 1-8 plus
two levels of energy drain; SA energy
drain; SD Immune to sleep, charm,hold, or cold-based spells, also poisonor paralyzation; AL LE; THAC0 13
If the group defeats the spectres,
the brass doors open up and the scentof meadow flowers fills the air. They
hear a voice say, “Come in, braveadventurers. You must take my gifts tobetter fight the evil that has come tothe city.”
The party finds the magically lit
tomb of a brave knight. The body rises
up from its resting place and gives
each party member a magic item
according to what class they are:Any Magic User/Illusionist: 1
pink ioun stone and a scroll of threerandom third level spells.
Any Fighter Type: 1 pale blue iounstone and a potion of extra healing.
Any Cleric Type: 1 dusty rose iounstone and a hammer +3.
Any Thief: 1 pale green ioun stoneand sling of seeking +2.
New characters can always getsome type of magic item here if they
are willing to fight the spectres that
continually guard the door. There arealways three more spectres than there
were the last time a visit was made.
Section I:
When the party reaches the centerof the graveyard they will discover theruins of a black marble crypt. Insidethey will discover a coffin filled withdust. Among the piles of dust are several broken crosses, vials of spilled
holy water and a scroll.
The scroll tells the group that theremains of this tomb are a vampire’sthat a noble paladin and a clericdestroyed with the power of good.

From here the group should be
asked if they want to scatter the dustin the coffin, leave holy water or holy
relics in the coffin, and if they want tosearch around. If they search, theyfind nothing. If they leave holy water orrelics and/or symbols in the coffin,
they will kill the vampire when it isforced to return to this coffin that it has
prepared.

DM’s Note: All of the evidence here
has been faked by the real vampire. It
uses this place to return to whenalmost killed. If the party left something dangerous to vampires in thecoffin the vampire is killed when it
returns. If the party didn’t, the vampire
and all the spectres and all of the
undead problems start all over, five
missions after the vampire was
attacked and not killed. The vampire
will have set up again in Section J.
Section J:
The group comes near this area andis called to by a human magician.
“Hail, noble adventurers. I can see
you are people of great power. I would
ask you to help me get rid of this foul
undead problem.” If the characters
agree, the magician continues withthe party and helps the vampire get ridof the party. If the characters refuse,
the magic-user attacks immediately.
Magician: AC 9; MV 12; HD 6; hp
29; #AT 1; Dmg 1-4 (dagger); SA
Spells: SD: Ring of Protection +2; AL
LE; THAC0 19
Spells: 1st level: magic missile(x2),feather fall, shield
2nd level: detect invisible,
invisibility
3rd level: fireball, hold person
The Pit
The vampire is located at the bottom of a huge pit. There are wooden
stairs down. If the magician is with thegroup, he secretly activates the stair
trap. This causes 1d6 players to fall on
the collapsing stairs for 1d6 points ofdamage, each. A dwarf or clerical findtraps spell can detect this.

At the bottom of the well is a corridor
dug into the raw earth that the groupmust follow to find the vampire. If themagician is with the group he activates the falling ceiling trap (again,
secretly). This hits 1d4 party members
for 1d6 points of damage, each. A
dwarf and/or clerical find traps spell
can detect this.
When the party enters the vampire’s chamber they hear a voice, saying, “I welcome you to my home.” Thevampire lights up the chamber andone of the patty members must makea saving throw against the charmingof the vampire. If the magician is withthe group he uses his hold person
spell on the party and the fight is on!
Vampire: AC 1; MV 12/18; HD 8
+3; hp 50; #AT 1; Dmg 5-10 plus a twolevel energy drain; SA energy drain,
glare has the chance of charming a
victim; SD Immune to sleep, charm,hold spells, and poison or paralysis,
takes half damage from cold spells,
requires +1 or better weapon to hit,
regenerates 3 hp per round; AL CE;
THAC0 12

DM's Note: When the vampire gets
down to 15 or less hit points it will turnto gaseous form and vanish. The party
should be told that the vampire
escaped. If they go to the center of thegraveyard (Section I) they will find it. Ifthey haven’t added any holy relics tothe coffin or made any other preparations they have another fight on theirhands with a fully regenerated vampire. This time it doesn’t run. If theyignore the vampire’s departure, they
can collect the treasure here, but thevampire will raise up new spectres,
who will, in turn, raise up new skeletons, zombies, and wights, and the
problem will continue.
Treasure: 2 pale blue ioun stones, 1scarlet & blue ioun stone, 1 pale green
ioun stone, 9,000 gp, 1 wand of magic
missiles (33 charges), 3 potions ofhealing, and a scroll to restore twolevels lost in undead draining attacks.

41

This should be the final encounterof the adventure where the player
characters confront and hopefully
defeat Tyranthraxus. To do so, theplayer characters must get to the castle and penetrate the maze that surrounds it.

Area Description
Valjevo Castle has been heavily
modified by Tyranthraxus’s minions
according to his commands. For security, the buildings surrounding the castle have been cleared, so. that there
are no random encounters in thisarea. Now living in the outbuildings
are guards, servants, and advisors of
Tyranthraxus.
The castle compound itself has
been heavily modified to match Tyranthraxus’s bizzare tastes. At the center,visible from a distance, is the central
tower. This tower is clearly in bad
repair, the roofs collapsing and thewalls just beginning to crumble. There
are only very narrow arrow slits in thewalls of this tower. At the outer cornersof the castle wall are smaller towers.
Although these are only a single story,
they are connected to each other by aguardwalk that runs the length of thewall. Ogre guards can be seen patrolling this wall at regular intervals.
The bailey of the castle has beentransformed into a bizarre garden.
Hedges festooned with black nectarladen flowers, saw-like leaves, andglistening 6” long thorns have beenplanted to form the twisting paths of amaze. These hedges are thick enoughto act as walls. The spikes are deadly
poisonous. Charcters can attempt toforce their way through any hedge by
cutting and chopping, but fire will
have no effect. Chopping for 30 hit
points of damage will cut a hole large
enough for a person. Each roundspent cutting, the character must
make a saving throw vs. poison to
avoid being accidentally poisoned by
the thorns. A failed saving throw
results in death. Likewise, characters
accidentally walking into a hedge
must make a saving throw. Holes in
the hedge will regrow in 3-6 days.
42

Teleporters: The four spaces
marked on the map are teleporter
spaces. When entered, the transporter is instantly activated. The player is randomly sent to one of the 4
locations, including the one he is currently standing on. Thus a charactermay teleport to one of the other 3 locations or not move at all.
1. Deserted Building.

2. Watchpost. This building is occupied by the current officer of thewatch, a task rotated every day. Thus
there is always an encounter here.
The officer of the watch is a 5th levelfighter with 43 hit points. The officer
will notice any characters who walkthrough the space in front of his doorand sound the alarm, a ringing bell.
Once the alarm is sounded, no creature can be surprised by normal characters (i.e., ones not invisible orotherwise concealed) for the nexthour of gametime.

3. Mess. This hall has long tables,
benches and a great hearth at one
end. In the corners are heaps of
garbage-bones, broken crockery,and things much more disgusting—
being picked over by a pair of scruffy
looking half-wild dogs. If the dogs are
driven away by a few sharp blows, thegarbage can be poked to reveal nothing.
4. Deserted Building.
5. Officer’s Quarters. The building islocked, quite solidly. Opening it will
attract attention (again no surprise foran hour) and an automatic encounter
with 2-6 ogres, demanding to know
the business of the player characters.
Fortunately, these ogres can be tricked into believing the characters havelegal business here (“The Boss sentus,” etc.).
Inside is a well-appointed apartment containing items taken from other parts of the city. The officer is notpresent since he is on duty elsewhere.
Hidden in the apartment (under aloose stone) is his cache of 200 gp, apotion of speed, and a scrap of a map.
This map shows a region unknown tothe player characters but which links
to the section already found in the
Library. Although it actually covers an
area away from the Pool of Radiance,
it provides some small details which
help identify the location of the whole
map when compared against a map of
the Forgotten Realms.

6 & 7. Lavoratories. Nothing of value
is here.

8. Guard Barracks. On the outside,
this looks like a particularly rundownand deserted building. Inside arebunk beds for eight guards. During
daytime, there are four ogres present.
At night, when more guards are on
duty, there are only two ogres present.
If the characters enter the room quietly, they can catch the ogres napping. If the characters have madesubstantial noise or the alarm has
been sounded, the ogres prepare anambush. They have overturned several of the bunks around the door andare using these for cover. A bucket ofsand is rigged over the door to drop assoon as the door is opened. The firstcharacter through the door must savevs. dragon breath or be hit. The bucket will cause 1-4 points of damage andwill stun the character for 1-4 rounds.
Throughout the room are thingsogres like to collect—broken skulls,
bits of feather, badly tanned hides, colorful rocks, and other charmingly
worthless junk. Well hidden under aloose floorboard held in place by a
bedpost is a small collection of 300
gp. This is the joint treasure of all theogres.
9. Deserted Room.
10. Gnoll Barracks. This chamber islittle more than a slovenly pit. During
the day there are eight gnolls present.
If surprised, they are sleeping in apiled mass, dreamily scratching at
fleas and picking lice. If not surprisedor alerted by the alarm, they are hastily pulling their armor on while the largest barks out rude and pointed orders.

(Increase each gnolls AC by 1 or 2 forhaving partial armor.) If defeated, thecharacters can search through thegarbage in the room. These fellows
make ogres look neat!
Searching will only turn up 2-20
gold pieces and will take several turns
to do completely. However, in addition
to their meager treasure, those characters that searched will have picked
up a wonderful case of fleas and lice.
The next day (and every day thereafter until the character bathes) his
movement rate on foot or horseback
will be reduced by 1/4 for the discomfort.

11. Castle Tower. This is the quarters of Al-Hyam Dhazid, an intinerant
magic-user from Almraiven in theKingdom of Calimshan. He is here
acting as an adviser to Tyranthraxus,
hoping to learn how Tyranthraxus
recieved his great power. However, hedoes not know the true mystery of the
Pool of Radiance, believing the
dragon to be Tyranthraxus.
Since he is an advisor, he is only
present in his quarters 40% of thetime. He has survived all his years
through guile and wit. If encountered,
he will avoid the fight if possible, firstby being non-hostile, second by fleeing, and third by surrender. He will notfight unless he is forced or is positive
he can win. He carefully maintains a
non-hostile appearance. To save his
neck, he will tell a plausible story,
almost the truth. He is a traveller, serving his greater powers to seek out
knowledge and truth. (This is not too
far off the mark.) Since arriving in
Phlan, he has been held under a typeof house arrest at Tyranthraxus’
orders. Tyranthraxus wants to pumphim for all the information he can. In
truth, Al-Hyam stays by choice,although there is the implied threatthat Tyranthraxus would try to prevent
his leaving.
Al-Hyam will surrender if it looks likehe can get mercy. He will not surrender to creatures normally consideredevil or untrustworthy (orcs, ogres,etc.). Once he surrenders, he will
leave the city, figuring things are get-ting too dangerous. If the charactersrefuse to let him go (and take his possessions with him), he will be forced toattack.
The information Al-Hyam has gathered on the Pool of Radiance issketchy and mostly wrong, since
Tyranthraxus has carefully misledhim. His notes and papers, hidden in
the room, suggest that the Pool, if
imbibed, fills the person with an
extraordinary brilliance and vigor,
increasing their powers of commandand charisma. He thinks it is possible
the Pool may grant special magic use,although he has not confirmed thisfact. He is at a loss to explain the fieryradiance which surrounds thoseimbued with the Pool’s power. He has
no idea that Tyranthraxus and thedragon are two separate beings. He
also guesses the Pool of Radiance issomewhere northwest of the Dragonspine Mountains.
Al-Hyam is a 7th level MU with 21 hit
points. He has bracers of defense (AC3), a ring of shooting stars, a ring of fire
protection, and a wand of confusion.
He will use items in preference tospells, due to their greater speed ofuse.
His spells are as follows:
1st level: identify, magic missile,
sleep, spider climb
2d level: detect invisibility, invisibility,web
3d level: fireball, hold person
4th level: wizard eye

12. Main Gate. The gate is locked. It
is opened if the right password isgiven (see 15 or 16) or it can be broken
down. It takes 150 points of damage tochop an opening large enough to getthrough. Obviously, chopping or cutting weapons must be used. During
this time, the alarm will be automatically sounded. The party will also be
subject to rocks (2-12 points of damage) thrown by ogres over the gate.
These ogres can only be attacked by
missile weapons and they have thebenefit of 50% cover (+4 bonus totheir normal AC and saving throws).

13. Central Tower Room. This room
appears empty. However, the far wallis actually an illusion (making theroom appear one row of squares
smaller than usual). If characters
ignore this wall (i.e., do nothing), theillusion will remain. If characterssearch this wall they will find nothing,
and the wall will appear real. If characters walk directly into the wall without
first searching, the wall will disappear.
Weapons thrown or shot at the wall
will disappear (passing through theillusion) without canceling the illusion.
Beyond the illusion is a staircase
going up. There is nothing else in theroom.
14. Deserted Room. There is nothing here. The roof is collapsing, preventing the door from swinging open.
15. Watchman’s Post. One humanfighter, 6th level, armed with a +2
two-handed sword, chainmail +1 anda javelin of lightning, is standing guard
here. He surveys the street through asmall slit in his door. The door islocked and he will only open it to thosehe knows or who give the proper
password when he demands it (“Harrash,” known to the gnolls in 16).
Since he is very watchful, he cannot
be surprised. If attacked he will ring abell for alarm. The gnolls in 16 will
immediately come to his aid. However, the fighter has no desire to die
and if the attackers force their way into
his room, he will surrender. He carries
a note that says, “Rhodia.” This is the
password to either main gate.

16. Gnoll Guards. Present in thisroom are six gnolls, although there
are accommodations for four ogres
also. Given its occupants, the room isa terrible mess.
The gnolls are not tremendously
bright, and can be tricked if the alarm
has not been sounded. Characters
can demand to be told the password,
pretending they are on official business. The password can be gained inother ways too—goading them into
proving they really know the password
43

Valjevo Castle

is quite effective. The gnolls are a perverse group, however. Although they
can be tricked, threats of pain anddeath only make them obstinate andfatalistic. Pain and death they understand and stubbornly refuse to yield
to, since this would be weakness, a
trait not tolerated in their culture.
In combat, the gnolls will attempt tomaneuver past the player charactersand make a break for the door. They
will not do so foolishly, in ways sure to
get them killed. Once out the door (ifallowed to escape) they will sound thealarm. They will not surrender, prefering to fight to the death over weakness.
If the gnolls are defeated and thechamber is (ugh!) searched, the characters can find a scrap of hide with alist of passwords. These are:
Sando
RhodiaHarrash

17. Deserted Building. Just that andnothing more.
18. Provisional Armory. The door tothis building is locked. Inside are theemergency arms of the guards for the
castle. There is a large assortment ofarmor and weapons here. Althoughnone of it is magical, there is enoughhere that the player characters could
fully outfit themselves with a basic suitof armor and weapons. If all these
items are returned to the settlement (agood trick considering the weight!),
the flood of weaponry and armor on
the market will drive the price down
until each item is almost worthless.
On the other hand, if the items are
sold off slowly and piecemeal, the value of the goods will not drop. However,once the local merchants discover theplayer characters are competing withthem in the arms and armor market,
they will become furious with the player characters. At first they will refuse
their own services to the player characters. If this shut-out fails, they willhire thieves to find and steal the goodsof the player characters. In the process the thieves will naturally help
themselves to whatever they can find.

If all else fails, at least one of the merchants (the least scrupulous) hires
assassins to take care of the troublesome player characters. All this woefrom a few simple suits of armor!

19. Collapsed Castle Tower.
Although the ground floor of this tower
is still intact, it is in such disrepair that
it is unusable. Abandoned by the
locals, it has been taken over by a basilisk. The beast is allowed to remain
under direct orders of Tyranthraxus.
Basilisk: AC 4; MV 6” ; HD 6 + 1; hp
37; #AT 1; Dmg 1d10; THAC0 13; SAgaze turns to stone; AL N

20. Kitchen. This open building provides much of the miserable, nauseating slop that is served to the guards
and workers of the castle compound.
The kitchen reeks of smoke, rotten
meat, burned food, and sweat. There
are always 3 cooks (human slaves)working here, minded by a gnoll foreman (no armor, gnarled club for aweapon). If the slaves are freed, they
can offer the day’s password to theparty (“Rhodia”), since it was their
duty to carry the food into the castle
each evening. They know of thehedge maze in the castle, but do notknow the route through it. There isnothing of value in here.
21. Records. One of Tyranthraxus’
secrets of his success are the meticulous records he maintains on day-today operation’s and plans. This room
contains shelves and racks of oldledgers and scrolls. Written in the
crabbed hand taught to scribes, theserecords contain all manner of information. There are assessments on thestrengths of enemies, reports of spies
from the settlement and beyond, roster lists of the army, disciplinary
records, account books, diplomatic
papers, and reports on the characterof various kings, dukes, counts, andother rulers. Most of these focus on
things suitable for blackmail. There isa lot of material here and assimilating
it will take a long time. For every hourspent pouring over this material, there

is a 10% (cumulative) chance ofdetecting a pattern. The records show
a gradual increase of Tyranthraxus’
power—moving from an unsophisticated horde of ill-organized inhumans
to much more sophisticated and sinister methods. Here, Tyranthraxus hasformed an alliance with the Red Wizards of Thay; there, he holds damning
information on a petty count, sure tocondemn that man in the eyes of his
king. The rosters tell of ever increasing numbers of better and better trained soldiers. The diplomatic lettersmake clear his ultimate ambitions—toassemble a great host and sweep
south of the Moonsea, not just plundering but subjugating the lands heconquers.
For every hour spent among theserecords, there is a 15% chance a
scribe from 22 will enter, bearing an
armload of books and scrolls. On spotting the player characters, the scribe(a 0-level NPC who is defintely a noncombatant) will drop his goods with astartled look and flee, sounding thealarm.

