Dungeon Magazine 003 Text
Dungeon Magazine 003 Text
Dungeon Magazine 003 Text
D 46363 19545 s
Discover the true power of the elements and you
will find nature as deadly a foe as any monster.
Companion
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COVER;
Consumed with his
lust for Infinite
power, Magus
urtleashes The Book
with No End —
and
annihilates his own
kingdom. Our third
cover artist,
Roger Raupp, has
captured that total
moment in time.
an evil light, and I cannot recall any that had a good illusion- one will mind if you hunt for his
ist. Perhaps this reflects a cultural bias of some sort (i.e., illu- treasure — you hope 4
sionists are tricksters, fakes, and liars). It might also reflect
the fact that the illusionist class is perhaps the most unpopular
character class in the AD&D* game system. Thomas M. Kane BLOOD ON THE SNOW
Another curious point is the prevalence of cra^ wizards. (ADD one
3-7) In the frozen wastes,
Rogue magic-users plague every kingdom, and many of them can find wealth, beauty, and one’s
are quite insane. Arch-mages coiyure up demons and undead of own death II
every sort in frenzies of megalomania and paranoia. IDoes
magic make you crazy? I have yet to see a module on a crazy
paladin or a deranged ranger.
Generic evil hordes are another commonly seen topic. One Carol and THE DEADLY SEA
would not expect all bandit gangs to look alike, or even all ore Robert Pasnak (ADD 4-7) A rescue mission
tribes, but many have a distressing sameness about them, as if into the green depths of the
they were clipped straight from the Monster Manual. ocean 27
But the old tales are often among the best. A good author can
take an old theme and breathe new life into it. as was done
with each of the above themes in this and previous issues of Richard Emerich THE BOOK WITH NO END
DUNGEON™ Adventures. That, in the final analysis, makes (ADD 8-12) A vanished tome, a
all the difference between acceptance and rejection, between
faded legend, and the end of the
good modules and cliches.
world 41
paper in most cases, though a particu- modules Just keep in mind that you would like to respond to one. Even
larly complicated map could be made up might not be able to see them in print for though putting DUNGEON Adventures
to twice this size — but we don't recom- a long time to come. on (game store shelves] will get more
mend it buyers, it would be harder on the DMs.
3. Maps can be done in either manner, Dear editor: I know some players in my campaign
so long as the drawings and text are In “The Dwarven King’s Court,” issue would pick up a copy and look at it out
clearly legible and neatly executed #2, the exit hole from the catacombs to of curiosity.
4. Monsters which do not appear in the side of the mountains is in room 37, I would also like to see DUNGEON
any hardbound books should be fully instead of room 38 (as stated in room Adventures go on and include other
described in the module, as was done 35). Thank you for your time. games in their magazine (it could start
with Baalphegor, the tyrannabyss, and Robbie Fernandez with other TSR* games and go on from
the epadrazzil in DUNGEON"
Adven- Olney, Maryland there),
tures issue H2, and with razorweed in Ryan Cronwell
issue HI. Oops Mequon, Wisconsin
OUNOEON* Adventure* (13SN 0MI^71021 b bumtU; bjrTOS, lac, Th* aailiaf far »U cnbacnpitiw «dcn m
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All material publabed in DUNGEON AdvaMuM bacocBM Uta txcluam prapany of ttaa publiahar, uaJem fecial armupeiueuta to (be contrary an made prwv to peUbatioB. DUNGEON Advantara* waleomM u&Mbeitad
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2 Issue No.3
LEHERS
BLACKMOOR!
Four thousand years before the time of the Known World,
there was a ploce called Blockmoor, where wild magic was
caught ond tamed. Three thousand years ago, Blockmoor
drowned in o cataclysm of its own making, machines and
magic forgotten even by legend....
DUNGEON 3
Though gamers are hard to find in
Dillon, Montana, David Howery keeps
up with the AD&Df^ game as best he
can. A native of that state, David is
currently taking classes in computer
science at Western Montana College. A
jungle-based module of his design is
scheduled for a future issue of
DUNGEON™ Adventures.
Falcon’s Peak is an AD&D® game
adventure for 5-8 characters of lst-3rd
level. The party should include a thief
and one experienced cleric; a
at least
ranger would also be of help. The use of
stealth and silvered or magical weapons
is advised.
Adventure Background
The grim fortress known as Falcon’s
Peak has brooded over its mountain
pass for almost a century. It was built
by a brigand chief who called himself
Ix>rd Falcon, notorious for his lightning-
fast raids, crafty kidnapings, and utter
savagery in dealing with captives. Ru-
mors were told of Falcon’s wealth and of
a terrible monster trapped in a hidden
pit somewhere beneath the fort. Falcon
supposedly fed captives to the monster
as sacrifices to his evil god.
Eventually, the baronies bordering
the pass were forced to mount an as-
sault on Falcon’s Peak. After two days
of battle, the soldiers overwhelmed the
disorganized brigands — but no trace
4 Issue No.3
FALCON’S PEAK
tracted by rumors of the lost wealth, to raid too close to Falcon’s Peak, so as ders to the edge of the cave mouth.
made ever more spicy by its associatiou to not draw attention to the place. Un- 'Three hobgoblins are sitting on top of
with the infamous outlaw chief. Fal- fortunately, the fort’s reputation is the boulders, bows in hands, to serve as
con’s Peak may be placed in any tem- enough to draw adventurers and sentries. Five more are resting or sleep-
perate area with low mountains in the treasure seekers to it anyway. ing on the ground behind them. If they
Dungeon Master’s campaign. There are The brigands are led by a magic-user sight the party, the hobgoblin sentries
several small villages near Falcon’s named Millard. He allied his brigands shout to warn the others and fire their
Peak in which adventuring characters with a small clan of hobgoblins and arrows. The other five fire from behind
are able to buy provisions, mounts, and recently moved the whole force to Fal- the boulders, which give them AC 4
normal equipment. Weapons and armor con's Peak. Millard and Shamig, the from missile fire (50% cover). When the
must be purchased in larger towns hobgoblin chief, oversaw repair of the characters close to melee, the hobgob-
elsewhere. damaged walls and turned the fort into lins draw their scimitars and heft their
The journey to Falcon’s Peak from the a formidable retreat. As of yet, Millard shields, roaring challenges and curses
nearest village takes two days. There is has not discovered the catacombs under (eight hobgoblins: AC 8/7; 9” MV ;
HD
a 1 in 6 chance each day that the party the fortress (see below), but he suspects 1 1; hp 6; #AT 1; Dmg by weapon type;
is attacked by a group of nine brigands that they are there. The hobgoblins each has a short bow, 12 arrows, a scim-
on foot (AC 7; MV 12"; zero level; hp 4; have been prevented from discovering itar, leather armor, large shield, two
#AT 1; Dmg by weapon type; AL LE/ the catacombs by the ghouls in areas 4, daggers, 1-6 sp; AL LE).
NE/CE) and their leader (ACj 7; MV 12" 5, and 6; Millard plans to explore the
F2; hp 11; #AT 1; Dmg by weapon type; area further whenever he can find an Noncombatants. Ibn female and
2.
S 15, 1 14; AL NE). Each brigand has a evil cleric to help him out. fiveyoung hobgoblins reside in this
short sword, a short bow, a dozen Falcon’s Peak sits on top of a small cave. The females fight only if attacked
arrows, leather armor, and 1-6 sp; the rocky hill, with the main gate facing themselves or if the young are threat-
leader also has 10 gp. All carry small north. The characters can approach the ened. Otherwise, all cower off to one
shields, which must be dropped or slung fort from any side. However, the sen- side of the cave and run away when the
to use the bows. These brigands are the tries on the roof (area 13) can see clearly party passes (10 female hobgoblins: AC
usual riffraff one sees in small gangs of over the north, south, and east slopes; 10; MV
9" ;
HD
1; hp 2-7; HAT 1; Dmg by
this kind —
dirty, crude, and vicious. anyone climbing up those sides will be weapon type; AL LE). The females are
These brigands are part of the group spotted at once. At night, lanterns are armed with an assortment of knives and
currently occupying Falcon's Peak (see placed all around the fort, so characters small clubs (1-4 hp damage), but have
below), if captured, they will not confess within 30' of the walls will be seen. It no treasure. The young hobgoblins have
to this except under extreme pressure, if will be very difficult for the party to no effective attacks (AC 10; MV 9" HD ;
ESP is used, or if bribes of over 1(X) gp enter the fort through the main gate, in hp 1-4; AL LE).
each are offered. In the latter case, the the face of over two dozen hostile brig-
1.