22. Scribes’ Offices. This brightly-lit
building smells of tallow and leather.
Inside are rows of high desks andstools. Any empty space is piled withvolumes, scrolls, sheets of parchment, inkpots, and goose quills. Precariously balanced atop these are
guttering candles and smoky oillamps. During the day and well into
the evening hours, six scribes sit at
the stools, hunched over the desks.
Three officers or emissaries of Tyranthraxus will be making reports while
the other scribes copy orders or otherpapers of importance.
If the alarm has already beensounded, this building will be empty
and the most important papers will be
missing. Otherwise, the scribes willattempt to flee if attacked. They are all
normal humans, AC 10, with no particular fighting skills. The emissaries,
however, are fighter/magic-users (6th/
5th levels) and will instantly fight.
They are fiercely loyal to Tyranthraxus
and are extremely competent. One
will charge forward, attempting to45

engage the spell-casters white theothers drops back and casts spells.
When their most offensive spells are
depleted, they will advance white theother breaks off to begin spell-casting.
Due to the highly flammable natureof the materials in the building, any
combat has a chance of setting thebuilding ablaze. Fire-based spells or
use of burning oil will automaticallystart a sizeable fire. Otherwise, thecombat has a 20% chance eachround of starting a small blaze from aknocked over candlestick or shatteredlamp. Sizeable fires cannot be controlled but small fires can be extinguished if prompt action is taken. It
takes one character one round to put
out a small fire. If not put out, the fire
becomes sizeable in the next round,filling one square. Sizeable fires
spread one square each round. Any
character caught in a fire suffers 2-12
points of burn damage for that round.
When all squares are afire, the building is ablaze. The alarm is automatically sounded and a group of guards
rushes to the scene—ten gnolls, fiveogres, and a human fighter (5th level)
overseer. They will attempt to capture(if possible) or kill the characters. If
captured, the PCs will be taken before
Tyranthraxus after having been stripped of their weapons and armor. Spellcasters will be gagged but not bound.
Their only hope to escape wilt be torisk a hand-to-hand fight and make abreak for it, a difficult proposition at
best.
Regardless of events, the blaze will
not spread to other buildings(although it will destroy this one). The
blaze will last 6 turns (1 hour). If atnight, it will light up the surroundingarea.
If the papers are not destroyed, thecharacters can search through them.
Among others, they will find a report ofCadorna’s activities in the settlement.
Apparently, Tyranthraxus’ spies havebeen very thorough. This accountdescribes what information Cadorna
has found, where he found it, and how
he has used the player characters todate. If Cadorna hasn’t yet been
exposed, this is damning evidence.
46

The papers also have a series ofreports on a mission to the barbariansof the North. These describe how thebarbarians are ripe for takeover by astrong leader and the loyalties of various cheiftains. Of these, the Chief ofthe Raven Clan is firmly loyal to Tyranthraxus. Apparently Tyranthraxus
intends to set this Chief above all others to assemble a huge army. One
paper in particular says, “Do not befooled by outward forms for you shalt
know me (Tyranthraxus) by my flaming sign.”

23. The Medusa’s Chamber: The
door to this chamber (from the tower)
is locked and the room has been cunningly prepared as a trap for theunwary. Imprisoned here is a medusa,
one graced with an incredibly poor
disposition. She is chained to the far
wall with chains that reach just shortof the door. The room is brightly lit at
all times. When the door is opened,
she will charge across the room. All
characters in the front rank must
make a saving throw on the first round(-2 if surprised). After this, any character looking at the creature to fight it
must make a saving throw every
round. Those fighting while averting
their gaze do not need a saving throw,
but have a -4 penalty on to hit rolls
and a -2 penalty on their Armor
Class.
Medusa: AC5; MV 9”; HD6; hp 39;#AT 1; Dmg 1d4; THAC0 13; SA gazeturns to stone, poison; AL-LE

alarm until the characters actuallyattack.

25. Deserted Building.
26. Deserted Building.

27. Smithy. This building, once thestable of a courtier, has been converted into a forge for the making andrepair of armor and weapons. Working
at the forge is a human armorer (Ftr Ivl
4, AC9, hp 32, #AT 1, D 1-6 + 1-4 burndamage) and three bugbear assistants. Of these, one is working with thearmorer, another pumps the bellowsof the furnace and the third is sleeping
out of sight behind the charcoal pile.
The armorer will first assume the characters are part of Tyranthraxus’ army
who have come for new equipment or
repairs. Unless the characters dosomething suspicious (ask obvious
questions, threaten him, or attempt todamage any of the gear), he will not
attack. If their true intention isrevealed, he and the bugbears will
attack. The bugbears will use sledges
from the shop while the armorer fights
with a rod of red-hot iron (he has
gloves on). The third bugbear will
awaken and join the fight after 3
rounds. The armorer carries a purseof 20 gp. The bugbears have no treasure. There are no magical weapons
here, but there are good quality weapons and armor.

There is no treasure in the room. In
the ceiling is a small trapdoor for dropping food.

28. Charcoal Storehouse. The door
to this room is locked. The building isfilled with piles of charcoal used at thesmithy and by the troops for heating
and cooking. Random encounters do
not occur here.

24. Laundry. Even disgusting
humanoids need their clothes washedonce in a while. During the day, there
will be 1-10 females of various races.
They will flee or cower in the corners if
the characters enter. Aside from laundry equipment, there is nothing of particular value here. The clothing can beused to disguise the characters,
increasing chances of surprise by 1
and preventing the sounding of any

29. Ogre Guardroom. This room is
occupied by 2-4 ogres who work as
castle guards. They will demand thepassword of anyone who enters thetower; in fact, they will (with crude
humor) give three guesses (or four or
five, they don’t count too well). The
fact that there is no password doesn’t
make the least bit of difference tothem. In the end they will gleefully
shout that as they spring to attack.

There is one thing that will stop them
however—the invoking of Tyranthraxus’ name or his wrath. They aredumb enough to believe whatever istold them (so long as it doesn’t obviously contradict what they can see) if it
is backed by the word of Tyranthraxus
whom they live in fear of.
The ogres are guarding a great“treasure,” at feast by their standards.
They will only reveal this if forced. The
treasure is buried 3 feet under thefloor and will take about one turn to dig
up. It consists of 5 suits of rusty armor,
a collection of sea shells (from somewhere far away), and child’s jumping
jack toy.

30. Deserted Building.
31. Smokehouse. This is a standard
meat smokehouse, although the characters may not want to examine too
closely the types and condition of themeats hung here. The room is filledwith cold smoke and is unpleasant(but not impossible) to remain in. It’s
greatest advantage is that no one will
search here if an alarm is sounded.

32. Chapel. This was once a small
barracks, now converted to a Templeof Bane. While it retains most of thecharacteristics of a barracks—barewalls, open-beamed ceiling, several
windows, carved grafitti on theposts—a crude altar has been set up
at the far end. Around the bend are thebunks of the priest and his two acolytes (Priest—5th level evil cleric, +1
plate armor; +3 mace, necklace of
missiles, one 6-dice, two 4-dice missiles; Acolytes—1st level clerics, nomagic items). There is a 20% chanceof 1-20 worshippers being present(each randomly chosen from the following list):
1—Orc
2—Goblin
3—Hobgoblin
4—Ogre5—Kobold
6—Gnoll
7—Bugbear
8—Human bandit

9—Human fighter
10—Human assassin
When the characters enter, the cleric automatically makes a Wisdom
check (Wisdom 13). If he makes his
check (his Wisdom or lower), he intuitively knows the characters are not followers of Bane. If he fails, he belives
the characters have come to worship.
He will ask them to join him in prayer
and offer his blessing upon them. Ifthey are not followers of Bane (whichis real unlikely), this is bad! Those
praying will find their alignment shifted to evil. Those accepting the blessing will not have their alignmentchanged, however those not evil will
be wracked by unbearable pains,
unable to fight or cast spells, barely
able to stagger along at half speed,
until a remove curse is cast by a clericof their proper faith. While player characters whose alignment is changed toevil are still under the control of theplayer, any aligned magic items
belonging to the character will instantly know the difference. Furthermore,
the character will not earn any experience until the alignment change is
rectified and clerics will lose all theirabilities. Clerics who suffer an alignment change will never be able toregain their former status. These
characters have just screwed up badly. At best, they can become 1st levelfighters (if their statistics allow this).
NPC characters who turn evil will notshow any noticeable change but will
gradually grow to hate the group andwill betray them at a suitable opportunity.
The cleric will not suspect the characters until they give him cause to(such as refusing to kneel in prayer
when he invites them to, or refusing
his blessing.). He will not immediately
betray his suspicion, but will bide histime, waiting for an opportunity. Lateron, he will attack with his necklace of
missiles at the first opportune
moment. His acolytes hasten to join
him in this attack and willingly sacrifice their lives to protect him.
Being a temple, there is naturally afair amount of treasure here. The altar

chalice and other appointments arehammered gold and silver, worth 30
gp total. However, they are clearly
indentifiabte and can only be soldonce melted down for their metal.
However, the person who takes these
items incurs the displeasure of Bane (1 on all to hit rolls until an appropriate
atonement is made). The offering box
contains 37 sp. Again, stealing thiswill arouse Bane’s displeasure (automatic negative reaction from all of his
clerics and a -2 on reaction dice fromall his followers). Behind the altar are
two finely crafted swords. They are+3 swords of evil alignment. Any nonevil character suffer 2-12 points damage each time he picks up or draws
one of these weapons.

33. The Lair of Tyranthraxus. Thischamber is the main audience hall of
Tyranthraxus, leader of the conquerors of Phlan. The ceiling to the roomhas been torn away, leaving this entire
section of the tower open to the sky. A
staircase decends into the chamberfrom the floor above. The walls aresparsely decorated, the main feature
being a large map which dominates
the far wall. This map outlines thelands to the North of Phlan and shows
the locations of most outposts, settlements, armies, and groups. (Thisshould be a reasonably accurate mapof the game area. If possible, movements of the player characters caneven be marked in red.) Sitting on asmall table underneath it is Tyranthraxus’ seal. A great banner for
Tyranthraxus’ army hangs on anotherwall. Blazing torches light the room atnight.
Present in this chamber at all times
are 2 guardsmen (human ftr, lvl 8, AC
0, hp 60, #AT 3/2, Dmg 1-10 +4, +2 on
all saving throws) carrying +2 twohanded swords and wearing +2 plate
mail armor. One also wears a ring ofspell turning.
If the characters have driven off
Tyranthraxus in battle already, he will
be here, licking his wounds. He will
not be pleased to see them. On sighting the player characters he orders his
guards to attack and uses his breath51

weapon if possible. After this, he willfight to the best of his ability, using his
breath weapon and spells in preference to physical attacks.
If the player characters have not yet
encountered Tyranthraxus (and havenot visited this chamber before), there
is only a 50% chance that Tyranthraxus is present. If he is not present,
the guards (assuming the characters
are part of Tyranthraxus’ army) will
bar passage, explaining that none areallowed in the master’s chamber without his orders. They will defend themselves to the best of their ability if
attacked while attempting to drive thecharacters from the room. Once this isdone, they will bar the door.
If Tyranthraxus is present (either byluck because the characters have visited the chamber before but have notbattled Tyranthraxus), he will not
attack the characters unless they
make a hostile action (such asattempting to cast a spell). Instead, hewill greet them politely, inquiring of
their business. If possible, he will converse with them in an ultra-genteel
way. Once he knows of their purpose,
he will try to dissuade them of any
hope of success. If the characters
don’t run or attack, he will offer themthe choice of becoming commanders
in his army. Each character is required
to vote individually. Evil NPCs automatically accept the offer. Good NPCs
will refuse. Neutral NPCs join if those
who accept outnumber those who
refuse. The players must decide for
their own characters. Those who
accept the offer immediately comeunder the control of the DM. Tyranthraxus then orders the destruction of
the remaining characters as the first
test. The guards and former NPCs will
attack the remaining characters.
Tyranthraxus will remain out of thefight until it is absolutely necessary.
In any case, Tyranthraxus induces
the dragon to fight to the death. As thebeast gets low in hit points, Tyranthraxus allows it to speak somewhat in
an attempt to confuse the player characters. Although retaining complete
control, he loosens his grip on the
speech centers. In the midst of battle,
52

the dragon roars out, screaming foraid and mercy against the thing that isconsuming its mind. Tyranthraxus
hopes this will make the characters
hesitate, givng him an advantage. If
the dragon is about to die, Tyranthraxus will suddenly abandon thatshell and possess another. The order
will be as follows:
Cadorna, if present.
The NPC with the most current hit
points. (However, if all available NPCs
have fewer than half their original hit
points, Tyranthraxus will skip thisoption.)A guardsman. (As above, if all theguradsmen have fewer than half their
hit points, Tyranthraxus will move onto the final option.)
The PC with the most hit points. (IfTyranthraxus is down to this option,
he will take the healthiest PC available, regardless of how many hit points
they have left.)
For the purposes of the adventure,
only player characters are allowed asaving throw vs. death to resist thepossession. For all NPCs (including
Cadorna), the possession is automatic. As soon as the transfer is complete, all of Tyranthraxus’ powers are
immediately gained by the possessedcharacter including the flaming aura.
With a scream of frustrated rage,
Tyranthraxus curses the charactersfor their meddling in his plans. However, he is far from defeated, heassures them, for he will return fromthe Pool of Radiance with evengreater power. Then he will exact his
vengance on all of the Forgotten
Realms, not just the puny city of
Phlan. Once this little bit of theatrics isdone, whomever Tyranthraxus haspossessed flees. The characters canonly stop the possessed character bykilling him. If the character is slain,
Tyranthraxus roars up into a vast
flaming cloud, squealing in hatred,
then rockets out through the ceiling of
the room. The castle and everyone in
it suffers 2-12 points of flame damage.
Note that this should be sufficient todestroy most of Tyranthraxus’ guards

and henchmen. If a player character ispossessed and Porphyrys Cadorna is
still alive but not with the party, theplayer character will attempt to flee. If
successful, he will meet Cadorna
somewhere in the maze. Tyranthraxus, sensing something inCadorna’s character more to his liking, will transfer to him, leaving thecharacter unconscious. This character can be found by the others as theyleave. He knows that Cadorna is now
possessed and that he has fled to thelands of the North. But getting to theNorth, beyond the mountains, shouldbe part of the next adventure.
Once Tyranthraxus is defeated, thecharacters can continue to clear thecity if they desire. Without their leader,
however, the evil creatures of the city
are disorganized and weak. They are
more likely to flee or surrender thanstand and fight. The task of clearing
will become easier. However, the settlement will also be in chaos, since it islikely that Cadorna will be absent (permanently) from the Council. If you
want, one of the player characters canbe chosen to hold a seat on the council. The benefits of this should include
more control over the block-clearing,
automatic access to guardsmen as
NPCs, and greater respect within thecommunity. It may also be useful inlater adventures as a set-up device.

34. Deserted Building. There isnothing but very large cobwebs here.
35 Deserted Building. The door isjammed, but not locked. It can bebashed open; however, doing so willbring down a large section of the ceiling just beyond the door. Anyone
caught under this suffers 2-12 pointsof damage.
36. Barracks. Same as room 10.
37. Deserted Hall. Nothing of interest here.
38. Ogre Guardpost. This building isboth the quarters and watchpost of
two ogres. They alternate shifts. While
one is on duty, the other sleeps or pre-

Valjevo Castle

2nd Floor
about. All he actually knows is how to
avoid going through the loop (i.e., heknows to take the left path on entering, followed by the next two rights). If
not released, he will, threaten to
scream and shout to sound the alarm.
If Cadorna has not fled the settlement,
then this room is empty.

41. Barracks. Same as 10.
42. Deserted Building.

43. Deserted Building. A colony of
poisonous frogs (five total) have madethis their home.

pares meals. The ogre on duty spends
his time watching the street alongside(not in front) of the building through asmall peephole. When any character
enters the area, the ogre rushes out
the door to meet them, rousing his
comrade as he goes. Outside, hedemands the password. If given, thecharacters are allowed to pass. If not
given, the ogre attacks while the otherraises the alarm. The password is“Harrash.” The ogres can be trickedby a brave character forcefully insisting that “Tyranthraxus sent us!”Indeed, they will be visibly cowed at
the mention of this name.

39. Enclosed Well. There is nothing
here but a bucket for drawing water up
through a hole in the floor. It is 80 feetdown to the water level. The water is
20 feet deep. At the very bottom of thewell is a long-lost sword +2, flame

tongue. It was thrown here to keep itfrom falling into the hands of the
dragon army a long time ago.

40. Cadorna's Cell. In this small
room is Porphyrys Cadorna, if he has
fled from the settlement. Attempting
to learn more about the Pool of Radiance, which he mistakenly thought
was in the castle, he was captured by
Tyranthraxus’ minions. He is chained
to the wall and has been horribly beaten and abused. He is weak, barely
able to stagger along. He pleads to bereleased in the name of mercy and thevarious gods of the Realms. If
released and allowed to accompany
the characters, he will tell them thepassword to open the castle gate(“Rhodia”), but not until they need touse it. He furthermore claims to know
the route through the castle maze,which the characters don’t even know

44. Ogre Barracks. This corner tower is occupied by four ogres in rather
tight quarters. As a result, they are irritable and quarrelsome. Assuming thecharacters to have proper business inthe castle (unless the gate guards
have raised the alarm), they will ask
the “smart humans” to settle an argument for them. The burliest one of thegroup says that “Frogs and toads not
same t’ing. Dey not same, dey dif...dey not same! Me right?”
If the characters agree with him, theother three ogres become enraged
and attack. The big ogre, thumping
his “new buddies” on the back willfight on their side. If the charactersdisagree, the three other ogres will
burst into howls of laughter. Growing
angry and red in the face, he will
attack the characters, chasing them
until he is slain. The other ogres will
not intervene unless he is being killed
right before their eyes.
Of course if the characters attack
without waiting to hear or answer thequestion, all the ogres will fightagainst them. Enraged, they will gain
a +2 on all to hit rolls.
45. Same as 12.

46. The False Tyranthraxus. Thischamber is lavishly appointed withhangings, carpets, and furniture. Sitting on a throne on the far side of theroom is a powerful looking man,decked out in barbaric splendor. He
does not wear any armor, but carries a53

wicked looking sword. When the characters enter, he demands to knowwhat their business is with Tyranthraxus, lord of Phlan.
This man is a 8th level thief posing
as Tyranthraxus under orders. He
wears a ring of protection +2, giving
him an AC of 6 (the rest is from his
dexterity of 16). He carries a +4
Defender sword (randomly determine
each round how much he applies toattack and defense) and gauntlets ofogre power. In addition, hiding in the
shadows to each side of the door is a
6th level thief. These thieves will wait
until they have the opportunity tobackstab the party members while
they are engaged with the false Tyranthraxus. Each of these thieves iswearing an elven cloak and carries asword +1.
If the fight goes badly, the thieves
will try to escape by the main door or
the secret door. If cornered, there is a
10% chance the false Tyranthraxus
will confess the masquerade, hoping
for mercy.
In the chamber, the characters canfind 5000 gp worth of gems and jewelry, as befits a ruler. There is also alarge seal, supposedly that of Tyranthraxus. If the characters have any
papers bearing his seal, they can seethat this is not the same. It is only put
here for window dressing.