bribed brigands will lie about the ands. An easier way to enter is to go 3. ChieFs Room. Shamig, the hob-
fortress’s defenses and will ask to be through the hobgoblin caves on the west goblin chief, lives here. If the sentries
freed (so they can return to the fort at slope and up through the catacombs. give an alarm, Shamig grabs his weap-
once). Because they all fear Millard’s The west side of the hill is steep, and ons and comes out to the ledge to fight
powers (see below), none of the brigands the sentries on the roof cannot see down when melee has begun. He won’t expose
will reveal anything useful about the its slope — but they assume the hobgob- himself to missile fire if possible
fort or its men. lins will handle any problems on that (Shamig: AC 5; MV 9" ;
(fights as) HD 3;
The leader of this force, Stankis, is a side. hp 16; #AT 1; Dmg by weapon type; S
youthful but promising brigand who 18). Shamig has a battle axe, a suit of
hopes to become Millard’s lieutenant in The Hobgoblin Caves chain mail armor, and 16 gp. He and his
the future (see “Concluding the Quest’’ group are the only survivors of a much
The entrance to the hobgoblin caves is
below). Stankis is eager, proud, and larger tribe (the Skull Breakers) that
set in themiddle of the slope. The hob-
somewhat self-important, but he is was destroyed by plague a year ago.
goblins have cleared a 100-yard area in
dedicated and not subject to bribery or A large chest sits at the back of this
front of the caves to setup a field of fire.
threats. He wears a pointed black beard area. Inside it are 240 gp, 700 sp, eight
If theparty tries to bypass the caves,
and greatly eqjoys the attention of silver-tipped arrows, old clothing, and a
there is a 90% chance that the hobgob-
women; he has no compunctions about worthless collection of bones. The chest
lin lookouts will see them, night or day.
killing men and does so without a is locked, and Shamig carries the key in
An open fight has a 40% chance per
thought. his belt pouch.
round of drawing the attention of the
See the notes under “The Fortress”
sentries on the roof (area 13).
for information on approaching Falcon’s Blockade. The entrance to this
4.
Peak. area is blocked by a large boulder which
Cave Mouth. The entrance is 20'
requires a combined strength of 40 to
high at the mouth and slopes back to 6'
For the Dungeon Master high at the entrance to area 2. The cave
move. 'The hobgoblins put it there after
three of their clan were killed by ghouls
Falcon’s Peak has been occupied by a itself is old and dry, with few stalactites
in area 5; Millard kept the ghouls back
new force of brigands. As they are still and other projections.
using various magical attacks.
fairly weak, they have been careful not The hobgoblins have moved five boul-
This area has a 20'-high, vaulted
DUNGEON 5
FALCON’S PEAK
6 Issue No.3
FALCON’S PEAK
water does 2-8 hp damage; AL N). The raids on peasant towns. including Falcon's mistress, the other
monster zombie strikes at those para- A tall skeleton lies on a stone slab skeleton in the tomb. After bolting the
lyzed by horror, gaining a +4 to hit herein. The skeleton wears black chain fortress's trap door which leads into the
them (monster zombie; AC 6; MV 9"; mail, has a large shield *1 on one arm, catacombs (area 16), the servant lay
HD 6; hp 30; #AT 1; Dmg 4-16; SD not a normal long sword in the other hand, down and killed himself
affected by sleep, charm, hold, death and an unrolled scroll lying on his The treasure here is all on the wom-
magic, cold; blunt weapons do half dam- chest. The scroll had powers similar to an’s skeleton. It wears a gold ring set
age; strike last in melee; holy water the scroll in area 9, but its magical with amethyst chips (200 gp) and a
does 2-8 hp damage). If no one is para- curse was used all at once on a group of braided gold chain (100 gp).
lyzed, the monster zombie joins the tomb-robbers (see below). It is now
general melee. None of these zombies blank. 12. Corridor and ladder. The corri-
can be turned by a due to the
cleric, Scum creepers crawl around on the dor is dusty, and footprints on the south-
strong presence of the Reaper statue’s ceiling, feeding on the mold that grows ern end are revealed (from the four
evil aura. there. Four of them are actually thieves thieves now polymorphed in area 10).
The monster zombie has a small, who penetrated to this room and un- The north end has a series of iron rungs
silver pendant (worth 50 gp) shaped like luckily read the cursed scroll. When the set into the back wall. The rungs go up
a scythe around its neck. This is the key party enters this room, the seven real into a tunnel through the ceiling, climb-
to Falcon’s treasure, hidden in room 23 creepers attack by dropping onto the ing straight up 100' to the trap door in
in the fort. characters (seven scum creepers: AC 8; area 16 of Falcon’s Peak, The rungs are
MV 3": HD 1: hp 2-8; #AT 1; Dmg 1 hp/ not corroded and are safe to use.
9.Falcon’s Vault. The door to this round after first round; SA 5% chance of
room is made of solid brass and has blinding victim; rock salt does 2 hp The Fortress
three separate locks. Each lock has a damage/round for 1-4 rounds).
Though small. Falcon’s Peak is solidly
poison needle trap (save vs. poison at Meanwhile, the four thief/creepers
built. A dirt road, unused now save by
+2 or fall comatose for 2-8 hours). crawl onto the floor and write “WE
the brigands themselves, leads up to the
The walls of this room have paintings ARE HUMAN” into the dust in one
fortress and on into the mountains from
of a tall, grim man in black armor sit- corner, using their cilia. They then
a major trade highway (though the
ting on a throne, with thousands of frantically wave their cilia in an at-
latter part is much overgrown now). The
people kneeling at his feet in homage. tempt to draw the party’s attention to
characters might use the road as they
There is a low, black stone slab in the the words. If attacked, they fight back,
approach, but doing so increases the
center of the room, on top of which is a preferring to die than to live as scum
chances they will be spotted to 95%.
skeleton in black plate mail. The skele- creepers (four thief/creepers: T3/T4/T4/
A small corral and barn lie 200' down
ton holds a scroll in one hand and a T5; hp 15/16/17/20; AL N; otherwise the
the road from Falcon's Peak. Twelve
silver bastard sword in the other. Words same as the other scum creepers). The
light riding horses are kept here, none
engraved on the side of the stone an- thieves, if rescued, describe how they
of them especially valuable. The brig-
nounce: Lord of Falcon’s Peak. These drew the ghouls out from the caves
ands sometimes use the horses on their
are the remains of Lord Falcon himself. using animal carcasses, then crept into
11. raids, but more often they use them for
The scroll is cursed. Anyone who the catacombs. They pulled the doors
hauling supplies from neighboring
reads it must save vs. spells at -2 or be behind them to prevent the ghouls from
towns that know nothing of the brig-
turned into a scum creeper. If this hap- attacking if they returned early. The
ands' true nature. Two brigands stay
pens, a magic mouth on Falcon’s skull thieves know nothing about the brig-
here at all hours (two brigands: AC 8;
shouts. “The curse of Falcon on you ands in the fort; they have been magi-
alt!’’ In any event, the scroll rerolls cally transformed for the last twelve
MV 12"; zero level; hp 4 and 5; #AT 1;
itself and moves back into the skeletal years. The referee should create the
Dmg by weapon type; each has leather
armor, a spear, a short sword, and 4 sp;
hand. It may be used two times before statistics for these thieves as desired,
becoming nonmagical. selecting any appropriate races, sexes,
AL NE). The horses have standard
statistics as per the Monster Manual. If
The bastard sword has a blade made etc. None of them have magical posses-
attacked, both brigands flee to the
of a mithral, silver, and steel alloy, with sions. Though not ungrateful, these
fortress and raise an alarm.
beautiful silver-inlaid scrollwork. If the thieves might consider robbing the
party finds the means, the sword can be party and escaping if the party appears
13. Roof. The roof is simply one large
enchanted up to +4 power. Otherwise, rich, weak, and foolish.
open area with a battlement running
it can be sold for 4,000 gp, due to the
around the edge. There are eight brig-
fine craftsmanship, the special blade, Mistress’s Vault. There is one
ands on guard here, watching to the
and the jeweled hilt. stone slab herein, but no paintings
north, south, and east. As noted before,
cover the wall. On the floor is a skeleton
they cannot see down the west slope. If
10. Captain’s Vault. The walls of this with one hand wrapped around a dagger
they see intruders, one man goes down
room are painted with scenes of weirfare buried in its chest. On the slab is a
the ladder to warn the fort, while the
and violence. A tall man in black armor woman’s skeleton wearing a long, black
other seven fire arrows and ballistas.
is portrayed leading armies against silk dress.
The battlement gives the brigands AC 4
twisted, evil-looking men. Falcon’s cap- The man’s skeleton is that of Falcon’s
against fire from the ground.
tain is entombed in here, and the paint- most trusted servant. The servant en-
There are three ballistas set on the
ings are glorified views of the man’s tombed everyone in the catacombs,
DUNGEON 7
FALCON’S PEAK
16.
north, south, and east walls. A
ballista moment, there are 11 brigands scat- and other minor miscellaneous survival
fires as a zerodevel fighter and hits for tered around the room (not counting the and adventuring equipment. The total
2-12 hp damage. The ballista only has guards at the door to area 17; see be- value of this gear does not exceed 1,000
to hit an AC of 10, regardless of what low). Melee in this room alerts all adja- gp, and it is very cumbersome to move.
the target’s real armor class is. The cent areas. The brigands are armed
minimum crew for each machine is two, with a variety of weapons; two have 17. Millard’s Treasury. The door to
and the maximum range is 32" (eight scimitars, two have f^chions, four have this room Inside are three
is locked.
brigands; AC 7/6; MV 9"; zero level; hp spears, and three have short swords (11 large, locked chests. Four brigands are
2-7; #AT 1; Dmg by weapon type; each brigands; AC 6; MV
9" zero level; hp 2-
; on guard outside here (AC 6; MV
9"
has a short bow, 20 arrows, short sword, 7; #AT 1; Dmg by weapon type; each has zero level; hp 2-7; /CAT 1; Dmg by
studded'leather armor, shield, 1-6 sp; studded leather armor, small shield, and weapon type; each has a battle axe,
AL LE/NE/CE). 1-3 sp). chain mail, and 1-8 sp; AL LE/NE/CE).
A fight at the hobgoblin caves may The first chest has 4,000 cp and 850
attract the attention of these guards; Storage Room. The trap door sp. The second has 4,175 sp and 226 gp,
see “The Hobgoblin Caves.” leading down into the corridor of the but there is also a cobra inside which
catacombs (area 12) is in the southeast strikes at anyone opening the chest (AC
14. Entryway. This is the entrance to comer. The trap door is bolted on the 6; MV15" ; HD
2 + 1; hp 1 1; # AT 1; Dmg
the Tlmee brigands guard the main
fort. bottom side and fits perfectly flush with 1; SA poison (save or die in 2-8 turns).
gate. They are very alert and can hear the floor. There is only a 5% chance for The third chest has 100 pp, four rubies
shouts for help from the roof (area 13) or a person to notice it. The brigands (100 gp each), and a string of pearls
the barracks (area 15). The ladder in the would probably have done so, except worth 2,000 gp. The third chest is also
comer goes up to the roof (three brig- they placed two boxes right on top of it trapped with sleep gas which pours out
ands; AC 6; MV
9" ; zero level; hp 2-7; soon after moving in. If the party comes from a bottle uncorked when the lid
#AT 1; Dmg by weapon type; eai^ has a up by ladder from the catacombs to the rises (save vs. breath weapon or fall
falchion, short bow, 12 arrows in quiver, trap door, the leader must make an open asleep for 2-8 turns). The gas billows out
studded leather armor, small shield, and doors strength roll to move the boxes into a 20' cloud around the chest.
1-6 sp; AL LE/NE/CE). aside.
The store room is filled with bags of 18. Brigand Captain’s Room. There is
15. Barracks. This large room serves grain, water kegs, ale kegs, 200 extra a soft bed, a footlocker, and a map of the
as a barracks for the brigands. At the arrows, 19 falchions, 14 small shields. surrounding countryside in this room.
8 Issue No.3
FALCON’S PEAK
a nearby town. There is a 500 gp reward hit/ +2 on damage)). triggered when 250 lbs. or more is
for returning her safely home (AC 10; placed on it. Thus, if characters run into
MV 12” ;
zero level; hp 2; #AT 0 (un- 22. The Mascot. A dire wolf is tied to the room one at a time (and aren't wear-
armed); AL N).
the back wall with a frayed rope. It can ing heavy armor), the trap will probably
Cell D; A ragged gnome is held
reach the doors, but not outside the not be triggered. Any character falling
herein. This fellow is highly chaotic
room. The wolf growls and whines if through the trap hits a greased ramp
evil. He appears grateful if rescued, but
either door is opened, alerting Millard which takes him down to room 24.
will murder any who delay his escape
in room 23. If the party stands back and Millard’s room is comfortably fur-
from Falcon's Peak at the first opportu- tries to kill the wolf with missiles, the nished, with a large feather bed off to
nity. He reluctantly claims to be a thief
wolf lunges against the rope with a the left of the door. The desk is a large,
— but is actually an assassin (AC 5; MV cumulative 10% chance per round to oaken affair and is quite old. Millard’s
6"; A5; hp 21; #AT 1; Dmg by weapon
W 13, D 18, C 16, Ch break it (dire wolf: AC 6; MV18” spell book is locked in the center
type; S 15, 1 13,
HD 3 + 3; hp 18; #AT 1; Dmg 2-8). drawer. The book contains Millard's
13; can use daggers and short swords; memorized spells, plus read magic,
AL CE). The brigands are trying to
23. Millard’s Room. The brigand push, write, detect good, and magic
figure out who to contact regarding the
leader is quartered in this room. If mouth. There is a chest in the far left
gnome’s ransom.
alerted by the wolf in area 22, he sets comer, containing clothing, 150 gp in a
DUNGEON 9
FALCON’S PEAK
gp, 189 pp, three opals (500 gp each), a paralysis, poison; raise dead destroys it;
jeweled circlet (2,000 gp), a dagger + 1 holy water does 2-8 hp damage).
three potions {extra healing, animal 'The floor of the room is covered with
control, and fire resistance), a ruby- the bones of old sacrificial victims and
studded signet ring (300 gp), a small unfortunate adventurers captured by
shield + 1 , and a ring of water walking. the new band of brigands. Among the
There is a lever set in the floor be- mess are 46 gp, 50 sp, 180 cp, four suits
neath the desk. It can be set to open or of leather armor, two suits of chain
close the trap door, or to set the trap. mail, six large shields, four small
10 Issue No.3
Thomas Kane is a familiar name to
readers of DRAGON* Magazine, as he
has written a number of articles for the
AD&D* and TOP SECRET* games. A
student at the University of Maine in
Farmington, as well as the president of
the university's Table Gaming Club,
Thomas has a number of other modules
and articles in the works here — with no
end of them in sight
Adventure Background
In the arctic north, late winter is
THE
BY THOMAS M. KANE
SNOW to mate and bear their young. These
animals have marvelous hides, highly
prized by the wealthy nations farther
south. IVaders' guilds often maintain
small mercantile towns in the wastes,
providing bases from which men hunt
the seals and gain the precious fur.
DUNGEON 11
BLOOD ON THE SNOW
the tribesmen. The guild agreed to hire must spy, ask questions, sneak away, temperatiu’e ranges from -30°Fto
certain Nahkrok tribal leaders as and be at least as active as when acting + 12°F (roll 2d20 and subtract 28). In
guides, and the hunting parties would independently of a group. Give them the lower areas, such as the forest,
hunt seals only where permitted and every opportunity to do this, using the marsh, and city, roll 3d2 - 28 for a
would obey tribal customs. In return, schedule as a guide only. Add atmo- result of - 26 * P to 32 ° F. Check the
-t-
the tribe would cease attacking the sphere to the adventure with minor temperature once each day. Wind speed
traders, and would provide tribesmen to encounters and events, giving players (in MPH) may be determined by rolling
help them with dogsleds and other de- time to develop plans. No day should be 2d20. Use the table below to compute
vices of the north. The agreement was wasted! the effective temperature.
profitable for each — until the bandits One of the most enjoyable parts of
came. Now, it is nearly impossible to refereeing role-playing N^s; in this
is Wind Degrees to
bring fur from the ice. The marauders adventure, this is particularly impor- speed subtract
seem to understand all the plans of the tant. DMs must read descriptions of the 2-5 5®
hunters; they wait for the hunters to hunters until they feel familiar with 6-10 14®
make a kill, then strike when they are each of them. As events transpire, a DM 11-15 19°
unprepared to fight. must plan the actions of various NPCs, 16-20 23°
Aceus, Winterwolfs merchant guild- whose reactions to and plots against the 21-25 28®
master, believes that one of the local PCs make up a large p^ of this adven- 26-30 30®
hunters is a traitor, but cannot deter- ture. Hints for playing characters are 31-35 32°
mine who the traitor is. From stories given in the timeline, along with some 36-40 34®
reported by Ali, the tribal guide, Aceus plots should the guide recognize his
fears that it may be Kanadius, his enemies, but only so many events can Thus, if the air temperature were
guard captain, llie player characters be foreseen. The rest must be developed -30°F and the wind speed 20 MPH, the
have been contacted by Aceus’s mer- by the DMusing his own refereeing effective temperature is -63°F. Heavy
chant house, which wishes to hire them The timeline is only a guide, and
skills. clothing reduces the wind chill to one
as hunters to replace those killed on a the way that the PCs interact with the quarter (thus a wind speed of 40 MPH
recent expedition. The PCs receive an hunters can drastically affect planned could be treated as 10 MPH). When the
equal share of the money obtained when events. If characters explore the ice on wind speed is greater than 30 MPH,
the furs they gather are sold —
but the their own, note that two areas marked vision is reduced to 40' and movement
PCs’ real purpose is to discover the spy, on the map on page 20 (the dragon’s ishalved, due to wind-blown snow.