Tower: Second Floor

1. Genheeris’ Quarters. Otavius
Genheeris is Tyranthraxus’ second incommand and normally handles theadministrative affairs of the army. He
is a 7th level magic user equippedwith a wand of cold and ring of invisibility. For practical reasons, Tyranthraxus doesn’t trust him any morethan necessary (i.e., not at all) andGenheeris has no abiding love of
Tyranthraxus. The room is furnishedas the apartment of a wealthy, if
eccentric, merchant. Genheeris is in
his room almost all the time, relying on
runners to carry messages to andfrom his office. When the player characters first enter, Genheeris assumes
they are runners sent by Tyranthraxus. He will ask what message
54

they bring. If the characters can thinkquickly, they can bluff their way out of
any fight, saying things such as “Ourlord demands that report as soon as
possible!” or “He inquires as towhether you have taken care of thatmatter as instructed,” etc. If the characters stumble or hesitate, Genheeris
becomes suspicious, believing themsent by Tyranthraxus to get rid of him.
If attacked, he believes the characters
are doing so under the orders of
Tyranthraxus. To save his life, heoffers to make them generals if they
will eliminate their master instead ofhim. He promises to aid them in this,and will accompany them if allowed.
Once with them, he will probably realize that he was mistaken about their
purpose, especially if the characterssearch other rooms, get lost or get
involved in fights with other creatures.
In this case he attacks the party when
he can gain surprise, using his mosteffective area effect spell. He then disappears using his ring. Invisible, hetries to arrange for the characters toreach Tyranthraxus (opening secretdoors for them to find, etc.), figuring
the characters might possibly defeat
the dragon. Once the charactersencounter Tyranthraxus, he will hoveron the edge of the battle. If the characters are going to win, he will attack
them in their weakened state, hoping
to destroy them and gain control ofeverything. If the characters are losing, he will appear as reinforcements
for Tyranthraxus. All told, it could bevery bad for the player characters.
If Genheeris cannot convince thecharacters to join him and they attack,he will use whatever spell he can, andthen disappear with his ring. Unlessstopped, he next alerts Tyranthraxus
and leaves the scene. Once alerted,
Tyranthraxus cannot be surprised.
Otavius Genheeris: AC 10; MV12”; MU 7; hp 22; #AT 1; Dmg 1d4;
THAC0 19; S11 I 18 W 15 D 16 Cn 14
Ch 12; wand of cold, ring of invisibility;
AL LE

Spells:
1st level: burning hands, magic missile (x2), shield
2d level: detect invisibility, stinking
cloud, web
3d level: fireball, hold person
4th level: fear

2. Genheeris’ Antechamber: Thisroom is furnished with chairs andbenches. It is used as the waiting
room for messengers that carryorders throughout the city. Waiting
here is one human thief (3rd level).
Unless attacked, he will not attack,assuming the characters to also be
messengers. He greets them noncommitally and then goes back to his
own business. After a few rounds, a
voice calls him into Genheeris’ office.
After one round he emerges, stuffing
some papers into his doublet andleaves the room. The voice calls out
again on the assumption the characters are messengers.
If the characters fight the messenGenheeris
automaticallyger,
assumes the characters are sent to
get rid of him.

3. Empty Chamber. This room isdevoid of all furnishings. In the center
is a small trapdoor. This opens onto
the medusa chamber below and isused fur feeding the creature. If the
trapdoor is opened by an unwary character, that character must make a saving throw to resist the medusa whenlooking through. Otherwise nothing
will happen.
4. Tyranthraxus’ Chamber, 2nd
Floor: The floor to this room has been
torn away, as has the ceiling, leaving
everything open to the sky. All thatremains is a staircase down to the firstfloor.

After the player characters havecleared the greater part of the city,
they will be ready to make the assault
on the Old Town hidden behind thecity walls. This is the stronghold of theenemies of Phlan, particularly Tyranthraxus. However, characters will discover that getting into and out of thisarea is far from easy. A direct assault
on the Gates should prove suicidal, as
the characters will probably learn.
Another way into the Old Town mustbe found.
At the same time, the player characters should have become a problem
for Cadorna, enough so that he wants
to get rid of them. Therefore, he proposes what seems a hopeless mission
to the Council, one that is quite
appealing but virtually impossible.
Once the characters accept, he issure he will never see them again.
And best of all no one, not even theadventurers themselves, will have any
reason to blame him! He loves thisplan, for it so fiendishly elegant.
Thus, the Town Council posts thefollowing proclamation:

present themselves before theHigh council.
"By Order of_________________"

If the characters ask around formore information, they can learn thefollowing things:
1. The most learned NPCs in town
do not think the contamination isrelated to the conquest of Phlan. The
river ran pure for many years after thesack of the city.
2. The contamination, while notmagical in itself, is definitely derived
or related to some magical process.
However, no one has been able todetermine just what this process is.
3. Brave travellers from the far north
have said the river is pure at its head-waters. Therefore, the cause of thecontamination is somewhere between
here and there.
4. The pollution has resisted all
attempts to purify it. It is somehow truly bound into the soul of the water. The
only choice is find the source and stopit there.

Outside the Sorcerer’s Isle
The Sorcerer’s Isle is a low, barren
island in the center of a lake. Towards
the north end of the lake the shoreline
is lush—carpeted with tall grasses
and spreading trees. At the uppermost end, the Kuto River, sparklingand unpolluted, flows into the lake.
The southern end is a direct contrast
to the north. The water is black andbubbles and reeks of death. The
shoreline is blighted. No grasses ortrees grow. Only the weathered skeleton of a few foolish or unfortunate“Citizens of New Phlan!
“Great has been the success of
those brave and true souls who
have joined into the service of our
Republican Army. Through theirmight of arms and our generalshipwe have regained much of what
was lost. Great our success has
been and great it shall be.
“Still however a blight remains
on our fair city. In years past, the river Kuto flowed pure and clean
through the heart of Phlan. Now its
banks are swept with contagion
and death. Seven times men havetrekked to find the source of thispollution. Seven times we have
waited in vain for word of their success. Now the auspicious numberhas been reached, so surely success is within our grasp. To any who
succeeds in purifying the river Kuto
we bestow the title Knight and a
yearly stipend of 100 gold pieces
for life. All seeking this claim must55

creatures dot the banks. In many
ways it looks like a poisoned oasis in
the middle of the desert.
The island is dominated by a single
feature, a large smooth-sided pyramid. From the top of the pyramid
comes a gushing fountain of black,oily reek. This contamination flows
down the east and west faces of thebuilding and cascades into the lake.
There is no doubt that this is thesource of the river’s poisoning.
Crossing the lake is a dangerous
affair, for the water of the southern halfand directly around the isle is instantly
deadly. Touching or drinking it results
in an immediate saving throw versus
poison. If the save is failed the character dies (in intense pain). Furthermore, the lake is stocked withYarash’s experiments. Each turnthere is a 1 in 6 chance of something
attacking the characters (treat as ahalf strength sahuagin that is horribly
deformed or mutilated). Again, during
the fight the characters must take careto avoid contact with the deadly
waters.
Once on the island, the characters
are free from any more bother by
Yarash’s experiments. No random
encounters of any type occur on theisland. The pyramid itself is featureless, showing no signs of doors or windows. However, if characters examine
the ground closely near the center ofthe north and south sides, they discover the faint traces of a worn path.
These paths lead to the secret doors
on each side.

Inside the Pyramid
The pyramid is the home of Yarash,a wizard with a bent towards alchemilcal biology and a desire to be a Beastlord. For over three decades he has
been attempting to create a breed of
freshwater sahuagin, an oceandwelling race memorable for their cruelly passionate intelligence. Although
Yarash has never seen such a creature, he has read much of their
exploits (some of it quite exaggerated)so he is confident of recreating thisrace in freshwater. Once he has cre56

ated his demons, Yarash intends touse them to dominate the Moonsea.
The core of Yarash’s experiments
revolves around the alteration of thewaters of the Moonsea throughalchemical processes. To this end, his
pyramid is spewing forth contaminants that in a few more decades willalter the subtle balance in the waters.
In the Moonsea this solution is muchdiluted. Here, in the lake and river that
he uses as a breeding ground, the poisons are lethal to most creatures.
However, contamination, while key,
is not the only step in the process. The
actual creatures are being developed
through lizard-man stock. Throughtrial-and-error, Yarash has developed
a series of alchemical and surgicaloperations to alter the lizard man
breed. However, the success rate is
far from certain. Many creatures die
and many more are deemed unsuit-able. These he casts off to live in thedeadly waters of the lake. To date hehas had no satisfactory success.
Recently Yarash has been wondering if he is using the wrong stock.
While he understands sahuagin to be
lizard-like, they may not be derived
from the same root as lizard men.
Thus, he welcomes the arrival of new
specimens (the player characters) to
conduct his research on.

Area Description
Teleporters: To ensure his privacy
and trap intruders, Yarash has prepared a simple, but puzzling series ofteleports. These teleports work inseries. On the map, each teleport ismarked by number/letter code. The
number indicates the teleport. The letter indicates whether this is the entry
or exit point—A is the entry point, B is
the exit point. 1A sends the characterto location 1B. However, 1B neversends the character anywhere—it is
only where the character is dropped
off.
However, Yarash didn’t leave it assimple as all this. First, there are two
distinct teleport groups. The firstgroup, 1-4, will eventually allow characters to reach Yarash’s apartments.
The second group, 5-8, will send thecharacters to a small cell as Yarash’s
prisoners.
Secondly, Yarash has built a special
feature into the first group of teleports
to keep strangers from accidentally
popping into his home. This string of
teleports works either forwards orbackwards. When working forwards
the teleports send the characters as
noted above. When operating backwards, the teleporter sends the character to the beginning of the previous
number. Thus, a character entering
the 2A teleport would be sent to the 1A
location when the series was runningbackwards. Each use automaticallychanges the setting of all four teleports.
Characters unfamiliar with Yarash’s
provisions would thus find themselves
unable to break out of an endlessloop. This loop would go as follows:
Character teleports (forward) from
1A to 1B. All teleports in the series arenow set backwards. The character
wanders around and finds the 2A teleport and pops to 1A. All teleports arenow set forward and the character
using the system would be sent from
1A to 1B again. And so the cycle
would endlessly repeat.
Yarash himself gets through thecycle with a supply of small stones.
First he enters 1A and goes to 1B.
Finding 2A, he throws a pebble into it(which goes to 1A). The teleporter
resets forward and Yarash goes from
2A to 2B with no trouble. At each teleporter he repeats this performance
until he reaches his apartments. Neareach teleporter point is a pile of smallstones that observant characters will
notice.
This strangeness only applies toteleports 1-4.

Bottom Level
1. Spiral Maze. This area is one ofYarash’s traps for the unwary. Oncethe characters have teleported in,there is virtually no way to escape.
The floors are thickly coated in dust
and it is obvious that no one has been
here in some time. However, a certain
number of creatures have been
trapped here for some time. Their
numbers are slowly dwindling as eachstrives to hunt down and kill the others
for food. Due to this perverse foodchain, none of the creatures will listen
to reason in any way. Some of themtried when they first. arrived in themaze, but they have learned the hardrealities of the situation since then. All
have accustomed themselves to thetotal darkness. There is a 2 in 6
chance of an encounter each turn (notround). Once a creature has beenslain it cannot be encountered again
and that result should be treated as no
encounter.
1
2
3
4
5
6

Human fighter, 4th level, +1
sword.
Goblin, +1 to hit for frenzy
Dwarf, chain and shield, war
hammer +1
Lizardman
Hobgoblin, +2 to hit for magic
sword and frenzy
Human thief, leather armor,
wand of magic missiles

2. The Master of the Maze, Upon
getting in sight of this point the characters will see a light ahead. Getting
closer, they see an old man sitting in
meditation. The light comes from a
glowing stone in front of him. The man
is a 2d level cleric. He has survived bycreating food and water, barely
enough for himself, although he also
shares it with the others when theycome near. In addition, he heals theirwounds and tends to their needs as
best he can. Although not mad, he is
not quite all there, having been a prisoner of the maze now for several
years. If the player characters talk to
him long enough (and he tends towander off into incoherence) he will
reveal that he has been chiseling at

the rock of the wall behind him. He
thinks it will give way, but he is notstrong enough. If the player characters push against the wall, they cantumble down a section large enoughto crawl through. This allows them toslide down the outside of the pyramid
to safety.
3. Second Maze. This maze holds
the ‘graduates’ of the first, as it were.
Those who have gotten this far are
tougher or luckier than the rest. As
before, the occupants, faced with starvation, are quite prepared to kill anything or anyone they encounter. The
chance of encounter is the same andonce a creature is defeated it can nolonger be encountered.
1 Goblin, -1 to hit for hunger
2 Lizardman
3 Human thief, 5th level
4 Lizardman, +1 to hit for fierceness5 Elf magic-user, 3rd level
6
Hobgoblin

4. The Dead Writer: At this point, thecharacters find the body of a human,
long dead. Most of his gear and clothing are missing, long since pickedover by the other occupants of themaze. However, under his dried out
body is a small bound book—his journal. This journal contains a crude mapof this maze with a deathshead at the
teleporter location. In addition, thejournal describes in sketchy detail theplans and intentions of Yarash. While
not all the facts are right, the journal
does give the characters an idea ofwhat Yarash is up to.
Middle Level
1. Lizardman Cell. This large room
contains five lizardmen Yarash is holding for his experiments. While they do
not know what is going to happen tothem, they all assume it will be bad. At
first they assume anyone entering
their cell is the enemy. Even if thecharacters can convince the lizardmen they mean them no harm, thelizardmen will remain suspicious.
They feel that all non-lizardmen are in57

league with Yarash unless proven otherwise. In the end, they can be convinced not to attack, but they will notaccompany the characters.

2. Surgery. This chamber is a crossbetween a Grand Guignol torturechamber and Frankenstein’s laboratory. Everything in it seems to be
designed to restrain or cause pain.
The walls are lined with bottles andflasks filled with bizzare powders, oils,
ointments, and draughts. Any magicuser can tell that whoever uses it has
an alchemical background. There aresigns of recent use.
3. Hospice. This is where Yarash’s
experiments recover from his work.
The room is filled with large vats filledwith the same oily black stuff thatflows from the fountain. The chamberstinks. In three of the four vats areexperiments—enraged by their horrible fate and their great pain. Any character poking too closely will be
attacked (+1 on the chance of being
surprised) by the occupant, a doublestrength lizardman. Again, the walls
are lined with shelves of powders andliquids all used in the creation of thebath.

4. Mixing Room. This room mostresembles an ordinary alchemist’sshop. The walls are lined with shelves
filled with all manner of concotions
useful to the magical and alchemicalarts. (Characters can easily obtain all
but the most valuable spell-casting
components here.) In the center of theroom is a table littered with more powders, flasks, reports, a scale, andpapers. The papers are covered withalchemical formulae and experimentnotes, such as “Subject 213: Progressing well, scars healing, unable totalk yet. Subject 214: Died when treated, failed again," etc.
5. Secret Storerooms. These chambers can only be reached by teleportor passwall spells. The floor of each isdecorated in a unique pattern of tiles(to aid in teleport memorization). Eachholds a vast collection of magical junk.
58

However, hidden among all this junkare 400 gp, 1200 sp, and 1-4 magic
items (randomly determined).

Top Level
1. Guard Post. This is the guard postof Yarash’s one moderately successful experiment from long past. Hiddenin this secret chamber is a ogrishlizardman (a green-skinned, slightly
scaley ogre in appearance). Whenanyone (including Yarash) walks pastthis point, he must say “Hello,” greeting the creature. If this greeting is not
given, the creature will open thesecret door (automatically gaining
surprise) and attack. The creature has
no treasure of note, only a few paltry
baubles and bones that it finds amusing.

2. Fountain Chamber. In the centerof this room a column of black foulwater jets up through a clear pipe andout the roof. Another pipe (runningfrom room 4) enters at the base of theclear pipe, pumping in streams of thefoul liquid. All about the room arevalves, gauges, petcocks, handwheels and other examples of arcane
plumbing. Any given piece of equipment must suffer 20 or more points ofdamage to break, either from a single
attack or several repeated attacks.
When something breaks there is a
10% cumulative chance of causing an
explosion which would spread theblack poison all about the room andcause 3-30 points of damage to allwithin 20 feet. Fortunately, the explosion will not be immediate, beginningfirst as a bang-clunk followed by several rounds of an ominous whine as
the pressure from whatever builds up.
Keen-thinking characters should haveadequate time to escape.

3. Yarash’s Apartment. There is a
50% chance that Yarash will be here
(if not, he is in room 4 on this level).
Yarash is a 10th level magic user. At
first, Yarash will see the player characters as valuable new subjects andcast whatever spells he has that incapacitate or capture but do not kill. If
this fails, he will use purely offensive

spells, hoping to eliminate his opposition. If he is wounded to 1/4 his hit
points or less, he will cast defensive
spells and attempt to reach his teleport pad (which takes him to 5A on thelowest level of the pyramid). If allthese fail, he will use the secret door in
his chamber to get to the outside of
the pyramid, where he can slide or fly
to safety.
Yarash: 10th-level human wizard;
AC 5; MV 12” ; hp 34 ; S 10 I 18 W 13 D
17 Cn 17 Ch 10; #AT 1; Dmg 1-4;
THAC0 19; AL CE; Yarash carries awand of paralyzation with threecharges, two potions of healing, apotion of speed, bracers of defense AC
5, and a Quall’s Feather Token of aswan boat (which he uses for crossing
the lake).
Spells:
1st level: affect normal fires, magic
missile, protection fromgood, spider climb
2d level: detect invisibility, invisibility,
locate object, wizard lock
3d level: fly, lightning bolt, water
breathing
4th level: polymorph other, polymorph
self
5th level: teleport (x2)

4. Pumping Room. Working asslaves in this room are three lizardmen. Two are dumping barrels of theblack contaminant in a large vat. The
third is working a bellows pump which
forces the fluid into the fountain. All
are shackled and fastened by long
chains to the wall. All have cuts from alash across their backs.
When the characters first enter, thelizardmen will recoil in fear, thinking
the PCs are part of Yargash’s tyrrany.
If the Characters foolishly attack or get
to close to the lizardmen without making their good intentions known, thelizardmen will attack. The two will
heave the barrel of poisonous gunk at
the party while the third wades in withhis bare fists. Once the fight begins
they will not stop until one side is slain
or the characters free one of them. If
this happens, they will stop fighting inamazement.