if one exists. As the PCs travel with the cave and the selkie lair at E) contain During darkness, lower the tempera-
hunting party, they are told to ask ques- fixed encounters described in the event ture 10® on cloudy nights and 20° on
tions, snoop, and team who has been timeline. clear ones. A roll of 1 or 2 on d6 indi-
aiding the bandits. That person must be As far as what is actually happening cates cloudy weather. On a roll of 1,
reported when the expedition ends. in this scenario, the following applies. snowfall occurs. This limits vision to 80'
Then, a valuable detect lie spell scroll The natives (see the description) have and slows movement by one half. At
will be used by a local cleric in order to never resigned themselves to the pres- night, snow diffuses artificial light,
test the suspect. If the PCs caught the ence of the voracious traders. They restricting vision to half normal.
turncoat, they receive 600 gp each, over consider the seals to belong to them Unprotected characters receive 1 hp
and above any other payment. alone, and fear that travelers from the damage per hour, per 10® below 40°F.
The PCs have one month to prepare south are corrupting their way of life. For every degree ^low -30°F, 1 hp
for the expedition. In this time, they For this reason, the natives have allied damage per turn is taken, as described
should learn the use of skis, make mi- themselves with bandits in the area. under the spell endure cold/keat (Un-
nor explorations of the ice field, pur- The “guides” who lead the hunters earthed Arcana, page 33). For warmly
chase equipment, explore the town, away from tribal lands have been as- dressed characters, use the table below.
establish contacts, and gain needed signed to cooperate with the brigands in
information. stealing furs and making travel danger- Effective Damage
ous. This antihunter activity occurs temperature per hour
For the Dungeon Master despite any alignment differences be- over 10°F 0
tween Nahkrok tribesmen and the ban- 10°F to0°F 1
In this adventure, the party will
dits they support. The tribesmen are of -l®Fto -10®F 1-2
spend much of its time traveling with a
all alignments, but none of the bandits -ll°Fto -20°F 1-3
band of hunters. Rather than exploring
are good in nature. -21°Fto -30®F 1-4*
on their own, the PCs should generally
-31°Fto -40°F 2-5
follow the lead of the nonplayer charac-
Arctic Survival -41®Fto -60°F 3-6
ters (NPCs). For this reason, a timetable
-51®Fto -60°F 4-7
is provided which shows the major DMs may make use of the Wilderness
-61°F and below 5-10
events of each day. This is not to say Survival Guide in deciding the effects of
that the module determines the course cold weather on the PCs and NPCs.
* At this temperature and below, things
of the adventure; the PCs do not observe However, a variant system for cold
become brittle. Hard, inanimate objects
an event merely because the timetable effects is given here.
(such as potion bottles, oil flasks, etc.)
describes it. Tb be successful, characters On the glacier and in the hills, the
are penalized by two on saving throws
12 Issue No.3
BLOOD ON THE SNOW
v8. normal or crushing blows. Potions, practiceand instruction by a knowl- tered). Each walrus tusk is worth 1-8
poisons, and other liquids freeze at edgeable character to become proficient gp-
these temperatures. When thawed, each with cross-country skis. Until this time Once seals are spotted, hunters move
must save vs. frost in order to retain has passed, movement is at half the in onthem immediately and attack
any previous properties. normal rate, and no missile weapons or using blunt weapons; clubs are favored,
Double damage suffered by inactive
is weapons shorter than 5' may be used. as edged weapons damage seal hides.
characters in the open. Should cold NahJcrok mushers (described in “The During each round of attack, 1-6 seals
damage exceed one fourth of a victim’s Hunting Party”) may teach PCs to do escape through holes which they have
hit points, 1-4 minor extremities (such this, for a fee. made in the ice. It takes three rounds to
as fingers, toes, etc.) are lost, but only if Dogsleds are the most efficient way to skin and scrape a seal after the kill. A
such were left uncovered to the ele- carry burdens on the ice. As a rule, sled pelt has an average encumbrance of 15
ments. This permanently lowers the dogs are fierce and difficult to control. gp (5 gp for infant seal furs). If two
victim’s dexterity by 1-4 points. When Unskilled characters who disturb sled extra rounds are spent separating edi-
damage exceeds half of a victim’s total, dogs have a 30% chance of being at- ble blubber from the carcass, the blub-
a limb is lost, but only if such was un- tacked. Only a trained NPC may drive a ber may be used to feed dogs and even
covered or poorly clothed. Characters dog team with any success (the PCs may hunters. Seals each have 10d20 lbs. of
wearing extremely heavy clothing hire mushers in this adventure). A sled blubber; a dog can eat 5 lbs. each day, a
(DM’s judgment) may reduce damage by travels at 45 miles per day, or 22 miles human character 4 lbs.
2 hp. A bonfire negates cold damage in per day in rough/very rough terrain. With large numbers of fur seals being
a 3' radius for each 100 gp weight of The sled may carry no more than 25 lbs. hunted, attacking may slow down game
wood added to it. A fire of this size may (250 gp) per dog. Usually, 5-15 dogs pull play. When numerous seals are being
be maintained about an hour before
for one sled, which can also haul charac- attacked, the following system may be
more fuel must be added. Snow igloos ters. A sled rents for 30 gp per trip, and used to resolve the hunt. Assume that
may be erected in one hour if one knows the dogs rent for 25 gp each. Each dog each hunting character can kill one seal
how; a PC may be taught how, with one requires 5 lbs. of meat each day. In this per five rounds, during which time 5-30
hour of help from a knowledgeable adventure, the dogs are fed seal blub- seals escape. Thus, if 16 hunters at-
NPC. If a character has somehow ber; food need not be carried for them tacked 20 seals, 16 of the seals would be
learned the method of building a shel- (sled dogs: AC 7; MV 12"; HD 2 •2; #AT slain in five minutes; the rest are as-
ter, but has not received training, build- 1; Dmg 2-8 (bite); AL N). sumed to have escaped.
ing a shelter requires three hours. If Nahkrok tribesmen are encoun-
Shelters prevent any wind chill and Arctic Encounters tered, 2-20 barbarians and fighters of
double the effect of a fire. Cold damage levels 1-4 (of nonlawful alignments),
When PCs are exploring the ice by 1-10 clerics of levels 14 (of generally
is recovered at a rate of 1 hp per turn
themselves, check for encounters in the
(10 rounds) of exposure to warmth, such good and neutral gods), and 14 lawful-
morning, evening, and at midnight. A
as a fire or warm weather. evil monks (levels 1-6) who worship
roll of 1 on dlO indicates an encounter.
On the Pohjolan Field glacier, a char- The “arctic, rough” table in the FIEND
Loviatar, the Finnish deity of pain
acter may see roughly one mile. Ihll (Legends & Lore, page 55) will be
hills and other high objects may be seen
FOLIO* Tbme or DMG may be used
present — a sealing party, in actuality.
with these exceptions. Frost giants and
as far away as 50 miles. On sunny days, The good-aligned tribal members (who
remorhaz are not found on the Pohjolan
the glare reduces vision to half normal. worship good-aligned Finnish deities)
Field. Treat frost giant encounters as
Blackening the cheeks and eyelids with get along reasonably well with the evil
selkies; remorhaz encounters become
soot restores normal vision. Snowblind- ones, due to their mutual hope that
tribesmen encounters (see below). If a
ness occurs alter 1-8 hours of daylight offerings to Loviatar lessen the severe
constrictor snake is indicated, treat the
on the ice, resulting in pain and blind- weather of the Pohjolan Field. Due to
encounter as a white deadly pudding.
ness for 1-6 days. This may be pre- Nahkrok custom, no tribesman shows
Herd animal encounters are with cari-
vented by the use of a slitted visor (such his bare skin to the PCs. Nahkrok
bou on the ice; near the ocean, these
as that on a great helm). Making a tribesmen attack any hunters (includ-
encounters are with seals.
suitable visor (out of wood or cloth) ing PCs) who are not with Ali or
Unless otherwise noted, seal encount-
requires one hour. Cyronain.
ers are with fur seals 40% of the time
The icy terrain may be considered
“very rugged’’ for purposes of move-
(AC 8; MV 6" ; HD1, no attacks, 20-50
Winterwolf
encountered; AL N); pelts are worth 5
ment (see page 58, Dungeon Masters
gp, and the pelts of infant seals (pups) The small town of Winterwolf can be
Guide). On skis (costing 10 gp for a set),
are worth 7 gp each. During the breed- the source of many adventures for the
it may be crossed at normal rates.
ing season, when the adventure takes PCs, and much information useful in
Snowshoes (3 gp) allow terrain to be
place, one pup may be found for every the adventure can be gained here. Dur-
crossed as if it were merely rugged.
two adult seals. Other breeds of seal are ing each summer month, 1-2 caravans
However, characters wearing skis or
snowshoes are penalized — 2 on initia-
encountered 40% of the time (AC 8; MV of merchants come, bringing leather,
6"; HD 2, one male with 1-20 females, food, weapons, and other goods. Due to
tive rolls. On skis, weapons shorter
males bite for 1-4 hp damage; AL N), the town’s small population, any un-
than 5' are penalized — 1 on “to hit”
and walrus are met 20% of the time (HD usual question or action that PCs take
rolls, due to the intervening length of
4-5, bite for 2-12 hp damage, 1-2 encoun- has a 30% chance of becoming general
the footwear. It requires 1-4 weeks of
knowledge. Fur trade is regulated by
DUNGEON 13
BLOOD ON THE SNOW
the guild, and (due to a custom picked especially Hmatar, the goddess of moth- on the grounds that it was a haven for
up from the tribesmen) fur must be erhood (Legends & Lore, page S3). How- the bandits. Getting word of this, the
perfumed before being traded, as a fee ever, many woodcutters tolerated — and worshipers of Loki hired Surm, a local
to the spirit of the seals. even paid homage to — Loki, due to an assassin, to slay Aceus. On the same
During thaws, the ground becomes old tale about a human infant that night that Aceus would be slain, the
quite muddy and expands. Because of Thrym had desired to devour. Loki had bandits would also loot the temple of
this, buildings are placed on large heaps trickedThrym out of eating the child Ilmatar and set it on fire, both to draw
of boulders or wooden stilts. Richer or when no other god could save the babe. the guards away from the guild stock-
more important buildings are sur- The more intelligent citizens of the ade and to terrorize Sandara. The
rounded by 10' -high stone walls, the town did not believe the story, but even night's actions would be blamed on
inner sides of which are lined with the good-aligned ones were content to drunken woodcutters.
firewood and other supplies. Walls pro- have Loki worshiped, as long as human When the temple of Ilmatar was in-
vide protection from both from wind and sacrifice was not performed. But, as the vaded, there was a noisy battle between
marauders. Less well-built houses usu- town grew, actual clerics of Loki came the thieves and clerics. Hearing the
ally store wood and food between the to the town, and with them came clerics fight, the townspeople armed them-
ground and floor as insulation. Streets A
of other evil deities. thieves’ guild selves, believing that bandits were
in the town are paved with stone, over was established in Loki's temple, and raiding the town. Several groups of
which are logs lashed together. Off the the town became more violent. At this citizens attacked one another, not recog-
street, movement is halved because of time the bandit raids began, and the nizing their neighbors in the confusion.
mud in the summer and deep snow at town’s population began to decline. The temple of Ilmatar was set afire, but
other times of year. Within the town, Ali, the tribal guide for the mer- a local witch’s familiar (see building 19)
characters move at dungeon movement chant's guild, is responsible for much of detected Surm and led Hunten, the
rates. Because of the cold, most people the trouble. Long disenchanted with the guild paymaster, to Surm’s hiding place.
stay indoors and are not encountered by way the seal hunters treated the tribes- Hunten spotted the poison on Surm’s
chance. men, he decided to ruin the fur trade, weapon and correctly guessed that an
Winterwolfs current problems have and so joined the thieves’ guild. Using a assassination was planned, but Surm
deep roots. When the town was estab- stolen ring of invisibility to spy on San- escaped in the confusion. A full-scale
lished, the Finnish deities (known here dara, the High Priestess of Ilmatar, he riot was soon in progress. The wor-
as the Kalevalan gods) and certain discovered that she was developing a shipers of evil gods used the opportunity
Norse gods were extremely popular. plan with Aceus to close Loki's temple to pillage the other citizens.
14 Issue No.3
BLOOD ON THE SNOW
IP
in
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yH
1
1
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DUNGEON 15
BLOOD ON THE SNOW
Several townspeople were slain on alert (surprised 1 in 6 times). The huge 4. Temple of Thrym. This was a
both sides, some inadvertently. The pine doors are reinforced with iron, cut secret church to the god of the frost
guild guards began patrolling the with three arrow slits, and may be giants. However, its cleric and last seri-
town’s streets, warning of brutal pun- barred with a huge beam. ous patron, Hamlen, was killed in the
ishment for any found outdoors. No A Warehouses. These each contain riot.
action was taken against any rioters, 5,000 gp in fiu*, as well as other guild
nor was Loki’s temple shut, for fear of supplies which the DM
may invent. 5.Warehouse. The guild stores
future unrest. Many of the rioters and B. Guildmaster's Office. Aceus, the leather, food,and other supplies here.
the fearful-but-peaceful sorts fled town guildmaster, does business here. He is All doors are locked, and two guards are
in the following days. Aceus ordered the the one who hired the PCs. He is bald- left here at all times (statistics identical
guild troops to prevent the exodus, but ing and friendly, but concerned with to those on guard at area 1).
contradictory orders given by Kanadius guild business to the exclusion of nearly
and Ali allowed the fugitives time to everything else. 6. Furrier. Although all sales of fur
escape. The sealing expedition which Aceus: F3; hp 13; 1 17, Ch 18; AL NG. are overseen by the guild, warm cloth-
followed this riot was raided more se- C. Guard Captain's Office. Kanadius ing may be purchased here. Thmara, the
verely than any before, prompting (see “The Hunting Party’’) does busi- furrier’s wife, has a baby daughter
Aceus to hire the PCs. The townspeople, ness in this room. which can often be heard crying. About
fearful of future riots, are quick to unite D. Paymaster's Office. A sprinkler for 100 gp worth of furs may be found here,
against troublemakers. anointing furs with perfume, worth 3 and 3 gp are on the table. Alaric, the
The DM should note how long it took gp, sits on the desk. Fur is traded and furrier, secretly worships Loki and
the PCs to be contacted and arrive in guild employees receive money here. makes visits to his temple. If bribed, he
Winterwolf, thus establishing how far Hunten, the paymaster, can call Kana- reveals that Cyronain and Ali are seen
into the past the riot was. The subject of dius and the five guards from area G at there, but he then warns Ali and Cyro-
the night’s fighting is a very touchy one will. If there is a fight, the rest of the nain that the PCs are inquiring about
for most townspeople, regardless of inhabitants of the stockade arrive in 10 them. His wife and apprentice support
other factors. rounds. Hunten wears chain mail and the Kalevalan gods, and he pretends to
keeps a halberd propped against the do so when they are nearby. Alaric buys
wall in case of disputes. The chest is infant seal furs from Herot, Danbury,
Winterwolf Encounter Key locked and trapped with a poisoned and Winegard (see “The Hunting
needle (save vs. poison or die). In the Party”) against guild regulations. For
NPC note: Many of the NPCs in this chest lie the guild’s finances: 200 pp, this reason, he is reluctant to discuss
1.
adventure possess similar statistics.
5,000 gp, and one clerical scroll of detect furs with the PCs.
Unless otherwise noted, each NPC can
lie. In a drawer under the table are 100 Alaric: zero level; hp 3; 1 16, D 18; AL
make only one attack per round, and
sp and 500 cp. Hunten also serves the CE.
each does damage as per the weapon
town as moneychanger and banker, and Tamara (Alaric’s wife): zero level; hp
type used. Only exceptional statistics
the drawer holds receipts allotting 4; C 16; AL NG.
are given for each NPC; assume that
money to the other guild members and Jorge (apprentice): zero level; hp 2; S
unlisted statistics have a value of 11.
Unless met outdoors, all NPCs have AC
various other people. 16, D 16; AL LG.
10 (though dexterity bonuses may lower
Hunten: AC 3; MV
6"; F3; hp 24; S
18/90, D 16, AL LN.