If the lizardmen are freed or convinced of the good intentions of thecharacters, they fall at the feet of thePCs in gratitude. They knew full well
the fate that awaited them and arequite thankful to be saved from it.
They will blurt out the story of what
horrors Yarash was trying to perpetrate. Furthermore, although they will
not fight now (they only wish toescape) they will pledge the assistance of their tribe in the swamp to anything the players request. Theirchieftain is a wise old lizard who has
seen many things and knows manythings forgotten by the puny humans.
(Indeed, he may have information on
the Pool of Radiance if the player
characters go there and ask.)

The lizardmen are suprisingly more
observant that Yarash expected andthus know most of his secrets. They
know the location of the teleport pad in
his apartment along with the secretdoor to the outside. They also know
the location of the other lizardmen
prisoners and the general proceedure
Yarash uses to get through the teleporters.
Before leaving, the lizardmen will
give the characters directions to thehome of their tribe and repeat theirpromise of the tribe’s aid. (See the outdoor adventure on p. 70 for moredetails.)

Scale: one square = 10 feet59

Assuming the characters have survived all previous missions, Cadorna
is truly alarmed at their growing success. Where previously he had
attempted to passively eliminate thecharacters (by sending them into dangerous situations), he now feels hemust take an active hand. Therefore,
he has arranged for the player characters to carry a message to the mastersof Zhentil Keep. Ostensibly, this message concerns the opening of treatiesof trade and friendship between Zhentil Keep and New Phlan. Of course,
the message is far more sinister than
this. The message requests the deathof the messengers (i.e., the player
characters). Cadorna is sending themstraight into a trap.

The Assignment
This mission begins by having thecharacters summoned before theTown Council. This in itself is different.
Before, the characters had toapproach the council on their own orlearned of missions by postings. Now
they are obviously important (or atleast so they should feel)! Of course,
Cadorna has arranged the appointment.
At the council chambers, the characters are given their mission. They
are praised for being brave, valiant,and competent adventurers. The mission they are about to undertake isdangerous. Because of their greatskill, they have been chosen to carrry
important papers to the emissaries of
Zhentil Keep. The characters get very
little choice about accepting or refusing the mission. It is assumed they willgo. The council is willing to give themeach 30 gold pieces in travelling
expenses, a map showing the locationof the outpost of Zhentil Keep (andvery little between it and Phlan), and apacket of papers. This packet issealed with a wax seal. “It is essential
the emissaries believe our good faith,
therefore this seal must remain unbroken. Finally, be warned, there may bethose wanting to stop your mission.
The cruel master of Old Phlan has
agents everywhere. Be wary and do60

not fail us!” With these words, theCouncil dismisses the characters.

The Papers: The characters are
given a large bundle of papers in asealed envelope. If the characters
open the envelope, they find thepapers are long-winded epistles filledwith flowery diplomatic language. thatmanages to say a lot without saying
anything. They are tedious reading. It
will take about one day to read everything in the packet. What is of realimportance is a small paragraph justbefore the usual ending platitudes.
This reads:
Lastly, to demonstrate desires andcompetence, we request that you
shall slay these messengers who
have come bearing these papers.
Thereupon send their heads backto us as proof of your actions.

things that honest folk won’t touch.”
2. “They’re the scum of all thenorth. Why Cormyr’s said to pay abounty on their hides!”3. “You lookin’ for slaves? I canmake you a better deal than thoseguys.”
From these few clues, the player
characters should get the clear ideathat they are visiting a group not noted
for their kindness and hospitality.

Getting to the Outpost
There are no special encounters on
the way the Outpost. The normal random encounters will occur.

The Outpost

The outpost appears to be a fairly
sizeable, well-built stockade set on a
Of course, once the envelope isknoll overlooking. the surrounding
opened, the characters will have tocountryside. Fighters observe that the
reseal it. How good a job is done
post has been carefully sited for the
depends on the Dexterity of the char- best view. All surrounding brush andacter doing the job, the time taken,
trees for 300 yards has been cleared
and the materials available. It would and any ravines and gullies approachbe safer, obviously, to wait until on theing the stockade have been filled withroad to the outpost to open the enveloose dirt. The limestone stockade islope, but sealing wax is not in very
surrounded by a dry moat. Guards
good supply in the wilderness. The
can be seen on the walls. All-in-all, theDM should assign bonuses to theplace looks pretty formidable for a borbasic Dexterity roll for ingenious
der outpost.
ideas, expensive materials, and extra
Getting into the outpost is not too
time spent on the job.
difficult. As the characters approach,
the guards on the battlements overthe gate spot them. Six guards watch
Information About the Outthe approach of the characters. If thepostparty stops outside the gate and obviCanny characters, before they set
ously delays (sets up camp, etc.) aout, will seek to gain some information
troop of 15 horsemen will ride out toabout the outpost and its occupants.
greet them (one 6th level fighter, twoGood places to check into this are at
3rd level fighters, one 4th level mage,the various taverns and inns about
one 3rd level cleric of Bane, and ten 0town where travellers meet. Given alevel soldiers). They inquire, not too
few hours and a couple of gold pieces’
politely, as to the business of the charworth of drinks, the adventurers canacters and insist on escorting thehear the following opinions:characters into the stockade. They
offer polite, seemingly concerned rea1. “Oh, the Zhentarians! They’re asons for doing so—the region is notreal wicked bunch. Called the Blacksafe after dark, their commander
Network by some. Deal in all sorts ofwould be honored to exercise his hos-characters by force but to sound thealarm if the characters attempt anything they should not. Obviously, theyalso prevent the characters from looking around too much (i.e., at all). That
evening the characters have dinnerwith the commandant. In the mornihg
they are allowed to depart.
If the characters are brought into
the outpost by force, things are muchdifferent for them. Their gear (andclothing) are stripped from them andthey are cast into the dungeon (asmall, foul-smelling cell) under one of
the guardhouse towers. They are leftto languish there for a few days. After
this, they are brought out, shackled
and manacled and given over to apassing caravan. They are now slaves
bound for the gloomy recesses of
Zhentil Keep.

The Tourpitality for strangers, etc. Their true
reason is that they are suspicious ofany possibility the characters might
be advance scouts for some army,
particularly that of Tyranthraxus. They
have noted his operations with growing concern since he may threaten
their own ambitions over the lands
around the Moonsea.
If the characters refuse the invitation, the request will become an order.
The guard wilt bring the characters in
by force, if necessary. If a battle
develops, the riders get reinforcements in 2-5 rounds. At first this will be
another squadron of cavalry, 24strong led by a 4th level fighter. If necessary, all but ten of the outpost’s garrison will arrive on the scene to defeat
the player characters. The garrison iscompetent, trained and wellcommanded. It is not likely they aregoing to fight foolishly. If the charac-ters start a fight and then surrender(due to overwhelming odds), theZhentarians will take them to sell asslaves. It is a gloomy end to theiradventures.

Inside the Outpost
If the characters enter the outpost
without a fight and explain their business, they are taken before the garrison commander and his advisors. All
proper formalities are observed as isdue to emmisaries of a possible ally.
Once the characters turn over the
packet, the commander orders theofficer of the watch to show them suitable quarters and give them a tour ofthe outpost.
If the characers enter freely but do
not reveal their mission, they are
assigned simple quarters and four
guards (all 2nd level fighters). These
guards are not so much to stop the

If the characters are shown about
the outpost, they get a very limited
and selective tour. The officer of thewatch freely shows them into one of
the barracks near the front gate. Thisis occupied by 50 men with all theirgear. He will point out the other barracks, but will not let the characters
get too close to them (particularly
those at the back of the camp). Most ofthese barracks are empty or virtually
so. The commandant wants to portraythe image that the outpost is much
more strongly manned than it actuallyis. Men come and go from the otherbarracks, but no one stays there atnight. Likewise the characters are notallowed to closely inspect the stables,
lest they are able to get a count on thenumber of horses. (This information
would also give a good estimate of thestrength of the garrison.) In general,the characters are given a fairly perfunctory tour.
Once the tour is over, the officer
shows them to their quarters on one of
the guardtowers. The room has only
one entrance and four guards areposted outside. The characters are
not allowed to leave the room. If they
insist, the guards will first restrain
them, then sound the alarm. Ten moreguardsmen will arrive in 1-3 rounds
61and every four rounds thereafter until
there are either 40 guards present orthere are no guards remaining in theoutpost.

DinnerThat evening the characters areinvited to dine with the commandant.
It is assumed they will attend, andsince they are on a diplomatic mission, they should attend. The dinner
will be as formal and fancy as can be
managed at such a lonely outpost.
The commandant and his advisors will
be polite and cordial, although they
are by no means good friends. Neither
the commandant nor his advisors
have finished the papers, so they do
not know what they are supposed to
do to the player characters yet. That
happens later in the night. Instead thecommandant asks questions of thecharcters, gently probing for what
they know of New Phlan, its defenses,
Tyranthraxus and his armies. In
return, the characters can ask questions of him about Tyranthraxus andthe Pool of Radiance. While he knowsa fair amount about Tyranthraxus, hereveals as little as possible, instead
giving mysterious answers couched inphrases like “I’ve heard it said...” and“Mind you, I’ve never really seen the
fellow, but...” Things that he will suggest are that Tyranthraxus might not
be of this world, that he is anextremely formidable and dangerous
opponent and that the he is associated with fire—either he breathes
flame or is able to cast lots of firebased spells. There is no doubt that
Tyranthraxus is an extremely ancient
being. To prove his point, the commandant cites a legend of the Northern Tribes about a being of flame,
Tirantikus, who came out of the Tortured Lands. There is a good chance,
according to the commandant, that
Tyranthraxus and Tirantikus could be
one and the same.
If the characters bring up the subject of the Pool of Radiance, the commandant does not make any
connection between this and Tyranthraxus (unless the player characters
spell it out for him). He has heard a62

few legends of the place, but nothing
more. First, he tells the tale of Dirg,
Warrior of the Snow People. It is an old
story of the Northmen he heard whileserving at the Citadel of the Raven
across the Dragonspine Mountains.
Dirg was, has he puts it, the usual barbarian hero—the type able to snap
five men’s backs with his bare hands,
wrestle and tame the cloud horses,
pierce a man with a javelin from miles
away, and other equally preposterous
things. The story goes that Dirg, while
wandering with his men in the snowy
wastes, found a pool of unfrozen
water. The water was so hot it boiled
the skin from his pet Jezma, a little lizard that wandered too close. Angered,he thrust his spear into the pool androiled the waters. This disturbed ademon of fire who rose out to do battlewith Dirg. The demon leapt from man
to man, consuming them but could not
defeat Dirg, but neither could Dirg finda weapon strong enough to withstandthe creature’s heat. After battling foran entire day, Dirg finally called upon
his totem god for aid. With this magical power, Dirg was able to trap theflaming demon in a triangle of power,
where it supposedly is even to thisday. Beyond this colorful tale he canonly say that the Northlands are filledwith many undiscovered wonders.
If the commandant does see theconnection between Tyranthraxus
and the Pool of Radiance, he suddenly becomes uncommunicative. He
doesn’t know anything and he cannot
help the characters—or so he says.
Actually, the player characters havejust supplied him (and his masters)with a very useful peice of information.
He is not going to give away information to a potential enemy at this point.
After dinner, the player characters
are escorted back to their quarters.

The Attack
It is not until well after dinner thatthe commandant and his advisors
read Cardona’s request for the deathof the characters. Without muchdebate, they agree to do the task.
Being intensely lawful evil, they havefew moral convictions to get in theirway. Sometime after midnight, thefour guards, accompanied by three
4th level fighters and one 3rd level
magic user, enter the player characters’ chambers. Their goal is to dispatch the characters one by one. The
latter four will do the deed while theguards remain on watch. The firstattack against each character automatically hits, doing double damage;also, all saving throws fail. When thePCs fight back, the would-be assassins fight for two rounds, and if they
are not winning handily, then attempt
to flee. First, they did not expect having to deal with a dangerous opponent. Second, the commandant
wanted the whole job done quietly,
since one can never be too sure
whose spies might be in his camp.
After all, he figures, there is no point intaking unecessary chances.
If the attackers escape the player
characters or the battle is loud (fireballs going off, lightning bolts crackling through the air) the rest of thecompound is alerted. The other soldiers have no idea what is really happening. They think the compound
itself is being attacked and the commandant, standing near the central
keep isn’t going to tell them otherwise.
In the confusion, the player characters can slip away to reach the maingate. This gate is barred. It will takethe effort of all survivng player characters (regardless of numbers) to get thegate open in 6-10 rounds. During thattime there is a 75% chance the characters will be seen by 2-20 guardsmen. Seeing the characters at thegate, the guards will assume the characters have betrayed the keep andattack. At the same time, 6-10 guards
will. be summoned, arriving in 2-5
rounds. No more than half the remaining guard force will arrive at the scene
in any case. The guardsmen will chain
any characters they capture. The
characters will be treated as prisoners(see above). Alternatively, the characters can get out by climbing over thewall or hiding until the commotion dies
down and then sneaking out at theirleisure. If the characters capture oneof their attackers, they can learn a lit-tle about the reason for the attack.
These men know the commandant
was carrying out some orders hereceived that very day and they were
supposed to bring back the heads oftheir victims. The commandant knows
the full nature of the message and will
reveal it if forced.
Once the characters have escaped,
they can either leave or remain in thearea. If they remain, mounted patrolsof ten guardsmen led by a 4th levelfighter will be searching for them.
These patrols are only trying to harry
the characters, not overpower them.
However, if the player characters capture any of the riders, they can learn
the reason why they are being hunted.
The word has leaked out of the commandant’s office by now.

Garrison of the Outpost
The garrison of the post is a finitegroup. They are not endlessly
replaced. Instead they can only be
replaced at the rate of one man every
other day from local recruits (bandits
and the like). However, green recruits
arrive every 5-7 weeks in groups of 1040 men. The garrison is never greaterthan its starting strength. If a leader islost, alI lower ranks are promoted intitle accordingly although the promotion does not confer any extra levels.
Commandant: 9th level humanfighter, +2 sword, 2 javelins of lightning, +1 dagger, +2 plate mail, +1
shield, ring of fire resistance, 3 potionsof extra-healing.

Advisors:
6th level human magic user—wandof cold, robe of displacement, ring ofprotection +3, dagger +2/+3 vs.
regenerating creatures, potion of clairaudience, scroll with 4 spells randomly selected
7th level cleric of Bane —mace +2/+4 vs. undead, +2 banded mail,scroll of protection from magic, potionof healing.

Troops:Ten 4th level sergeants— +1
swords, +1 chain mail.
Ten 3rd level aides—no magic
items, AC 5.
Thirty 2nd level coporals—no magic
items, AC 6.
One hundred 0-level guardsmen—no magic items.
One 4th level magic user —masterof the magics, net of entrapment, bracers of defense AC 6.
One 3rd level apprentice magicuser—potion of delusion (a failed
attempt at potion creation).
Three 1st level lackeys (all magicusers)—no magic items.

6th Ievel dwarven fighter— +1
sword; +1 chain mail, potion of heroism, ring of telekinesis, gauntlets ofogre power.

One 5th level cleric of Bane (clerical
corps)— staff of striking, banded armor+2, 2 pieces of incense of meditation.

6th level human fighter— +1 sword,crossbow of speed, 20 +2 quarrels,
bronze horn of Valhalla.

Two 3rd level clerics of Bane (clerical corps)—two potions of healing,
one scroll with remove curse (clerical).

63

This encounter has no connection
to the fight to retake Phlan, other than
the Thri-Kreen have acquired a substantial amount of treasure that thePCs could use either directly or indirectly against the hordes of Old Phlan.
The Thri-Kreen mounds can easily
be seen within two hexes of #3 on thereferee’s map of the area. lf the PCs
are not inclined to investigate, or never go near the area, the DM could use
other means to entice the adventurers. For example, rumors of a new“insect cult” in the area could springup, or the relative of a wealthy NPC
could disappear in the area, and theparty would be hired to investigate. It
shouldn’t be too hard to figure out away to get the characters involved.

bones and equipment is in the far corner of the room, on the other side of
the pillar from the chamber’s
entrances. (In the pile: ring of protection +2, short sword +3, dagger +2,
shield +2, 7,000 gp, four gems, twojewels, and about ten regular swords
and shields, plus one set each ofhuman-sized leather, chain, and plate
mail.

Area Description

Thri-kreen (13): AC 5: MV 18” ; MD
6 + 3; hp variable, depending on die
rolls; #AT 5 or 1; Dmg 1d4(x4)/1d4 + 1

Low (15-foot-high) dirt mounds rise
above the level grasslands. The small
mounds have one opening, while thetwo largest mounds have two openings each (all openings are irregular,
crudely dug out). The mounds were
obviously built by the thri-kreen (obvious, that is, to anyone with previous
experience with them) and are crudely
excavated on the inside as well. Theinteriors of the mounds containdebris, scattered bones (some large
enough to be human), and an easy-tospot, five-foot-wide hole leading down
(to the underground level).
The corridors and large chamber
are crudely excavated. The corridors
are six feet high and four feet wide.
(These narrow corridors mean thePCs must walk in single file; Weapons
such as long swords, broad swords,
etc., suffer a -4 penalty to both attackroll and damage. No missile weapons
can be used in the corridors. Shortswords, daggers, maces, hammers,
etc., suffer no penalties. These
restrictions do not apply in the large
chamber.)
The large room has a central pillarof unexcavated material. A crude
golden statue of a preying mantis(worth 10,000 gp) is in an alcove dug
into the pillar. A large pile of human64

Living here are 13 thri-kreen (one ineach of the small mounds, two in thelargest mounds, two always in thelarge underground chamber serving.
as guards for the statue, plus Grap,
the chieftain/high priest, who isalways in the large undergroundchamber).

or by weapon type + 2; THAC0 13; SA
see below; SD dodge missiles on 9 or
better on 1d20; AL CN
The thri-kreen have two specialized
weapons unique to their race. One is apolearm that has blades on bothends—treat one end as a glaive, andthe other a throwing spear (damage 38). The other is carved crystalline“throwing wedge” that has a range of9”, does 3-6 damage, and will returnto the thrower if it misses. Each thrikreen has ten throwing wedges andone polearm.
lf the thri-kreen aren’t expecting thePCs (that is, if they’re surprised), thenfive are out hunting and will return in
1-4 rounds once the fighting starts;
five are above ground in mounds, andthree (the ones noted above) arealways in the large chamber.
If the thri-kreen aren’t surprised,then there’s one in each mound above
ground, with the others in the large
chamber, clinging to the ceiling. Whenthe party enters the large chamber, allfive attack with surprise, each landing
on a different PC. Each attacked PC
has a 75% chance of being knocked
down and having to spend the next
round getting up.
Whenever a fight starts, all thrikreen (except the three that stay in thelarge underground chamber) reachthe fight in 1-4 rounds, coming from all
possible directions (this means theparty should be attacked from both
the rear and the front, as well as thesides, if there is room).
If the PCs cast offensive damage
spells underground (such as fireball,lightning bolt, etc.), there is a 20%
chance of the entire ceiling caving infrom the caster to the target. Each PC(and monster) in the area will suffer
5d6 points of damage, and that section of the corridor wilt be impassible.
Anyone caught in a cave-in but still
alive can crawl out in ten rounds. This
time is reduced by one round for each
person on the outside helping clear
the area.