C 15; 7. Charnel House. This is where
this figure) and move at 12". For out-
E.Bedrooms. Ali and Cyronain (see bodies are stored until summer, when
door use, each NPC has a suit of fur
“The Hunting Party”) each have a 40% the ground thaws and burial becomes
clothing which serves as protection from
chance of being in this area. At night, possible. The building is made of stone,
the cold, including mittens, head and
Aceus, Hunten, and Kanadius are also and the entrance is locked and barred to
face protection, and boots (AC 8, MV here. keep undead which arise trapped within
9"). Also, unless noted, all NPCs are
long-time residents of the Pohjolan
E KilcheidDining Room and Store- (none are present). In the living quar-
room. The usual food and cooking sup- ters are Jorimir, the undertaker, and his
Field, and they are quite familiar with
plies may be found here. apprentice, Esher. Both proclaim Ukko
the effects of the weather and the basic
G. Barracks. Five 2nd-level fighters as their deity, but after years of working
nature of the local terrain and wildlife.
with all of the characteristics of those with the dead, they have begun to fol-
found on guard duty at the fortalice are low Hel. They know that Cyronain has
Guild Stockade. This is the cen-
tral fortalice to the town. It is sur-
resting in this messy room (AC 10; MV killed several locals. About 200 cp are
12" ; other statistics as before). scattered around their living quarters.
rounded by boulder walls, and most
Jorimir: zero level; hp 3; S 15, C 16,
buildings are built to its east and south
2. Deserted Warehouses. These Ch 5; AL N.
as protection from the wind. Five 2nd-
level fighters, with light crossbows,
buildings are not currently in use, as Esher: zero level; hp 4; D 16; AL CN.
the fur trade has come on hard times.
broad swords, medium shields, and
8. Groaning Griffon Inn. This
is a
banded armor defend the gate (AC 3;
3. Deserted Building. These build- fairly clean place,with good food and
MV 6"; hp 11-16; AL variable). Due to ings’ owners fled in the exodus after the beer. Patrons are charged 1 gp per night
the recent riot and suspected assassina-
riot. for the common room, 10 per night in a
tion attempt, the guards are extremely
private room. For an extra copper piece,
16 Issue No.3
BLOOD ON THE SNOW
they are given a greasy stick to lure floor,holds 250 gp. Siegmund, the Thorin the outfitter comments that
bedbugs from the sheets. The burly smith, made a sword which could be Herot has made many unusual pur-
innkeeper is a member of the thieves’ disguised as a mace, and a spear shaft chases here. He says this in a dark and
guild, and he reports rich characters to with a “funny screw-on head” for a man angry voice, casting suspicion on the
the temple of Loki. These PCS are then called Sunn, who lived at building 020 character. The outfitter hates Herot due
subject to thieving attempts by Vingart but suddenly vanished. He relates this to Herot's ill-mannered remarks con-
(see building 13). The innkeeper has 500 information to a customer who spends cerning the local Nahkrok. If asked
gp in a safe and wears a 10-gp ring. more than 5 gp. Siegmund is not quite about the ice and given 20 gp, the out-
Silas, Arlan, Danbury, and Herot stay aware of the significance of Surm’s fitter warns characters of rumors about
here (see “The Hunting Party”). instruments, though he is suspicious. a white dragon (see day 8 on the event
'Ibbus: zero level; hp 5; S 18, D 15, C Siegmund; F2; hp 15; S 18/60, D 15, timeline). Chinlin, the outfitter’s wife,
16; AL N. C 17; AL N. descends from the tribe and does not
reveal her bare skin to the PCs, due to
9. Temple of the Kalevalan Gods. 12. Woodcutters’ Hovels. Each of tribal custom. There is a 10% chance
The front of this area is devoted to al- these buildings has 1-6 zero-level hu- that Ali is here to talk with Thorin on
tars, with two donation boxes which mans within, each with 14 sp and tribal topics.
contain 10-40 sp each. Icons of each woodworking equipment. One woodcut- Thorin: zero level; hp 5; AL N.
good Finnish deity line the altar room. ter in six is a worshiper of Loki; others Chinlin: zero level; hp 4; 1 15; AL NG.
'The fireplace has a screen allowing wax support Kalevalan deities. These people
powders to be sifted into the flame, to make lumber during the summer and 15. Tbmple of Hel. The services of the
color it. The four canons who sponsor sell it to southbound caravans. ’They Norse goddess of death are held in this
and defend the temple are named Ptolo- also cut firewood for the richer dwellers building. Sallas, the cleric of Hel, wears
mey, Castina, Phalia, and Josef; they of the Pohjolan Field. plate mail and displays her mace
worship Ukko, Ahto, Mielikki, and Woodcutters: zero level; hp 3-6; AL openly. Hel has few devoted worshipers
Ahto, respectively. All have maces and variable; all own axes (equal to battle in the town, although Jorimir and
wear chain mail. Five candles of inooca- and hand axes) and saws. Esher (see building 7) have made sev-
tion are in an ornate silver box (worth eral visits.
10 gp) in the temple. 13. Temple of Loki (Thieves’ Guild). Sallas: AC 3; MV 6"; C5; hp 31; W 17,
The high priestess of Ilmatar, San- Services for Loki are held in the front CIS, Ch 17; AL NE.
dara, is here as well. She has a mace +1 room of this temple. The two clerics
and bracers of defense, AC 2. Addition- present wear padded armor with maces 16. Warehouse. The merchants’ guild
ally, she wears a phylactery of long years concealed beneath. Vingart, the thief maintains this storage building. Food
that no one knows about. Ilmatar’s representing the guild, wears leather may be bought here at double the normal
temple was recently burned down by armor and bears a short sword. The rate. Mikhail, the owner, worships Loki,
followers of Loki during the riot, and other members of the guild and temple and has several idols of this deity in his
the four other clerics of Ilmatar were left town after the riot in which they set apartment. He has only 10 gp. Mikhail is
slain. Caldessa (see “The Hunting fire to the temple of Ilmatar. A locked interested in cooking, and fo^ purchased
Party”) is also here, preparing for the chest hidden under the altar holds 579 here is exceptionally good.
sealing expedition. gp, as well as 30 gp worth of stolen furs, Mikhail: zero level; hp 4; 1 15, D 15;
Ptolomey; AC 5; MV
9"; C6; hp 31; 'liie clerics and thief work with the ALCE.
W 16, C 15; AL LG. bandits. There is a 10% chance of en-
Castino: AC 5; MV 9” ; C6; hp 33; S countering Cyronain (see “The Hunting 17. Expedition Starting Point. The
16, 1 17, W 17, C 15; AL NG. Party”) here. If asked about Cyronain guild has set up this area for starting
Phalia: AC 4; MV 9"; C6; hp 32; W or Ali, these NPCs feign ignorance and expeditions across the ice. Edhall, the
14, D AL NG.
15; claim that the two have visited, but worker, helps harness dogs, tie down
Josef: AC 5; MV 9" C6; hp 27; S 16,
; only while searching for “Kanadia- baggage, and otherwise assist (as well
W15; AL NG. somebody” on guild business. as sell equipment). He has a 30% chance
Sandara: AC 2; MV 9"; CIO; hp 59; I Salia (Cleric of Loki): AC 5; MV9” of having any item listed in the Players
16, W 18, D 17, C 15, Ch 17; AL LG. C8; hp 39; S 16, W18, D 17; AL CE. Handbook and sells his goods for double
Johnter (Cleric of Lxiki): AC 5; MV the normal rates. Dogs and sleds are
10. Kennel. Dogs and sleds may be 9" C4; hp 18; S 18, W 16, D 16, C 15;
;
available for the rates given in the
rented here for the prices listed in the ALCE. section on “Arctic Survival.” Edhall has
section on arctic survival. A buried Vingart (Thieft: AC 4; MV 12" TIO; ; 130 gp in a money pouch on his belt.
saddle bag holds 50 gp. Boldo, the ken- hp 48; S 16, 1 15, D 18, C 15; AL CE. Edhall was a hunter before the bandits
nelmaster, often supplies sealing expedi- made it too dangerous. If contacted by
tions and talks avidly about hunting, 14. Expedition Outfttter. Characters characters prior to the departure date,
but has no useful information. may purchase most of the items listed he warns the PCs to be careful before
Boldo; zero level; hp 3; C 15; AL NG. in the Players Handbook here, but for they kill a seal, as he has seen selkies
four times the usual rate. Food costs on the ice. The tribal mushers (see be-
11. Smithy. Any desired metal item eight times the normal price. The outfit- low) live here, but stay inconspicuous
(within reason) can be purchased here. ter’s coffer holds 133 gp. unless hired by a PC.
A box in the smith’s bedroom, under the If asked about the other hunters. Edhall: F2;hpll; AL NG.
DUNGEON 17
BLOOD ON THE SNOW
18. The Lost Inn. This is a fairly of Ilmatar, which was gutted by ftre become a monk in the cult of Loviatar.
dirty building. The charge is 3 sp per during the recent riot. Nothing useful He prefers to enter combat as a monk,
night, or 1 gp for a private room. The survived the fire. with an open-hand attack, but is not
owner has 250 gp. Winegard, and Jeffe, averse to back -stabbing or poisoning
Mithrini stay here (see “The Hunting The Hunting Party strong opponents. Masquerading as a
Party”). The innkeeper has a young son tribal hunting savant, he spies on mem-
Particularly important NPCs who are
who is often seen playing with dice in bers of the expedition and, when neces-
going on the hunting expedition with
the dining room. sary, eliminates them. His build is
the PCs are listed here. Read the note
Roberus (innkeeper): zero level; hp 3; stocky, even fat. Due to custom, he is
Ch 16; AL LG. on NPC statistics given in the Win- reluctant to show bare skin. When deal-
terwolf encounter key; abbreviated
Barbra (innkeep’s wife): zero level; hp ing with others, he is terse and insult-
statistics are given for some characters
2; AL LN. ing. In his sled is a sack of 150 gp, along
here.
Eowine (child): zero level; hp 2; AL with three vials of type B ingestive
NG. poison and two of type A insinuative
Ali: AC 5; MV 9"; F8; hp 58; S 17. poison (DMG, page 20). The tip of his
19. Basia’s Residence. Basia is a
18, D 17; AL N.
spear may be removed to function as a
Ali is the guide assigned to the
female magic-user (the local "witch”) dagger of venom (he got this weapon
hunters by the tribesmen. He has a
who serves the town as a sage, scribe, from Surm). He also owns a pair of onyx
leather shield +1 covered with painted
wizard, and alchemist. She has 300 gp dice which magically roll any number
runes and wears a ring of invisibility on
worth of alchemical equipment and that he desires. He reports all he hears
hie left hand; the ring can only be used
inlaid symbols. She enjoys appearing to Ali.
once per day for 7-12 turns. A tall, im-
mysterious and using information Note that Cyronain can apeak with
posing man, Ali is always seen masked
gleaned by her familiar to startle and animals and is partially immune to
and swathed in fur. If questioned about
embarrass visitors. However, she is
this, he merely replies “it is the way”
ESP attempts because of his training as
quite kind and never goes back on a a monk. His other talents as an assassin
(as his tribe warns that a person who
bargain. In an herb chest, buried under and a monk should be carefully consid-
exposes his skin to strangers endangers
smelly weeds, are 1,000 gp and her spell ered in play.
his soul). Ali is the traitor responsible
books. Basia has two students: Horner,
for the bandit raids, though he feels
a zero-level apprentice, and Jan, her
justified in his actions as he considers
Kanadius: AC 4; MV 9"; F4; hp 34; S
favorite, a zero-level initiate. Basia’s
himself and the Nahkrok to be at war
18/95, D 15, C 16, Ch 6; AL LN.
familiar, a black cat named Hammer- Kanadius the guildmaster's Cap-
is
with the merchants and hunters. He
claw, often spies for her. Because of this, tain of the Expedition. He is responsible
has managed to draws suspicion toward
she knows that Cyronain and Ali have for maintaining discipline among the
the captain of the guards, Kanadius.
visited the temple of Loki (see building hunters and does so ruthlessly. For this
If the PCs perform any action during
13) and the expedition outfitter (see reason, he is unpopular. Due to this, Ali
the expedition, there is a 45% chance
building 14) quite often. She also de- and Cyronain blame the troubles of the
that Ali, Cyronain, or JefTe (see below)
scribes Surm’s sudden departure (see party on him. Physically, he is of me-
observe or overhear them, unless pre-
building 20). dium build, has sandy hair and piercing
Basia; MU12; hp 29; 1 18, W 16, Ch cautions are taken. The DM
may give
blue eyes. In his backpack are 200 gp.
the PCs some hint of the presence of
15;AL CG. He wears gauntlets of ogre power, and
Cyronain or JefTe, but Ali must be invis-
Horner: zero level; hp 3; 1 17, C 16;
ible. Never make it apparent that the
his long sword is covered with (nonma-
ALN. PCs are being spied upon, unless they
gical) golden runes, which make it
Jan: zero level;1 16, W 16, D 18; AL are using ESP or have some other simi-
worth 100 gp. Chain mail and a large
NG. shield make up his usual armor, over
lar way of knowing. Even then, the
which he wears furs. (Few wear armor
information gained should be limited.
20. Assassin’s Home. These are the in the snow because of its encumbrance
Ali carries a purse containing 20 sp,
abandoned quarters of Surm, an assas- and the need to move quickly to escape
and concealed in his sleeping furs are
sin. He was planning to slay Aceus the predators.) If approached concerning the
100 gp. He is crafty and ruthless, de-
guildmaster during the chaos that fol- bandit raids, he becomes angry and
fending tribal interests and his own. If
lowed when clerics of Loki set fire to the suggests that the PCs, being new-
all else fails, he may subject characters
temple of Ilmatar. However, he was comers, should be less inquisitive.
to a tribal execution by abandoning
accosted by Hunten (see building 1) who
them on the ice. Other hunters do not
saw poison on Surm’s short sword. He
usually interfere with Ali’s work, as
Arlan; AC 8; MV 9"; MU3; hp 8; 1 17,
escaped from the stockade and quickly
they fear him.
D 15; AL NG.
left town. He is now traveling with the Arlan is a magic-user hired to help
bandits and is calling himself “Stur- repulse bandit attacks. He has little
mick” (see day 6 on the event timeline).
Cyronain: AC 7; MV 18"; A3/M4; hp interest in sealing, but is pleased with
22; S 18. 1 18, W 16. D 17, C 16; AL LE.
A covered pit trap at his door is set, and Cyronain, a member of the Nahkrok
the opportunity to study the arctic area
a character stepping on it falls 10' for and to use his magic in order to defeat
tril»,was training as an assassin under
1-6 hp damage. brigands. His memorized spells are read
the auspices of the bandits. After sur-
magic, sleep, and web. In Arlan’s sled
viving a terrible storm, he decided to
21. Ruins. This was once the temple are his spell books and 60 gp. Arlan is
18 Issue No.3
BLOOD ON THE SNOW
glad to talk to PCs, particularly if the arrows, and broad sword. In his pack In front of the group go Ali and Cyro-
subject is magic. He does not especially are 140 gp. He steals infant seal furs, 10 nain. Behind them come Kanadius and
dislike Kanadius, but suggests that gp worth for each 20 seals (see day 2 on Arlan, then Caldessa and Herot. Follow-
Herot, Danbury, and Winegard act the event timeline). ing them are Silas and Danbury, then
suspiciously and are often seen apart Jeffe and Mithrim. Winegard brings up
from the group. Arlan is short and has a Jeffe; AC 6; MV 9" ; F3; hp 22; S 16. the rear. The PCs are placed in pairs
fair face and blond hair, appearing al- D16, Chl7;ALCE. between Winegard and the rest of the
most elven (his great-grandfather was Jeffe is charming but quite malicious. hunters. Despite the tension between
an elven wizard). He pilfers from the other members of members, the hunting party acts as a
the caravan when possible, and he un- group, bent on taking seals, and gener-
Caldesaa; AC 8; MV 9” ;
C3; hp 16; W derstands the relationship between Ali ally obeys Kanadius, Ali, or Cyronain.
15, Ch 17; AL LG. and the bandits. Should he learn of the 'The deadly cold makes allies of all.
A cleric of Ilmatar, Caldessa was PCs’ intent, he reports it to Ali. Cyro- The NPC mushers are tribal members
added to the hunting party as an after- nain gives him 20 gp per expedition, who serve AM, if he requires them. The
thought, in case severe casualties partly to keep Jeffe from revealing Ali guild uses them to instruct new hunters
should be sustained. She is not a hunter and partly as payment for his spying. If in the proper use of skis, and to drive the
and has only a mace for weaponry. She offered more than this by the PCs, Jeffe sleds of those who do not have the needed
is not pleased about going on the expe- willingly serves them (he always tries expertise. The hiring PCs must pay 5 gp
dition as the killing repells her, but her to maximize his profits). Jeffe accuses ea^ expedition to his musher, or 5 gp per
high priestess assigned her the task due Kanadius of aiding the bandits if the week for training in skiing. Each musher
to the added prestige it would bring in subject is brought up. In his pack are owns 2-6 sp and normal equipment, but
the struggle with the cult of Loki (see 200 gp, along with a bottle of type A nothing else (their furs count as padded
building 9 in Winterwolf). Her usual ingestive poison (DMG, page 20). He armor). They do not reveal bare skin to
spells are cure light wounds ( x 2), light, carries a battle axe with silver trac- characters. When not driving sleds, the
resist cold, hold person, and slow poison. eries, worth 30 gp. mushers tend to cluster together, avoiding
She has no money but carries a holy their employers. The mushers seem re-
symbol (a looped cross) worth 60 gp from Mithrim:
17, AC 6; MV 9"; F3; hp 33; S mote and even unfriendly, due to their
its silver and inlaid gems. 16. W 16, D 17, C 18; AL CG. minimum of speech and brief instructions
Mithrim is interested in profit, but he or requests. 'They tolerate no abuse or
AC 5; MV 9";
Herot: F3; hp 20; S 17, also admires the beauty of the arctic delays in pay, doing only their job. If even
D18;ALN. wilderness. He bears a halberd and one is subjected to maltreatment, the
Thll and dark, Herot is a hardened light crossbow for protection against the whole group of mushers is likely to attack
sealer. He kills seals almost to the point brigands. He is very angry with Kana- the offender, using unarmed combat and
of sadism and is rarely satisfied with dius and feels that Kanadius takes whips. The mushers do not eng^e in
the take. The bandits frighten him more than his share of the furs cap- sealing.