65ln a tavern in Phlan, the PCs canhear a rumor: “Orcs have been raiding throughout the forest and hills to
the northeast of Phlan. They’ve decimated all the human settlements formiles. It’s said they have vast treasures from their looting.”
In addition to the rumors, there areother ways to interest the PCs in thisencounter:
When the PCs are within two hexesof #4 on the area map, they have a
25% chance, per hex entered, of
being ambushed (automatic surprise)by a group of 21-40 orcs. When 60%of the orcs are dead, the rest flee inthe direction of #4.
Anywhere within five hexes of Area
#4, the orc camp, the adventurers havea 20% chance, per hex entered, of finding a ravaged village. If the party investigates, they will find the village iscompletely destroyed and still smoking.
As they wander through, they will hear a
low moan coming from one building.
There, they will find an old man near
death. The man tells them, “Yesterday,
a huge band of orcs, maybe 100 or
more, came and pillaged our village,
killing all who fought and carrying away
the rest. They came from the (indicatesdirection of the orc camp). Please, I beg
you, rescue those who still live andavenge those who have died!” Unlessimmediate action is taken, the old man
dies right after his speech. If he ishealed by the party, he stays in the village to bury the dead and salvage what
he can.

The Orcs
hordes:“Regular” orcs (300): AC 6; MV 9” ;HD 1; hp variable; #AT 1; Dmg 1d8;
THAC0 19; AL LE
1; hp 8; #AT 1; Dmg 1d8; THAC0 19;
AL LE
Orc Guards (30): AC 4; MV 9” ; HD
2; hp 11; #AT 1; Dmg 2-7; THAC0 16;
AL LE
66

Orc Subchiefs (2): AC 2; MV 9”;
HD 3; hp 15; #AT 1; Dmg 4-9; THAC0
16; AL LE
HD 9; hp 53; #AT 1; Dmg 2d8; THAC0
12; SA throws boulders for 2d8 damage; AL CE
There are also 45 slaves (men,women, and children) kept in the slavepen. (See accompanying map.)
The orcs have an excellent perimeter warning system. Unless the PCs
enter the area within 200 yards of thecamp invisible or otherwise hidden,

chance for surprise.
Whether the PCs are detected ornot, there are always ten regular orcs

total). Each guardhouse has an arquerounds). Three of the orcs man thearquebus while the other 7 wield
heavy crossbows (Dmg 2-5 pts, fires
once per 2 rounds).
If the adventurers have eluded
detection, the rest of the orcs will be
unprepared for battle, milling about inthe compound, doing day-to-day orc
things. One patrol of 50 regular orcs
are away from the compound, but they
will arrive 10 rounds after the fighting
starts.
If the adventurers have been
detected (which is much more likely),
100 regular orcs are circling aroundthe PCs, and will attack from behindfour rounds after the assault begins.
Half of this surprise force will use
short bows (1-4 damage, 2 shots perround); the rest will use short swords.

If the PCs try to escape, they will haveto fight through this force.
In the compound, 40 regular orcs
are in the open and charge the party.
Eighty more regular orcs, plus all the
big orcs, guard orcs, subchiefs, andGorg, are hiding in the undergroundtunnels. Every time 20 regular orcs
are killed in the compound, 20 regularorcs come up from the tunnels to
replace them. The orcs’ undergroundtunnels are very extensive, so the orc
reinforcements can appear just about
anywhere they could gain a tacticaladvantage. Any orcs in guardhouses
away from the fight will join the fray.
The big orcs, orc guards, subchiefs,
and Gorg do not enter the fray until
there are only 20 regular orcs left in
the compound, including the
guradhouse orcs. Gorg will continue
to send the orcs into battle, using

them as a screen while he lobs boulders from a safe distance. Gorg will
target magic-users first, then clerics.

The Slaves
Five rounds after the fight begins (oras soon as 30 orcs have died), the orcs
start to kill slaves, one every otherround (the PCs hear screams comingfrom the direction of the slave pens).
Ten orcs are standing around the pens,firing crossbows into the slaves. If thePCs attack them, the orcs will stop killing helpless slaves and defend themselves). If the PCs do not try to rescue
the slaves, worsen their alignments by
one level (good to neutral or neutral toevil). If this seems too drastic, feel free
to come up with another suitable punishment. But the PCs shouldn’t let theslaves be mercilessly slaughtered andget away with it.
When all the orcs are dead except
for the reserve force, and the reserve
force is down to 40 orcs, the orcs will
break off the fight (this includes Gorg,
if he’s still alive). They leave a rearguard of ten orcs to hold the PCs off
while the rest escape. The survivors
will track the adventurers and attack
their camp that night, when only a few
PCs are up. They fight to the death in
this final attack.
Treasure: Hidden under the floorboards of the chief’s hut (check as if
for a secret door to find it) is a treasurechest containing the following: 30,000
sp, 12,000 gp, 25 gems, 15 jewels, aspell storing, necklace of
strangulation, a staff of the serpent,plate mail +1, leather +1, and bracersof defense, AC 6.

67

When the PCs are within threehexes (#5 on the area map), they havea 50% chance per hex of running
across a deserted campsite (4-6 daysold). Tracks lead from the site in the
direction of #5. If the PCs follow thecampsite, more recent (two days oldor so) than the first. Again, tracks leadin the direction of #5. If the PCs continue to follow the tracks, they will findthe nomad camp fairly easily.

The Nomads
A tribe of 100 nomads (50 men, 35
women, 15 kids) plus a headman, hisuser. Stats are as follows (stats are notgiven for the kids, who do not fight):
Headman: AC 2, MV 12” ; HD 6; hp
45; #AT 1; Dmg 3-10; THAC0 16; AL
LN; +2 long sword, +1 shield, +2
scale mail
Magic-User: AC 2; MV 12”; HD 5;
hp 20; Dmg 3-6; THAC0 20; AL LN;+2 dagger; bracers of defense, AC 2;
wand of magic missiles, 50 charges
left
Spells:
1st level: magic missile(x2), sleep(x2)2d level: invisibility(x2)
3d level: fireball
Guards (5): AC 4; MV 12” ; HD 4; hp
30; Dmg 2-9; THAC0 18; AL LN; +1
long sword
Nomad Men and Women (95): AC
6; MV 12” ; HD 1; hp 6; Dmg 1-6;
THAC0 20; AL LN
The nomads are initially disposed tobe friendly to the PCs. They will notinitiate any hostilities and are actually
eager to aid the PCs. Any attacks by
the PCs wipe out this goodwill andcause the entire tribe (except the children, who run away) to fight to thedeath.
If the PCs approach at night, they
have a good chance of tripping thestring of warning bells (thieves getstandard chance to detect). Any alarm
68

causes the camp to awaken—in addition to the ten men on sentry duty, themen and women in the tents take tworounds to arm and get out into thecamp.
At night, there are ten men on sentry duty (five in the forest, five along
the river). The central tent holds theheadman, his 5 guards (outside thetent), five women, and five kids. Eachother tent holds four men, three women, and one kid.
During the day, all but ten men andten women are in the camp, doing
chores, playing, cooking, watching
kids, etc. The 20 missing folk are in
the forest hunting and gathering food.
(If a fight starts, the 20 nomads in theforest reach the camp in five rounds.)
Regardless of when the PCs
approach the camp, when they reachthe camp, read the following (unlessthe PCs attack immediately, in whichcase skip all text and go directly tocombat):“A crowd of scruffy-looking
nomads gathers as hidden sentries
give word of your approach. There
are about equal numbers of men
and women in the group. All thenomads hold their swords at theready, watching you warily. Morenomads are appearing from out oftents in the camp. You can see children peering out of the tent openings, only to be pushed back insideby their mothers. The nomads wait
for you to make the first move.”
What happens next is up to theplayers. If they attack, the nomads willfight back, and to the death. If theyrun, the nomads will double theirwatch the next 24 hours, but will notchase the adventurers. If the characters offer a gift, greet the nomad chiefin a friendly manner, or do anythingelse that is remotely civilized, read thefollowing:“The biggest, meanest, dirtiest
nomad pushes his way to the frontof the crowd. Five other nomads

stand around him as if to protect
him. The biggest nomad, apparently the chief or headman,acknowledges you with a nod andinvites you to a feast to be held inyour honor tonight. Do you
accept?”If the characters refuse, then thenomads ask the PCs to leave the village. If the PCs refuse, then thenomads attack (they have initiative on
the first round).
If the characters accept thenomads’ invitation, then read the following:“You are treated as honored
guests for the rest of the day (or all
the next day, if the initial meeting
was at night). There are contests ofstrength and skill held in your honor. As night falls, the nomads build
a huge campfire in the center of thecamp. The whole tribe gathers forthe feast. After the feast there isdancing and wild celebrations. During the festivities, the headman (histongue loosened somewhat bydrink) tells you of the dangers of theregion you are in. To the northeast
he warns of the pyramid of evil,long avoided by all sensible men.
Far to the west is said to be a lair ofinsect-men, worshipers of a golden
idol of their god. Many have set out
in search of this idol, but none haveever returned. The areas to thesouthwest, the headman claims,
are inhabited by evil men—
buccaneers, marauders, and soldiers of an evil empire far to thewest.
“The headman seems very
uneasy as he continues to speak.
He practically begs you to stay for a
few more days, rather than leave inthe morning as you planned. He
tells you that he is worried about
reports from his scouts that there isevidence of a large band of kobolds
in the vicinity and he is worried
about the safety of his people. He

would greatly appreciate it if you
would stay until the danger from thekobolds is over. He tells you to think
about it overnight.
“The next morning, the headman comes to you and asks foryour decision. What will it be?”If the player’s answer is “no,” then:"The headman disappointedly
sends you on your way, wishing you
good luck in your travels."
The PCs are now out of this encounter and may continue on their way.
If the player’s answer is “yes,” then:“The headman is profusely
grateful and promises you a reward

for your generous aid. One of thetents in the camp is given to you as
your residence during your stay."

Combat
The night following the feast, agroup of 150 kobolds attacks thecamp. None of the PCs will be on
watch (ten nomads are on watch). The
yelling of the sentries automaticallywakes the PCs (and the othernomads).
The horde of kobolds is undisciplined, disorganized, and desperate.
They only have one tactic, the“Kobold Wave.” Once they’ve lost 100
troops, the remainder will break andrun.

Kobolds (150): AC 7, MV 6”, HD
1/2; hp variable; Dmg 1-4 or by weapon
type; THAC0 20; AL LE
There are three kobold “leaders”
among the 150, with AC 6, 4 hp, anddoing 1-6 points of damage.
If the kobolds turn and run, thenomads will pursue if they have lostless than 20% of their number, andthe headman is still alive. Once thedecision to pursue is made, thenomads will hunt them to the last
kobold. The PCs will be expected tojoin in the pursuit. If the losses are
greater than that, the nomads will let
the kobolds go, and prepare to breakcamp and move in a matter of hours.

Treasure: lf the PCs were the difference in the nomads’ defeat of thekobolds, the headman gratefully gives
the PCs a +2 sword and 5,000 gp.
The PCs are also allowed to take all
the kobolds’ treasure (3,000 gp). If thePCs were helpful but not crucial to thenomad victory, they get the kobolds’
treasure and an additional 2,000 gp. If
the nomads suffered more than 20%
casualties, this is the most they willget. If the headman is killed in the battle, the characters will only get thekobolds’ treasure, and nothing else.

69When the party gets within two
hexes of #6 on the area map, theycome upon a ravaged village:“As you enter a clearing in theswampland, you stumble upon theremains of a village. It looks to havebeen decimated in the last week or
so. Looking around, you comeupon tracks of clawed feet that leadfarther into the swamp. Do you wish
to follow the tracks?”
Obviously, if the PCs decline, thenthe encounter is over.
But if they want to investigate further, they can follow the tracks to #6
on the area map, where they see thefollowing:“Before you lie the crumbled
walls of an ancient keep, apparently deserted for centuries. The
moat is overgrown, filled in withplants. Beyond the walls you canmake out the partial outlines of several buildings in various stages ofcollapse. Climbing over a broken
section of wall, you see an almost
entirely collapsed central keep surrounded by several other dilapidated buildings. Large sections of
the courtyard have reverted toswamp.”The Lizardmen
There are, all told, 30 lizardmen, 20
lizardwomen, and 10 giant lizards.
Their statistics are as follows:
Lizardmen and Lizardwomen (50):
AC 5; MV 6”//12” ; HD 2 + 1; hp variable; #AT 3; Dmg 1-2/1-2/1 -8; THAC0
16;AL N
Giant Lizards (10): AC 5; MV 15” ;HD 3 + 1; hp variable; #AT 1; Dmg 1-8;
THAC0 16; AL N

Area Description
When the PCs enter the compound,they see no lizard folk.
All buildings in the compound will
70

collapse if an area-effect damagecausing spell (firebalI, lightning bolt,etc.) is cast in the compound. This
inflicts 4-24 points of damage to all
beings inside the collapsed building.

Storeroom: The walls of this building are still pretty much intact, but theceiling is entirely collapsed. The interior of the building is full of rubble thatmust be tossed aside and clamberedover to get around. When the first PC
walks in the door (which is missing),
two lizard men and one giant lizard
attack him, leaping from cover (50%chance of complete surprise).
Servant Quarters: This L-shapedbuilding is fairly intact, but some partsof the walls and ceiling have collapsed. The PCs can walk around easily, but there are piles of rubble
throughtout the interior. Three giant
lizards leap out of the rubble at thefirst PC through the door. If the PCs
search the building, they find 1 gem, 1
jewel, and 1,000 gp in treasure.
Stables: The fence outside thebuilding is almost entirely fallen down.
The building is mainly intact, but thesoutheastern corner has collapsed.
There is debris and rubble throughout, but the PCs can walk easily. Twolizard men are in here, spying on thePCs. If the PCs enter, the lizard men
jump out a window in the northern walland run for the hidden tunnel entrance
in the marshy area to the north.
Central Keep: This was once a
three-story building. The ceiling andwalls have collapsed everywhere but
in a few places. Large piles of rubble
cover the interior floor. Progress is difficult (movement is halved) and thePCs’ attacks are at a -3 penalty due
to the unsure footing inside the keep.
Hidden in the rubble are three con-

Sauros Island Overview of Lizard Men Compoundcealed entrances to tunnels that leadto the subterranean lairs beneath thecompound. As the PCs enter thebuilding, they can barely make out theremains of a staircase leading below
ground (the main entrance to the keep
is in the center of the southern wall;
the stairway is to the right, in the middle of the eastern wall). Just as thePCs spot this, they are attacked by lizard men and giant lizards.
At the Xs marked on the enclosed
map are two lizard men apiece (20lizardmen all told). When the first twoadventurers enter the keep, these lizard men pop up and toss javelins (1-6
points of damage). They automaticallysurprise the PCs. Each lizardman has
ten javelins. The lizardmen are in 50%
cover (AC 0, +4 to saving throws).
They don’t charge the PCs, they justtoss javelins. As soon as the attack
starts, one giant lizard charges out ofeach hidden tunnel entrance andengages the PCs in melee. The lizardmen retreat down the tunnel
entrances when half their number are
dead. The giant lizards fight to thedeath.
Once all the monsters are cleared
from the keep, the party will have notrouble finding all four entrances tothe subterranean lair (the stairs andtunnelconcealed
thethreeentrances).
Subterranean Lair: The pools ofwater are 20 feet deep. They all haveside tunnels that connect to all the other pools. The “dry” tunnels drawn on
the map are all 5 feet wide (the standard combat penalties for narrow corridors apply).
The “dry” tunnels drawn on the
map are only dry relative to the swamp
and the pools of water in the lair. The
tunnel walls and floors are oozy andslimey and nasty. Movement is half
normal because of the poor footing.
Neither the attack penalties nor the
movement penalty affect the lizard
men or giant lizards (they love slime).
When the adventurers enter a tunnel, they are attacked by the remaining giant lizards (however many areleft of the original ten). The lizards
come from both ends of the tunnel, so

the foremost and rearmost charactersin the battle order will be engaged inmelee with one giant lizard each. No
other characters or lizards get into
combat until someone dies.
If any of the characters are inclined
to enter the pools to fight the remaining lizardmen, let them. Any character
fighting while swimming is at -4 to hit
and damage, and their AC goes up by
4, too. The lizardmen will press any
advantage like this, staying to fighteven if more than two charactersshow up.
Swimming in or across the pools will
become necessary sooner or later—
the pools block the underground tunnels at two points on the map. Also,
the lizardmen have all their treasure at
the bottom of various pools. The pools
are all 20 to 30 feet deep. There areconnecting tunnels at the bottom ofeach pool, but their entrances arevery well hidden (treat as secretdoors), and the tunnels themselves
are completely underwater. So thelizardmen can use them to get frompool to pool with ease, but the adventurers should not be able to even findthem, much less take advantage ofthem.
The lizardmen will use the tunnels
to escape combat situations where
they are outnumbered, as well as fleeing from powerful magic (like lightningbolts). Throughout the battle, thelizardmen will use their superiormaneuverability and knowledge of thearea to dictate the pace of battle.
Treasure: There is at least sometreasure at the bottom of each pool,though not everything listed will be ineach pool:
1,000 sp, 1,000 gp, one gem, twojewels (35% chance), sword +2 (5%71chance), wand of fire (5% chance), nize as two of the lizardmen they rescued from Sorcerer’s Island.
shield +2 (10% chance), five arrows+2 (15% chance), ring of shooting
The tribal chief will welcome thecharacters and invite them to a greatstars (5% chance).
feast in their honor. The details of thethree-day celebration are left up to theAlternate Lizardman AdvenDM, but by the end of it all, the PCs willture
have gained the following:
If the characters have already been
to Sorcerer’s Island, and if they have
Four intricately carved wood
already rescued the lizardmen held
statues of lizardmen in various poses,
captive there, they might be in thisworth 2,000 gp each because of theirarea for an entirely different reason:
workmanship and rarity;
They were invited!
A sword +2;
When the freed lizardmen left theSeven gems, worth a total of 8,400
adventurers at Yarash’s pyramid in
gp;
Sorcerer’s Island, they pledged their
And for each member of the party
tribe’s help to the party. They gave thethat participated in the rescue at SorPCs directions to their tribal home
cerer’s Island (including any NPCs
(this overgrown keep), and the ritualthat were there), a large bronze
password to keep from being attacked
medallion showing a lizardman in ceron sight.
emonial robes, arms outstretched.
The password is the lizardman word
This medallion, the characters arefor “special friend” (exactly what theword is is not important—make up
something if you must). If the characters say it loudly as they approach thekeep, the lizardmen who were set up
to ambush the party will instead scurry
unseen down the hidden tunnels tothe underground, taking their giant lizards with them. By the time the characters get to the keep, the groundlevel will be deserted.
If the adventurers wait until they areattacked to shout out the password,
their attackers will stop immediately,
then talk confusedly among themselves (in lizardman) for two rounds. If
the characters take advantage of theconfusion to press the attack, then thefight will be on in earnest as describedabove, with no chance for a negotiated settlement. If the party waits thediscussion out, one lizardman will
stay with the party (telling them in adifficult-to-understand common tostay where they are) while the rest disappear down the tunnels.
In either case, within a matter ofminutes, the characters will find themselves surrounded by some very
andlizardmen
formal-acting
women—about 50. One older lizardman will step forward, accompaniedby two others the PCs should recog72

told, is a sign of everlasting friendshipbetween the wearer and all lizardmen
everywhere. No lizardman will attack
someone wearing this medallion,
except in self-defense. Anyone wearing this medallion, along with any
companions, is guaranteed safe passage through lizardman territory, andone night’s hospitality with any tribe
encountered. A special dweomer isplaced on the medallion by the lizardman shaman who makes it so that any
duplicates that are made will be
instantly recognized as such by any
lizardman, provoking an attack at +2
on all die rolls. Also, the benefits of the
medallion apply only to the person
given the medallion originally and his
rightful heirs. If the medallion is eversold or stolen, its magic is lost, andany lizardman seeing it will react to it
as if it was a copy.

It shouldn’t be too hard to interest
the characters in this mission.
First, travelers met in taverns inPhlan tell of “Marauding bands ofkobolds waylaying caravans that passsouth of the Dragonspine Mountains.
Most attacks occur in the hills to thewest of the Barren River.”In addition, the PCs might see a
notice somewhere in Phlan of the
Town Council’s offer of a 10,000 gp
reward for any adventurers who end
the depredations of the kobold bands
south of the Dragonspine Mountains,to the west of the Barren River.

Outisde the Kingdom
If the adventurers come within two
hexes of #7 on the area map, they areattacked by a band of 30 kobolds. The
kobolds are ambushing patrols sentout from the main lair—they have a
50% chance of surprising the party.
After half of the kobolds are killed, therest flee in the direction of #7. This
happens in every hex within two of #7
that the party enters.
When the characters reach #7, readthe following:“Looking toward the hills nestled
at the foot of the Dragonspine
Mountains, you notice a group ofkobolds fleeing into openings in therock. The openings fade from view
after the kobolds pass through. Do
you want to follow?”
Obviously, if the characters decide
not to follow, that’s it for this encounter. Except that they’ll be ambushed
by groups of 30 kobolds in every hex
within two they enter as they leave thearea.
If they want to proceed, they firstmust find the secret doors the kobolds
used as an entrance. Once found,they must be forced open. The doors
are designed to require a great deal ofeffort to open, then give suddenly. The
result is that whoever pushes on thedoor to open it will tumble in to the corridor as the door gives way, giving thekobolds on the other side a freeattack.

The Kobolds

spring out of as the PCs pass by.

Here are the stats on the inhabitantsof the Kobold Kingdom:

Room 1: 20 kobolds here wait for
the PCs to pass by, then jump out thetwo secret doors. Ten attack the frontof the party and ten attack the back.
The survivors will flee toward room 5
when there are only five kobolds left.

Kobolds (300): AC 7; MV 6”; HD
1/2; hp variable; #AT 1; Dmg 1-4 or byweapon type; THAC0 20; AL LE
King’s Guards (20): AC 6; MV 6”;
HD 1; hp 7; #AT 1; Dmg 1-6 or byweapon type; THAC0 19; AL LE
Kobold King: AC 5; MV 9”; HD
1 + 1; hp 11; #AT 1; Dmg 1-8 or byweapon type; THAC0 18; AL LE

Area Description
The entire complex is carved fromrock. The walls, floors, and ceilings
are rough and irregular. The corridors
and small rooms (#6-9, 11, 12, 14-16,
19, & 20) have 4-foot-high ceilings,
with the following effects on humansized characters (halflings anddwarves suffer no penalties): Movement is cut in half, AC goes up by 2(e.g., from AC 4 to AC 6), and attackand damage rolls suffer -2 penalties.
Rooms 1-4, 10, 13, 17, & 18 have 10foot-high ceilings. Room 5 has a 25foot-high ceiling.
The corridors and rooms are filthy—
trash, bones, and dirt cover the floors
and piles of refuse fill every corner ofevery room. Every door in the complex is a secret door, and they are discovered with the usual checks,
including elven special ability.

Entrance Hall: There are tenkobolds waiting for whoever breaks inand falls into the corridor. When hedoes, the kobolds attack. As mentioned earlier, they get one round of
free attacks (fortunately, only four ofthem can get at him at one time), thenthe door-breaker and one other character can fight the kobolds in the corridor (with appropriate penalties if they
are man-sized). When only threekobolds are left, they run away toroom 5. If the PCs give chase, note (inthe room descriptions below) all therooms along that corridor that kobolds

Room 2: 30 kobolds attack here
when the PCs pass the secret door tothis room (after the characters havedealt with the kobolds in room 19).
They will retreat into room 2 when only
ten of them are left, and run to the far
back wall. When the adventurers
reach the opening with room 3, the 20
kobolds in room 3 charge in andattack. (When only five of the room 2
and room 3 kobolds are left, they
retreat to room 3 and fight to thedeath. Room 2 is a barracks; there are
30 pallets of straw on the floor. A
search uncovers 35 gp.
Room 3: There are 30 kobolds here.
If they don’t rush into room 2 to help
the kobolds in there (see room 2 fordetails), they help in the defense ofroom 5 if the PCs enter it. When thecharacters reach room 5, the ballistae
in rooms 20 all fire (see room 20
description), and the kobolds in room
3 (if they’re still alive) charge throughone of the room 20s that adjoins room
3 and attack the PCs in room 5. There
are pallets here for 50 kobolds. A
search reveals 100 gp.

Rooms 4 and 17: Each room hasfour ballista (big crossbows, 2-12
damage, fires once per 3 rounds, fires
as a 4-HD monster (THAC0 15)),manned by five kobolds apiece. The
ballistae are set up, one per hex, in thehexes behind the secret doors intoroom 5. There are 15 other kobolds ineach room. The kobolds in both rooms
wait until the adventurers get into thecenter of room 5, then they kick open
the secret doors and fire the ballistae
at the PCs. The ballistae crews thenfrantically reload the ballistae, whilethe 15 other kobolds in each room
stand in front to guard the ballistaefrom attack. Then, after three rounds,73the ballistae are ready to fire, so the
15 guards move aside and the ballistae blast away again at the PCs. (Thekobolds aren’t particularly careful
about who they hit with the ballistaebolts, so if a ballista misses its attack,give it every chance to skewer akobold.) This continues for as long as
the PCs are in view and the ballistaecrews and guards are alive. If the PCs
get into room 4 or 17 through the backentrance (through room 3 or 18,
respectively), the kobolds will hearthem coming, turn the ballistae
around, and fire when the PCs comethrough the doorway. The guards
engage the party after the first roundof ballistae fire. Once again, the crews
fire as long as they are alive and thePCs are in view. Rooms 4 and 17 also
serve as barracks for 50 kobolds—
pallets, refuse, the works. A search
will turn up 150 gp in each room.

Room 5: The adventurers see nothing when they first enter. There are
100 kobolds with the king and his
guards in the southern half of theroom, but they are too far away for thePCs to see.
After the PCs get 30 feet or so into
the room, the secret doors to rooms
20 (all ten of them) crash open and theten ballistae in those rooms fire. After
this, all the kobolds left alive fromrooms 2, 3, and 18 pour through therooms 20 (while the crews are reloading) and engage the adventurers. At
the same time, 75 of the 100 koboldswith the king charge into melee (inwaves of 25). As with the ballistae inrooms 4 and 17, the ones in rooms 20
keep firing as long as the crews arealive and the PCs are in view.
As the adventurers continue towade through the kobolds, they willslowly retreat across room 5, hoping
to draw the PCs toward the center.
Once there, the secret doors fromrooms 4 and 17 will open, and thecharacters will get to deal with moreballistae fire. The Kobold King will notparticipate in the battle, but will direct
the troops from a safe place. If things
start to get too hot in room 5, the kingwill retreat, hiding in room 12 with fiveof his guards, leaving the other 15 inroom 10 to attack the PCs and fight tothe death, if necessary.
If the king is not killed, and the PCs
get away (whether they get the treasure or not), the king will round up 100
kobolds from the nearby hills andattack the PCs at night, fighting to thedeath.

Room 6: This room has no furnishings of any kind. The ten kobolds herecharge when the PCs get within fivehexes.

Room 7: This is a storeroom withlots of stuff, but nothing of value. The
20 kobolds in here charge when thePCs get within five hexes of the door
to this room.
Room 8: Another storeroom, with
100 week’s worth of iron rations andseveral normal swords. The 20
kobolds here charge when the PCs
enter room 7.

Room 9: Armory. There are 100
each normal short swords and wooden shields.
Room 10: Empty room (unlessoccupied by retreating kobolds fromother areas).
Room 11: The kobold treasury.
There are 20 kobolds here who attack
as soon as the PCs open the door.
They fight to the death. The floor isheaped with gold, silver, gems, jewels,
and the occasional odd magic item toa depth of about one foot. There are50,000 sp, 10,000 gp, 50 gems, 35
jewels, a silver sword, and a long bow+2 with five +2 arrows.
74

Room 12: This is where the king andfive guards hide out if the battle goesagainst the kobolds. No furnishings
here except six quivering kobolds.

Room 13: 30 kobolds will charge theadventurers when they get within fivehexes of the door to this room. This isa torture chamber; gruesome implements adorn the walls, and racks andbenches of spikes are at the back of
the room.
Room 14: A filthy prison cell. A few
skeletons litter the floor, but there areno living inhabitants.
Room 15: Same as room 14.
Room 16: From the pallets and pilesof trash, this room appears to be theliving quarters for about 30 kobolds.
Room 17: See room 4.

Room 18: The 60 kobolds in herecharge into room 5 (through rooms 20)
when the ballistae in rooms 20 fire.
Thirty of them attack the PCs, while
the other 30 stand in front of the ballistae to guard them while the crews
reload.
Room 19: These 30 kobolds chargeout (15 per secret door) when thekobolds from room 2 attack the adventurers. This is a guard room with a few
tables and about 15 chairs.
Room 20: Each of these one-spacerooms contains a ballista and a crewof five kobolds. Ballistae crews reload
and fire until the PCs are gone or thecrews are dead.

75

There are two ways for the PCs toenter this mission: Stumbling upon
the lair, or being coaxed here by ayoung boy named Domo.

Stumbling In
When the adventurers are within
two hexes of #8 on the area map, ineach hex they enter they are attacked
by a group of 25 hobgoblins. The hobgoblins attack until there are only 10
left; the survivors flee in the directionof #8. When the PCs are within one
space of #8, they are attacked by 50
hobgoblins, who attack until only 20
are left. Again, the survivors flee
toward #8. When the adventurers
reach #8, they see about ten hobgoblins running into a door in a hillside(the door is the secret door to the hallway between rooms 1 and 2). The
door fades from view after the hobgoblins pass through it. The PCs canlocate the door by secret door checks(after two rounds of checking, they
automatically find it, since they know
where it is).

Domo
As the adventurers are walking
down the streets of New Phlan, a distraught young boy approaches themand begs them to rescue his parents,
who were captured when a caravan
was attacked near the eastern edge of
the Dragonspine Mountains. The boy
and a caravan guard escaped theambush on a horse and the boy is now
looking for brave adventurers to rescue his mother and father. He tells thePCs that his father is a rich merchantfrom the lands of Damara, far to theeast of Phlan. His father will gladly pay
any fee to be returned to Phlan safely,
the boy says.
The boy is actually a polymophedneutral magic-user:
9th level, AC 0 (bracers AC2 andring of protection +2), hp 32, #AT 1,
Dmg 4-7 (dagger +3), Spells: magic
missile, charm person, protection fromevil, invisibiliity, fireball, haste, lightningbolt, ice storm, minor globe of invulnerability, teleport. He also wears a ring of76

spell storing (teleport, cone of cold,
fireball, sleep, and charm person).
The man’s name is Domo, which iswhat the “boy” gives as his name.
Domo is after the magical bottle that
he believes is in the hobgoblin’s
horde. This bottle is reputed to bestow
great powers upon its possessor.
Domo wants to get the PCs to invade
the hobgoblin lair to aid him in hisquest to acquire the bottle. If the PCs
cast detect magic on Domo, he saysthat his magical items were gifts fromhis father.
Domo will insist on going with thePCs, since he can show them theexact location to which his parents
were taken. If the adventurers refuse,or find a way to elude him, he follows
the group surreptitiously and joins theparty the next day, far from Phlan,
begging the PCs to take him withthem. If the PCs refuse, they should
suffer alignment penalties for leaving
a little boy alone in the wilderness.
Besides, Domo just follows the party
again and keeps doing it until theyagree to take him in or until they reachthe hobgoblin lair.
When the adventurers enter into
combat, Domo hides. If the party isreally in trouble (more than half of thecharacters are dead or unconscious
and the remaining characters’ total hit
points are less than the total hit pointsof the bad guys), Domo will pop out,
blowing his cover to save the party. He
will cast ice storms, fireballs, and therest of his offensive arsenal to wipeout the bad guys without further damaging the party.
If this happens, Domo will revert tohis normal appearance (a 45-year-old
magic-user in sparkling gray robes)
and explain as follows:“I am sorry to have deceived
you. My name really is Domo, but I
am actually a magic-user of some
repute. I was looking for a hardy
band of adventurers to aid me inending the hobgoblin menace. If
we join forces we stand a goodchance of defeating them and gain-

ing an abundance of riches. All I
ask in return for my considerable
magical powers is one magical itemof my choosing. You get to keep all
the rest of everything we earn,
including a 20,000 gold piece
reward that the Town Council justoffered for those who end the depredations of the hobgoblin horde.”
If Domo does not need to save theparty in the above fashion, he retains
his little boy identity until the party
gets into room 13 in the hobgoblin lair.
Once there, he will grab the bottle andcast the teleport spell in his ring in thefollowing round. He and the bottle disappear forever from the PCs’ lives
unless the PCs manage to kill him or
knock him unconscious in the one
round of actions they get before heteleports away.

The Hobgoblins
Here are the stats for the inhabitants of the Hobgoblin Kingdom:
Hobgoblins (210): AC 5; MV 9” ; HD
1 + 1; hp variable; #AT 1; Dmg 1-8 orby weapons type; THAC0 18; AL LE
Subchiefs (2): AC 3; MV 9” ; HD 3;
hp 16; #AT 1; Dmg 3-10 or by weapon
type +2; THAC0 16; AL LE
Hobgoblin Chief: AC 2; MV 9”; HD
4; hp 22; #AT 1; Dmg 5-12 or by weapon type +4; THAC0 15; AL LE
Hobgoblin Females (300): AC 10;
hp 3; do not fightHobgoblin Children (600): AC 10;
hp 1; do not fightArea Description
As indicated on the map, there areseveral secret entrances to thehobgob kingdom. The only one theadventurers know about at the start ofthe encounter is the one they saw thehobgoblins using (the one between
rooms 1 and 2). If they explore the hill

before entering, they have the usual
chances of discovering the othersecret doors.
The corridors and rooms are allroughly hewn from the rock of the hill.
The corridors are 10 feet wide andhigh. Most of the rooms are also 10
feet high. Rooms 12, 22, and 29 have
25-foot-high ceilings.

Room 1: Guardroom. It contains
five hobgoblins on guard duty. Theyrush out into the corridor when thePCs are past their secret door so as toattack the party from the rear. If theadventurers discover the secret door
before the hobgoblins rush out, thehobgoblins defend in the room andthe hobgoblins in room 2 attack therear of the party (likewise, if the PCs
discover the door to room 2 and attack
that room first, the hobgoblins in room
1 attack the rear of the party as thePCs go after the hobgoblins in room2). This room is furnished with two
crude tables with four chairs aroundeach table. A pile of broken chairs anddebris in the southwest corner hides
the hobgoblins’ cache of 50 gp and
one gem.

15), Dmg 2-5).

Room 5: Barracks for 50 hobgoblins. Ten are here, lounging around.
The cots for the hobgoblins are strewn
all over the room. Piles of trash reachthe ceiling in all corners of the room.
There are 1,000 gp, six gems, and two
jewels scattered throughout the piles.
These hobgoblins do not leave theroom—they fight to the death to protect the stairs that lead down to thelower level. The stairs are just crudely
hacked out of the stone. Each PC has
a 10% chance of falling when hedescends the stairs— 1-6 points ofdamage. Hobgoblins in any part of thelower level cannot be surprised in any
encounter if a PC has slipped down
the stairs.
Room 6: Barracks for 15 hobgoblins. Fifteen straw sleeping pallets are

spread around the room. Three hobgoblins are asleep on their pallets.
They wake up if the characters open
the door, but the PCs get initiative on
the first round. Searching the pallets
reveals 20 gp per pallet.

Room 7: Mess hall. There are lots oftables and chairs here (10 tables, 60
chairs). There are 15 hobgoblins eating. They attack the PCs if the party
enters the room. When eight are
dead, the rest try to flee out the secretdoor to the outside, then re-enter thelair through the exterior secret door toroom 9. If they make it, add them tothe hobgoblins in room 9 (and thosehobgoblins will be alerted.

Room 8: Guard room. Three hobgoblins wait in here. As the party
passes this room, the hobgoblins
crash through the door, take one look

Room 2: Same as room 1, except
the pile of trash is in the southeast corner and it contains no treasure.

Room 3: Barracks for the guards.
There are five more hobgoblins here.
They are sleeping, but they will wakeup and fight to the death when theadventurers enter. They do not attack
unless the PCs open their door. There
are ten wooden cots in the room, a potof disgusting-smelling stuff is bubbling over a small fire at the far end of
the room, and a pile of debris in thenortheast corner hides 250 gp and two
gems.
Room 4: These are the barracks forthe guards in room 2. It is the same asroom 3, except that the pile is in thesoutheast corner, holds 350 gp and nogems, and is booby-trapped. The trap
(if not detected and disarmed) fires
three crossbow bolts into the victim(attack as 5-HD monsters (THAC077

at the party, then shriek in terror andrun away. (If the PCs don’t kill them,
add them to the hobgoblins in room30.) If the PCs open the door, the hobgoblins fight to the death. This room
contains a table and four chairs. The
table has a secret compartment that
holds a dagger +1 and a scroll of protection from evil.

Room 9: See room 6.
Room 10: Guard room. Three hobgoblin guards flee in terror down thestone stairs if the adventurers breakinto this room. They yell and scream
to alert the lower level. One of the hobgoblins falls on the stairs and breaks
his neck. See room 5 for PCs’chances of falling and effects. Thereis one table and five chairs.
Room 11: Guard room. 11 hobgoblins are here. They fight until only fourare left, then the four flee down thestairs, all four tripping and falling
down the stairs. Two get up and run
into the lower level; the other two diedfrom the fall. See room 5 for staireffects. Searching the hobgoblins’
bodies uncovers 35 gp per hobgoblin.
Room 12: This large room is a training area for hobgoblin martial arts.
There are broken swords and shattered helmets strewn about the floor.
Five badly chewed-up hacking posts
are set in the floor. There are five hobgoblins practicing here. Four of themfight to the death. When there is only
one left, read the following:“The last hobgoblinlin throws
down his sword and quails in terror
at your feet. If you promise to spare
his life, he says he will lead you tothe hobgoblin king’s vast treasure.
Do you agree?”If the adventurers turn the hobgoblin down, the the hobgoblin tries to
run to room 9 and hide out there.
If the adventurers agree, then the
hobgoblin tries to lead them on the following route (he’s going to try to get
78them killed): Into room 10, down thestairs, and then along the corridor
toward room 31. When they reach thespace between the secret doors torooms 25 and 31, all the hobgoblinlins
in both rooms charge out and attack
the PCs. The hobgoblin the party isfollowing cowers in the corridor until
the fight is over. Assuming the PCs
win, the hobgoblin springs up andleads them onward. He leads them
toward room 22 (when the PCs pass
the doors to rooms 24 and 23, the hobgoblins in there rush out and attack).
When they get to room 22, the noncombatants flee in panic. The hobgoblin then leads the PCs to one of thesecret doors leading to room 14.
When the PCs get within 2 spaces, thedoors fly open and the ballistae open
fire (see the room 14 description). The
hobgoblin falls to the ground as soon
as he sees the doors open and hedoesn’t get hit by the ballistae bolts orby the hobgoblins that rush the PCs.
After the PCs explore room 14 andfind nothing of value, the hobgoblin
says:"Me sorry. King must have
moved treasure. Me lead you to hisother hiding place. Come, come."
If the player still wants the PCs tofollow the hobgoblin, he leads theminto the nearest secret door for room
26, then goes to the other secret door
leading out of the room. Once there,
he pulls a concealed lever that causes
all the PCs (and the stuff in room 26—
see its description) to fall into a 20foot-deep pit. Each character. suffers
2-12 damage from the fall, plus 1-4
points’ from stuff falling on him. The
hobgoblin laughs at the edge of thepit.
The crash attracts the attention of
any remaining hobgoblins in rooms
22,25,21,27, and 29. These hobgoblins rush to room 26 and attack theadventurers as they try to climb out ofthe pit. Three hobgoblins get one
round of free attacks attacks as eachadventurer climbs out. If the PC
decides to draw his weapon and fightwhile still climbing out, each round hefights he has a 25% chance of slipping and falling to the bottom of thepit, suffering 1-8 points of damage.
(PCs who fly or levitate or otherwise
avoid climbing out of the pit can landon the edge and attack the hobgoblins
with no penalty.) If the PCs just standon the bottom of the pit and pick off
the hobgoblins with missile weaponsor spells, the hobgoblins withdraw
after five of them die.
If the PCs don’t kill the hobgoblin
who lead them here with missiles orspells, he runs away, never to be seen
again, when he sees the PCs climbingout of the pit.

Room 13: The treasury. Five hobgoblin guards fight to the death andwill not leave this room. Found hereare 15,000 gp and 25,000 sp, 15
gems, five jewels, a ring of feather falling, a wand of secret door and trap
location, a horn of collapsing, a heavy
crossbow of accuracy, and a portable
hole.
Room 14: This room has ten hobgoblin guards. There are cots and pallets for 50 hobgoblins strewn about
the floor. Each pallet or cot has 25 gp
hidden in it. The five small rooms thatlead into this room each contain one
ballista with a crew of three hobgoblins. The secret doors leading to room
22 are opened if the hobgoblins hear adisturbance in room 22 (but they wait
until the noncombatants are out of theroom before they pop the doors open
and blast away at the PCs). After theballistae fire, the 10 hobgoblins inroom 14 charge the PCs in room 22(there are also some hobgoblin fighters in that room and they should beengaging the PCs also). The ballistaecrews reload and fire until the adventurers get into melee range. Any ballista shot, after the first round of shots,that misses a party member has agood chance to hit a hobgoblin. These
hobgoblins fight to the death.
The ballistae fire once every threerounds, doing 2-12 points of damage,and attack as a 4-HD monster (THAC0
15).

Room 15: Guard room. Three hobgoblins here attack when they hear
the PCs outside their door. The room
has a table and six chairs. Each hobgoblin has 15 gp. The table has asecret compartment with five gems,
two jewels, and five arrows +2.

Room 16: Same as room 15, butthere is no treasure in the table.
Room 17: Five hobgoblin guards.
The guards will charge out if theadventurers pass their door, and willfight to the death. There is a table andfive chairs in the room.
Room 18: Ten hobgoblin guards,
who will charge out if the adventurers
go past their door. Two tables, 12chairs, and five cots clutter the room.
In the eastern-most hex of the room,
there is a chest sitting against thewall. It is trapped—when the lid isopened (unless the trap is detected
and disarmed), a long pole arm with ascythe-like blade swings out of thewall. If the character attempting toopen the chest is a human, elf, or other human-sized being, the blade hits
and inflicts 2-12 points of damage.
Dwarves, halflings, and other similarly
sized characters will feel the bladeslice the air over their heads, justbarely missing them. The chest contains 150 gp, a ring of contrariness,
and a shield -1, missile attractor.

Room 19: Same as room 17, buteach hobgoblin has 150 gp, if theadventurers bother to search.
Room 20: Hobgoblin nursery. Whenthe adventurers pass by the door, they
hear vague murmuring sounds coming from the other side (the PCs willautomatically detect this secret door ifthey walk by—the noises from insidetell the PCs where the door is, even if
they can’t see it at first). When theykick in the door, a scene of bedlam
greets them. In this tiny room are five
hobgoblin females and 50 hobgoblin
tots. The babes are wailing, shrieking,hitting each other with rocks, climbing
the walls, dumping dishes of food, etc.
And this is before they spot the characters. Then they get really upset. The
females scream and the tots start
tossing food at the two lead characters.
The best thing for the PCs to do is toleave quickly. If they wade in and start
killing, they should receive huge alignment penalties for this slaughter ofdefenseless beings. Also, every hobgoblin in the lair is enraged at this
attack—add +2 to both their attackand damage rolls for the rest of theadventure.
If the adventurers leave the door
open for more than one round, on every round after round 1, 1-3 hobgoblins
arrive and attack. Once the door isshut, no more hobgoblins appear, but
the party must deal with the ones thathave already shown up.

Room 21: This is a temple to Maglubiyet,
god of goblins
andhobgoblins. In this room are ninehobgoblins and two hobgoblin clerics.
The regular hobgoblins charge intomelee while the clerics stand backand cast spells.
Spells (both clerics have the samespells—5th level): curse, cause lightwounds (x2), hold person, silence 15’
radius, spiritual hammer and prayer. In
the first round of battle, the clerics
both cast prayer. Next round they bothcast curses on the PCs. Then bothcast cause light wounds on any
magic-users for two rounds. Thenthey both cast spiritual hammers. If thebattle lasts this long, the PCs may be
dead, but just in case they aren’t, theclerics then melee.
In a niche in a wall, the characterssee a statue of Maglubiyet. It is madeof solid gold and is worth 10,000 gp.
Lifting it out of its niche causes the 10’79

x 10’ part of the ceiling above theremoves the statue (and anyone elsein the affected area). This causes 5-20
points of damage.

Room 22: There are 100 hobgoblin
females and 250 hobgoblin kids living
in here. Pandemonium erupts when
the PCs enter the room. Females andkids are screaming and running everywhere. Charging through the chaos
toward the PCs are 20 hobgoblin
guards. Once the noncombatants areout of the room, the ballistae fromroom 14 open up on the PCs. (Thishappens on round three of thefighting—see also room 14 description.) Each hobgoblin fighter has 25
gp.
Room 23: This is a store room withfoodstuffs (nothing the PCs would
think of eating) and boxes all over theplace. There is nothing else of interest.
Room 24: Same as room 23, but thisstoreroom has two hobgoblins taking
inventory. They run into the corners of
the room when they see the PCs.
They are unarmed and if the PCs
attack, they both die of fright before
they even get hit.

Room 25: This is the hobgoblins'smithy and armory. There are 23 hobgoblins in here, hammering newswords over the forges, trying on newpieces of armor, hanging weapons on
the walls, etc. When the characters
enter, the hobgoblins attack. Five of
the hobgoblins are armed with red-hot
swords (each hit inflicts 2-6 points ofburn damage in addition to normal
sword damage). When 18 of the hobgoblins are dead, the rest try to fleeout one of the secret doors (the one
farthest from the party).

Room 26: This is another storeroom, but it is trapped. (See also thedescription of room 12, which tells
about the hobgoblin who might lead
the PCs here. The trap is detailed inthat text.) If the adventurers enter the80room, the other secret door opens
once everyone is in the room, and ahobgoblin grins evilly and yanks down
the hidden trap trigger (there is a trigger next to each door). The samething happens to the party as outlinedin the text for room 12.

Room 27: Storeroom. See room 24.

Room 28: Guard room. Five hobgoblins are here, as well as a tableand five chairs. The hobgoblins willenter the hall and attack if they hear
the PCs pass their room. Each hobgoblin has 10 gp.
Room 29: Another communal living
area, with 190 female hobgoblins, 300
hobgoblins kids, and 15 hobgoblin
guards. See the room 22 description
for what happens, except there are no
baltistae.
Room 30: The royal suite, containing the chief, two subchiefs, fiveguards, ten females, and 50 kids. The
females and kids scream and run
around, getting in the way. Any character who strikes a female or kid
enrages the hobgoblins—they attack
that character with +4 bonuses totheir attack and damage rolls, andthey attack the rest of the party with
+2 bonuses. The guards, subchiefs,
and the chief all attack. The room contains several beds, a table, and ten
chairs. Hidden in the beds and table
are the following: 20,000 sp, 10,000
gp, 1,000 pp, 1,000 ep, 25 gems, andten jewels.
The chief has a sword +3, the subchiefs have swords +2, and eachguard has a sword +1. The king also
has a ring of regeneration. The
guards, subchiefs, and chief all fightto the death while the females andkids get away.

Room 31: Pit of unspeakable vileness. This is where the hobgoblins
throw all their trash, rotten food (and it
has to be awfully rotten for a hobgoblin to throw it away), as well as emptying the contents of all their chamber
pots. The pit is 20 feet deep. The PC(or PCs) who pushes through the door
stumbles into the pit. No matter whatarmor he has on, he floats on thesemi-solid mass in the pit. He cannot
get out by himself.
Anyone trying to help him out mustfirst make a Constitution check (1d20roll against Constitution score, a rollequal to or lower than Con score indicates success, above Con score is
failure). Failure means the charactersuccumbs to nausea induced by thecontents of the pit and cannot help
anyone out of the pit or take any
actions for three rounds. A successful
Con check means he can try to help
one person in the pit get out. Roll aStrength Check (1d20 vs. Str score);
success means that he pulls one person out of the pit, but failure by 3 ormore points (for example, a characterwith a Strength of 12 rolls a 15 or higher) means that the rescuer, instead ofpulling someone out of the pit, hasbeen pulled in himself and needs to be
rescued.
lf all the characters are in the pit,each character can try to climb out on
his own, by making a successful Str
Check.
If the party doesn’t escape the pit infive rounds, a group of 15 hobgoblins
attacks.
Anyone who fell in the pit suffers a-10 modifier to Charisma until he
washes off. He can wash off back in
town, or in any stream the party
comes to. No NPC will get within 10’ of
a befouled character unless it’s a matter of life and death (the NPC’s, not the
dirty character’s). Player charactersshould be encouraged to stay awayfrom the offensive party member aswell.

What follows is 16 random encounter charts for use in Ruins of Adventure. Use the Chart listed below that corresponds with the terrain or area the characters are in:Chart 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Forest
Chart 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Grasslands
Chart 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . River & Coast Areas
Chart 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Low Hills
Chart 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Mountains
Chart 6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Human Town Areas
Chart 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Unorganized Human Town Areas
Chart 8 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Organized Inhuman Town Areas
Chart 9 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Outside Town Areas
Chart 10 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Specials
Chart 11 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Evil Specials II
Chart 12 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Humans
Chart 13 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Inhumans
Chart 14 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Random Monsters
Chart 15 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Swamp

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Elves (MM 2, AC 6, HD 1 + 1, Damage 1-6 + 1 ‘bow’, # appearing 2-24)
Refer to Chart 10
Refer to Chart 11
Refer to Chart 12 (Humans)
Refer to Chart 13 (Inhumans)
Elves (same as #1)
Wild Boar (MM 1, AC 7, HD 3 +3, Damage 3-12, # appearing 1-1 2)
Refer to Chart 14 (Castle)
Ogre (MM 1, AC 5, HD 4 + 1, Damage 1-10, # appearing 2-20)
Stirge (MM 1, AC 8, HD 1 + 1, Damage 1-3, # appearing 3-24)
Bandit (MM 1, AC Variable, HD 1-6 points, Damage variable.) These should be weighted to the size andlevel of the adventuring party. If the party is strong, a weak group of bandits would never face them; therefore the stronger the party, the stronger the group of bandits should be.
Hill Giant (MM 1, AC 4, HD 8 + 1-2, Damage 2-16, # appearing 1-10)
Phase Spider (MM 1, AC 7, HD 5 +5, Damage 1-6, # appearing 1-4)
Snake (constricter) (MM 1, AC 5, HD 6 + 1, Damage 1-4/2-8, # appearing 1-2)Refer to Chart 13 (Inhumans)
Black bears (MM 1, AC 7, HD 3 + 3, Damage 1-3/1-3/1-6, # appearing 1-3)
Jackal (MM 1, AC 7, HD 1-4 points, Damage 1-2, # appearing 2-24)
Pilgrim (under attack): roll again to determine attacker.
Refer to Chart 15 (Random Monster)
Leopard (MM 1, AC 6, HD 3 + 2, Damage 1-3/1-3/1 -6, # appearing 1-6)

1) Refer to Chart 102) Refer to Chart 113) Refer to Chart 124) Refer to Chart 13
5) Refer to Chart 14
6) Refer to Chart 15
7) Pilgrim (under attack)8) Wolves (MM 1, AC 7, HD 2 +2, Damage 2-5, # appearing 2-20)
9) Ghouls (MM 1, AC 6, HD 2, Damage 1-3/1-3/1-6, # appearing 2-24)
10) Dinosaur (pick one with HD similar to that of the adventurers)11) War Dogs (MM 1, AC 6, HD 2 +2, Damage 2-8, # appearing 2-24)
12) Bandit (same as above)13) Snake (constrictor) (same as above)14) Young intelligent dragon (Suggestion: The dragon wants something (picked at random) from the adventurers. The dragon’s size should be based on the party’s average HD.)
15) Displacer Beast (MM 1, AC 4, HD 6, Damage 2-8/2-8, # appearing 2-5)16) Lions (MM 1, AC 5/6, HD 6 +2, Damage 1-4/1-4/1-12, # appearing 2-8)
17) Tigers (MM 1, AC 6, HD 5 +5, Damage 2-5/2-5/1-10, # appearing 1-4)
18) Apes (MM 1, AC 6, HD 5, Damage 1-4/1-4/1 -8, # appearing 2-8)19) Mastodon (MM 1, HD 12, AC 6, Damage 2-16/2-16/2-12/2-12/2-12, only two attacks per enemy, # appearing 1-12)20) Refer to Chart 10

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84

Refer to Chart 10
Refer to Chart 11
Refer to Chart 12
Refer to Chart 13
Refer to Chart 14
Refer to Chart 15
Pilgrim (under attack)
Giant Otter (MM 1, AC 5, HD 5; Damage 3-18, # appearing 2-5)
Marine Troll (MM 2, AC 3, HD 5 +5, Damage 2-5/2-5/3-12, # appearing 1-6)
Lizardman (MM 1, AC 5, HD 2 + 1, Damage 1-2/1-2/1-8, # appearing 10-40)
Nymph (MM 1, AC 9, HD 3, Damage through a magical attack, # appearing 1-4)
Giant Squid (MM 1, AC 7/3, HD 12, Damage 1-6(x8)/5-20, # appearing 1)
Merchant: Use this as a catalyst for an opportunity to sidetrack the party. The merchant could be underattack, or he could hire the PCs to track down bandits, or as guards.
Pirates (same as bandits, but from the water)
Island: An unexplored, unCharted island. A good place for that “special” encounter the DM’s been working on.
Aquatic Ogre (MM 2, AC 4, HD 4 +4, Damage 1-6/1-6/2-8, # appearing 2-24)
Giant Turtle (MM 1, AC 0/5, HD 10, Damage 6-24, # appearing 1-4)
Dinosaur (same as above)
Sunken Ship: The ship is visible, but it should be mostly underwater. The idea is to provide a quick monster encounter (roll again from this table) tied to a rich treasure of magic and gold.
Aquatic Elves (MM 1, helpful to the group and used to provide hints)

1) Refer to Chart 102) Refer to Chart 113) Refer to Chart 124) Refer to Chart 13
5) Refer to Chart 14
6) Refer to Chart 15
7) Pilgrim (under attack).
8) Dwarves (MM 1, AC 4, HD 1, Damage 1-8, # appearing 2-24): It should be noted that dwarves, like elves,
could easily be beneficial to the party, especially if there was a dwarf in the group. On the other hand, they
really like gold and could want more than their share.
Orcs(MM 1, AC 6, HD 1, Damage 1-8, # appearing 2-24): As the party gets more powerful, increase the9)number of orcs encountered substantially.
10) Ogre (MM 1, AC 5, HD 4 + 1, Damage 1-10, # appearing 2-20)
11) Dire Wolves (MM 1, AC 6, HD 4 +4, Damage 2-8, # appearing 3-12)12) Hill Giant (MM 1, AC 4, HD 8 + 1-2, Damage 2-16, # appearing 1-10)13) Zombies (MM 1, AC 8, HD 2, Damage 1-8, # appearing 3-24)
14) Ruins: Ruins always have random monsters of higher level than the PCs and very little treasure.
15) Fire Giant (MM 1, AC 3, HD 11 +2-5, Damage 5-30, # appearing 1-8)
16) Lions (See earlier Chart)
17) Dinosaur (See earlier Chart)18) Cave Men (MM 1, AC 8(7), HD 2(1), Damage 1-6 + 2, # appearing Special): Cave men should be a steadily
increasing threat. They should come in numbers and strength large enough to cause the PCs real trouble.
These cave men should come more and more often until the PCs wipe out a nest of 50 of them in the low
hills to the north of Phlan.
19) Merchants (See earlier Chart)20) Refer to Chart 15

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86

Refer to Chart 10
Refer to Chart 11
Refer to Chart 12
Refer to Chart 13
Refer to Chart 14
Refer to Chart 15
Pilgrim (under attack)Dwarves: The dwarves rule part of these hills and don’t take kindly to strangers.
Minotaur (MM 1, AC 6, HD 6 +3, Damage 2-8, # appearing 1-8)
Ruins (See earlier Chart)
Tiger (See earlier Chart)
Gorilla (See “Ape” on earlier Chart)
Character Party
Ogre (See earlier Chart)
Bandit (See earlier Chart)
Hill Giant (See earlier Chart)
Refer to Chart 11

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Refer to Chart 10
Refer to Chart 11
Refer to Chart 12
Refer to Chart 13
Meet Anton: See. “Stock Non-Player Characters,” p.6. (If rolled a second time, go instead to Chart 12)
Meet Banyun: See “Stock Non-Player Characters,” p.6. (If rolled a second time, go instead to Chart 12)
Meet Mendacant: See “Stock Non-Player Characters,” p.6. (If rolled a second time, go instead to Chart
13)
Meet Doral: See “Stock Non-Player Characters,” p.6. (If rolled a second time, go instead to Chart 13)
Meet Eartha: See “Stock Non-Player Characters,” p.6. (If rolled a second time, go instead to Chart 13)
Random band of human fighters
Random band of human thieves
Random character party
Random merchant
Bard: Will provide clues for gold
Random Assassin: Sent by persons unknown to do in the most powerful PC.
Random cleric
Rumor Monger: The job of a rumor monger is to spread interesting rumors—always at a price. The moremoney given, the better the information. The information can be clues, reports of the actions of the PCs
themselves, or anything else.
Town guards: Town guards always want to be bribed to leave the adventurers alone. If the bribe isn’t there,
the PCs spend a hard night in jail. The bribes start at 100 gp, and increase by 100 gp every time the guards
are encountered.
Attacking inhuman band: The PCs are attacked by a band of inhumans from the nearest such group in
their area. These inhumans always have more hit dice than the group.
Single powerful inhuman raider: A single evil fighter of power offers a challenge to a random member ofthe group. If the challenge isn’t taken, the weakest member of the party is attacked. If the challenge is taken, then the fight in on.

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5)
6)
7)
8)
9)
10)
11)
12-16)
17)
18)
19)
20)

88

Refer to Chart 10
Orc band: These always appear in groups slightly less than the hit dice of the party
Goblin band: Same as orc bands
Hobgoblin band: These always appear in groups slightly more than the hit dice of the party
Useful ruins: Useful ruins are ruins that have some magic item the characters can use. These
ruins are guarded by a single monster powerful enough to give the PCs problems (DM’s option).
Undead band: Pick a random batch of undead to throw at the party.
Kobold band: They attack with missiles first and then run at first sign of trouble.
Ogre band: See earlier Chart, but there are more of them in this encounter.
Good human adventurers: Provide healing and good advice.
Refer to Chart 11
Ruins (See earlier Chart)
Gnoll band: Attack much like kobolds, above
Human Fighter Band
Refer to Chart 15

1-10)
11-15)
16)
17)
18)
19)

20)

Band of inhumans controlling that area: All of the nonhuman town areas are controlled by patrolling bands of inhumans. These patrols appear to attack the adventurers. When the PCs get too big
to attack the patrols snipe at them with missile weapons while hiding.
Refer to Chart 11
Ruins (See earlier Chart)
Undead band (See earlier Chart)
Useful ruins (See earlier Chart)
Evil cleric band: There are always exactly the same number of clerics as PCs. The highest clerichas 2 more HD than the highest PC. The lowest cleric has 1 less HD than the lowest PC. Theseclerics exist only to destroy the PCs. They even go so far as to carry off any bodies that fall during abattle.
Evil magic-user band: These average higher levels than the PCs. They always exist only todestroy the PCs. They will, however, have magic items useful to the party if defeated.

89

1-6)

7-10)

11)
12)
13)
14)
15)
16)
17)
18)
19-20)

90

Tong the orc chieftain and his band: Tong, the orc chieftain, first appears with two or three orcs andis easily defeated by the adventurers. But give Tong every chance to escape, vowing revenge.
From then on, Tong appears with more and more orcs. When numbers don’t do it, he appears withstronger and stronger orcs, creatures that have more and more magic armor and/or weapons. Every time Tong is defeated, he runs away swearing vengence next time.
Jurin the human bandit chieftain and his band: Jurin is a classier, stronger version of Tong. He gets
defeated, and comes back stronger, but with more and more humans. Jurin’s early bands have a
few fighters. Then he gets some archers. Then he gets better armored fighters; then some clerics,
then some magic-users; then his group attacks with protection spells already up and running. Jurin
himself always escapes with a cavalier message warning of good sport to come from him next time.
Ruins (See earlier Chart)
Lawful Character Party (See earlier Chart)
Refer to Chart 15
Random orc band (See earlier Chart)
Random goblin band (See earlier Chart)
Evil Cleric band (See earlier Chart)
Evil magic-user band (See earlier Chart)
Refer to Chart 10
Refer to Chart 11

1) Lawful Cleric (HD 10; hp 57; AC 2; Damage 1-6 +4)2) Lawful Magic User (HD 10; hp 41; AC 3; Damage spells; already has several protective spells up and running)3) Lawful Fighter (HD 10; hp 81; AC 1; Damage 1-10 + 2)
4) Thieves Guild Protection: The local Thieves Guild offers the party “protection” from their activities for 30
days; the price depends on the alignment of the party and the negotiations (roleplay it out).
5) Blessing of the Bard: Turan the Bard: HD 6; hp 37; AC 5; Damage 1-66) A visit from your faerie god mother: A tired old woman comes to the leader of the party and says that he or
she looks like her son or daughter. Then her hands glow and all of the characters feel wonderful. For the
next five battle encounters, the party’s armor class is raised by 2; they will be unable to detect this change.
7) The raising of karma: The group meets a beggar asking for a bit of gold to help fill his stomach. If the party
gives gold, the beggar tells them a generic pass word good for several places in the inhuman areas. It they
don’t pay up, he gives the “curse of the beggars;” for the next ten encounters, there are 2 hit dice more ofwhatever faces the party than there should be.
8) Authur the Paladin: HD 5; hp 21; damage 1-8; AC 1
9) Merchant (See earlier Chart)
10) The young prince: the city is filled with deposed royalty and each and every one of these fools wants to winback a portion of the city. Every prince is capable of getting the PCs past the first level of guards in the special encounters placed about the city, but they always die right after that in the attack of the second ring oftraps and guards, leaving the players high and dry. In this encounter, a prince tries to talk the players into
going with him to a randomly-selected section of the inhuman portion of the city.
11) The Challenge: A single inhuman warrior comes up to the adventurers and challenges one of them to personnal combat. The fight is to the death and the winner takes the equipment of the loser. If the PCs all
attack, the challenger simply runs. There should be a 10% chance of magical treasure with every fight.
The list of monsters should include: orcs, ogres, humans of various types, goblins, and hobgoblins.
12) The ambush: Two crossbowmen for every PC fire at them (using the party hit die average to determine
their level) and then the ambushers run away.
13) The hole in the ground: The earth shifts at the feet of the adventurers, and a hole opens up revealing a tunnel. The tunnel leads to a small underground complex, stocked with generic monsters and treasure. The
PCs can adventure in this area or they can ignore it.
14) The Wild Hunt! The sound of dogs baying can be heard in the distance and then the “wild hunt” sweeps
over the party. All those that make their magical saving throws aren’t affected, but those that don’t areforced to join the haunting “wild hunt”! The hunt will take those failing party members to some random
area of the town or wilderness. It is possible for the nonaffected members to come along if they so desire.
No one knows what brings the wild hunt, but the only sure way to avoid it is to be behind doors when thehaunting comes. If the party is inside they hear the dogs, but aren’t forced to make a saving throw.
15) The High Lord Jonnel: HD 8; hp 51; damage 1-6 +2; AC 3. Jonnel is haughty and arrogant, and will try
and pick a fight with the party, accusing them of getting in his way and demanding some sort of repayment
for his inconvenience.
16) Magic for magic’s sake: Pick a random spell from all the lists, and it hits the party, as if a 6th level spell
caster threw it.
17) A trap: the inhumans have trapped this area recently and the party has sprung the trap. The charactersstill get the regular chance to defuse it through the proper use of thieves or dwarves.
A
Raid of Evils: The PCs hear the sound of battle a short way off, and can check it out or leave it alone. If
18)they investigate, they discover a raid by inhumans on some pilgrims; but the inhumans attack the characters as soon as they appear.
19) Refer to Chart 1520) Refer to Chart 12
91

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2)
3)
4
5)
6)
7)
8)
9)
10)
11)
12)
13)
14)
15)
16)

17)
18)
19)
20)

92

Another challenge from a powerful inhuman
Another raid from an inhuman band
A castle of evil, newly set up
The black knight (AC 1, HD 10, hasted, Damage 1-10 +3)
The red knight (AC 0, HD 12, hasted, Damage 1-10 +4)
The white knight (AC -1, HD 15, Damage 1-10 +6, only fights neutrals and evils)
The princess with a problem: This encounter is designed to get the PCs to go to Sokal Keep, Kuto’s Well,or Kovel Mansion if they haven’t been there already, by having a beautiful princess hire them to go to one ofthem and retrieve a particular item or clear out the block, or something.
Orc chief’s raid: Another Tong special
Goblin chief’s raid: Wherever the PCs are, they face lots of goblins (about 8-to-1 in favor of the goblins).
Hobgoblin chief’s raid: Surprising and outnumberng the characters wherever they are.
Kobold chief’s raid: Constantly raining missiles fall from dodging kobolds.
The unhelpful dwarf: This dwarf offers to help the party, then gets them lost, or gives them bad information, or something equally stupid.
The evil elven warlock: Leads the party into an evil trap.
A night of monsters: Random monsters attack the party until two party members are killed.
The doppleganger attack: The dopplegangers are designed to replace PCs that fall in battle. These dopplegangers then start attracting large numbers of other dopplegangers in a series of constant attacks on
the party.
The ambush: No matter where the PCs are, they are pinned down by a hail of crossbow quarrels flying inon them. Then they are offered the choice of surrendering or dying. There are as many crossbowmen as
there are hit dice in the PC party.
The evil characters: These bad guys always have the same hit dice as the characters and always want all
the gold they can get.
The evil wizard’s challenge: These bad guys always have lots more hit dice than the PCs and always want
all the magic items then can get.
The evil fighter’s challenge: This guy has twice as many armored men as the PCs and offers them achoice of fighting him in single combat or being all destroyed. He has 5 more hit dice than the strongest
party member. If the adventurers win the battle, they get the knight’s armor and the rest leave.
Tricks & Traps: Use selection from Dungeon Masters Guide

NOTE: The characters referred to in this table are “stock characters” common to many fantasy settings. For
more details on them, see the list of NPCs on p. 6.
1) The bard Wren appears to give advice2) The evil cleric Sentar appears to give bad advice3) The good low-level magic user appears to try and help
4) The evil fighter attacks
5) The middle level thief tries to pick a pocket
6) The Rumor Monger appears with news
7) The old beggar woman comes to curse or cure8) The young warrior wants to join the band9) The powerful evil wizard wants to join the band10) The higher level thief tries to take a magic item
11) The lovely young merchant’s daughter has a problem
12) The young female thief needs a rescue13) A ghostly king appears to warn the PCs not to carry magic for two days
1 4 ) The bardess Tabat wishes to join the group for 3 adventures
15) The young illusionist wishes to join the group for his pick of magic items
16) The unconsious knight is found17) The dead wizard is found18) The assassin makes his attempt on the group
19) The beggar trades gold for clues20) The tired old cleric asks for help

93

NOTE: Many of the characters listed on this table are “stock characters” common to many fantasy settings.
For more details on each one, see the NPC listings on p. 6.
1)
2)
3)
4)
5)
6)
7)
8)
9)
10)
11)
12)
13)
14)
15)
16)
17)
18)
19)
20)

94

The dwarven fighter with a problem
The dwarven cleric needs help
The gnomish illusionist wishes to join the band
The gnomish fumbling fighter wishes to join the band
The half elf bard wishes to join for three adventures
The evil half elf fighter attacks the group
The crazed elf has a map to a wonderful treasure
The dragon appears and wants help
The half-orc assassin attacks
The female elf princess says trick or treat
The dwarven goldsmith has a quest
The evil dwarf cleric leads the group into a trap
The ogre black knight makes a challenge
The kobolds make a raid
The evil gnomish illusionist attacks
The halfling thief joins the group to steal from them
The young halfling warrior wants to join the band
The begging halfling trades maps for coins
The half-orc cleric attacks
The old dwarf trades magic weapons for completed quests

1)
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3)
4)
5)
6)
7)
8)
9)
10)
11)
12)
13)
14)
15)
16)
17)
18)
19)
20)

Dinosaur (MM 2, Ankisaurus, AC 7, HD 2, Damage 1-4, # appearing 1-10)
Korred (MM 2, AC 5, HD 6 + 1, Damage 1-2 +4, # appearing 1-4)
Giant Mantis (MM 2, AC 3, HD 10, Damage 2-12)
Quickling (MM 2, AC -3, HD 1 1/2, Damage 1-4 (X 3), # appearing 4-16)
Skeletal Dragon (Zombie Monster, AC 6, HD 6, Damage 4-16, appearing 1-6)
Thri-Kreen (MM 2, AC 5, HD 6 +3, Damage 1-4 (X 4), # appearing 2-12)
Anhkheg (MM 1, AC 2, HD 3-8, Damage 3-18, # appearing 1-6)
Bombardier Beetle (MM 1 ,AC 4, MD 2 +2, Damage 2-12, # appearing 3-12)
Dinosaur (Iguanadon, MM 1, AC 4, HD 6, Damage 1-3/1-3/2-8; # appearing 3-18)
Displacer Beasts (MM 1, AC 4, HD 6, Damage 2-8/2-8, # appearing 2-5)
Ghoul (MM 1, AC 6, HD 2, Damage 1-3/1-3/1-6, # appearing 2-24)
Hippogriffs (MM 1, AC 5, HD 3 +3, Damage 1-6/1-6/1-10, # appearing 2-16)
Minotaur (MM 1, AC 6, HD 6 +3, Damage 2-8, # appearing 1-8)
Ogre (MM 1, AC 5, HD 4 + 1, Damage 1-10, # appearing 2-20)
Spectre (MM 1, AC 2, HD 7 +3, Damage 1-8 plus energy drain, # appearing 1-6)
Wights (MM 1, AC 5, HD 4 +3, Damage 1-4 plus energy drain, # appearing 2-16)
Troll (MM 1, AC 4, HD 6 +6, Damage 5-8/5-8/2-12, # appearing 1-12)
Vampire (MM 1, AC 1, HD 8 +3, Damage 5-10 plus 2 levels of energy drain, # appearing 1-4)
Zombie (MM 1, AC 8, HD 2, Damage 1-8, # appearing 3-24)
Flightless Bird (MM 1, AC 7, HD 1-3, Damage 2-8, # appearing 2-20)

951) Refer to Chart 102) Refer to Chart 113) Refer to Chart 124) Refer to Chart 13
5) Refer to Chart 14
6) Refer to Chart 37) Pilgrim (under attack)8) Lizard men (MM 1, AC 5(4), HD 2 + 1, Damage 1-2/1-2/1 -8, # appearing 2-24)
9) Large Scorpion (MM 1, AC 3, HD 5 +5, Damage 1-10/1-10/1-4, # appearing 1-4)
10) Dinosaur: (DM should pick one based on the hit dice of the party.
11) Giant Poisonous Frog (MM 1, AC 8, HD 1, Damage 1, # appearing 2-12)12) Werewolf (MM 1, AC 5, HD 4 +3, Damage 2-8, # appearing 3-18)
13) Doppleganger (See earlier Chart)
14) Marsh gas explodes: PCs must save versus breath weapon for 5d6 damage from gas; successful savemeans half damage.
15) Mummy (MM 1, AC-3, HD 6 +3, Damage 1-12, # appearing 2-8)16) Quickling (See earlier Chart)17) Wight (See earlier Chart)18) Vampire (See earlier Chart)
19) Spectre (See earlier Chart)20) Troll (See earlier Chart)96