considerably, and he cairies a bastard tured. In his sled are 130 gp. All of the mushers wear masks and
sword +1 and a steel shield for combat heavy clothing equal to padded armor.
against them. Kanadius annoys him by Winegard: AC 8; MV 9’ ;F4; hp 41; S Each of them is a Ist-level barbarian,
refusing to hire a force of warriors for C17, Ch 15;ALN. well versed in arctic survival. Because
the hunters’ protection. Herot is highly A lusty, hearty man, Winegard eqjoys the clothing they wear is fairly bulky,
contemptuous of the Nahkrok and has sealing and the cold climate. He carries special dexterity bonuses are lost, and
earned their hatred. In his pack are 120 a broad sword and quarterstaff, and movement is restricted to 9". No trea-
gp. For each 20 pelts taken, he pilfers enjoys simulated combat. Although he sure is carried by any barbarian. Unless
10 gp of infant seal fur (see day 2 on the claims to deplore the bandits, Winegard otherwise given, all of these mushers
event timeline). makes it quite clear that they do not have strength and constitution scores of
disturb him —in fact, he eqjoys fighting 15 each, and dexterity scores of 14.
SUas: AC 8; MV 9"; F2; hp 15; S 16, C them. In his sack are 50 gp. He hides Naganain(Silas’s musher): AC 6; hp
17, Ch 16; AL LG. illicit infant seal furs in his bedding, 9; D 16; AL N.
Silas is a young warrior, barely 20 years taking 10 gp worth of illegal fur for Namuk (Arlan’s musher): AC 8; hp
old. He has only recently joined the 'lead- every 20 pelts taken. 10; W 16; AL CG.
er’s Guild. He is frighten^ of the bandits Curcutalak (Caldessa’s musher):
and feels oppressed by the cold weather. Each player character, like the other AC 5; hp 11; 1 16, D 17, Ch 16; AL CN.
His sack contains only 10 gp. members of the hunting party, has Dalin: AC 8; hp 14; S 18/61, C 17; AL
heavy clothing, skis, a sled with 11 dogs NE.
Danbury: AC 7; MV 9"; F3; hp 20; S (nine to pull the sled, two as reserve), Hengest AC 8; hp 7; 1 17, Ch 16; AL N.
18/91, 1 16, D 15, C 17; AL N. food, water flasks, rope, a spear, club, Higlac: AC 8; hp 13; S 17; AL CN.
Somewhat adventurous, Danbury is ice saw, and normal equipment. Except Vironain: A(i 7; hp 11; 1 16, D 16, C
blond and greedy. He likes to talk and for Silas, Arlan, and Caldessa, the Nrc 16; AL CE.
can be a good negotiator when neces- hunters have spent many years on the Raffel: AC 8; hp 8; AL CG.
sary. Arlan and he argue, since he con- Pohjolan Field and are accomplished Dalinain: A(I) 8; hp 7; S 16; AL N.
siders magic wasteful in the sealing sled-drivers. The PCs need trained Edgetha: AC 4; hp 9; D 18; AL NE.
party. He bears a composite bow, 15 mushers, as described above. Kalin: AC 8; hp 9; Ch 16; AL N.
DUNGEON 19
BLOOD ON THE SNOW
HUNTERS
THE
OF
ROUTE
20 Issue No.3
BLOOD ON THE SNOW
Event Timeline
This schedule describes the major
events of the sealing expedition. En-
counters, weather and hunting success
are detailed here. Time is given on a 24-
hour clock. Unless otherwise men-
tioned, the hunters begin a day’s march
at 07:00 and camp at 20:00. Due to the
northerly latitude and season, the days
are very short. The sun rises at 09:00
and sets at 16:30. Twilight sufficient for
hunting seal exists for two hours after
sunset and one hour before actual
sunrise.
On the wilderness map, the beginning
of each day’s journey is plotted. Unless
otherwise mentioned, when a seal en-
counter is described, it is with a group
of fur seals. Remember that this event
timeline could be radically altered by
the actions of the player characters.
Day 1
It has been one month since the PCs
arrived in the Pohjolan Field. Some of
this time must be spent learning the
rudiments of cross-country skiing and
existence on the Pohjolan Field. How-
ever, some may want their characters to
use much of this extra time to contact
members of the hunting party, explore
the town, and gather information.
12:00. The hunters assemble at the come up. Should Cyronain notice PCs in that the true reason the trail changes is
Expedition Beginning Point. The PCs the area, he and Ali spy on the PCs and to avoid prime sealing grounds, coveted
should get brief descriptions of any using JeiTe to assist. by the Nahkrok. At the noon stop, Jeffe
NPCs that they have not yet contacted. is led aside by C}nxinain; those who
The PCs are then assigned mushers and Day 3 listenhear mention of “special busi-
places in the marching order. Movement 09:00. One hour is spent raising the ness.” When Cyronain thinks the two
is difficult, as the trail Ali has chosen sleds and dogs to the glacier —
a spec- are alone together, he uses an open-
leads through marshes which have only tacular expanse of white land, sculpted hand attack on Jeffe for 2 hp damage.
partially frozen. Much complaining by the wind into ripples and hills. Once Those who see Jeffe later notice a bruise
about Ali is made by the hunters. Were on the ice, movement is much faster. on his forehead. He now fears Cyronain
itnot for his choice of direction, the ice The trail is marked by piles of small and claims that the bruise came from a
could be entered almost immediately, stones, with one trail marker about bad fall on ice.
and the fens avoided. Ali remains pas- every mile (hex). 14:00. Kanadius sends Silas, Arlan, ,
sive, but when the complaints become 13K)0. Fifty seals are pursued in the and Herot ahead to look for a sheltered
loud, he warns that the bandits are afternoon. Herot gathers together the campsite. If the PCs secretly follow
believed to watch the quicker path to furs of infant seals “to sort them out,” (though they are ordered to stay with
the ice. but he is later seen concealing them by the main group), they and the three
those who watch him closely. NPCs are attacked by a white deadly
Day 2 pudding at 15:30 (AC 8; MV 9"; HD
9;
22:00. Herot, Danbury, and Winegard Day 4 hp 44; lAT 1; Dmg 7-28; SA weapon or
leave the camp at night to discuss a 08:00. Winds of 40 MPH whip the lightning bolt attacks create smaller
plan Herot has. He wishes to hide the glacier while the hunters move along. puddings; SD immune to acid, cold,
fur of infant seals and sell it for a high Worse yet, the snow-glare is intense. poison; doesn’t harm metal; 50% likely
price to Alaric, the furrier (see building One hour must be spent fashioning eye to appear to be snow). The NPCs flee. If
6). Since this is contrary to guild laws, protection. the PCs were involved in this episode,
they do not discuss this with PCs. Cyro- 11:00. For^ seals are encountered, the section below (20:00) may be greatly
nain hides in shadows and spies on this but Ali forbids the killing of more than altered.
affair. He is able to blackmail any of the half. The trail veers away from the 20:00. The hunters meet the scouts at
three into helping him, should the need ocean, which Ali says is essential due to the campsite. Herot has huge welts and
the icy wind. Jeffe complains (correctly) bums on his legs and feet (the white
DUNGEON 21
BLOOD ON THE SNOW
22 Issue No.3
BLOOD ON THE SNOW
DUNGEON 23
BLOOD ON THE SNOW
that any wrong was done. Ali and Gyro- ice.'The temperature is effectively take all furs, as well as Arlan and
nain certainly won’t expect to see the -10®F. A little snow Alters from the Mithrim’s money. Sturmick lurks in the
PCs again. bleak clouds. Only fifteen seals are shadows around the camp to backstab
On the mountain marked with a cave encountered this morning. any character emerging from a shelter
dwells a huge, old, white dragon (AC 3; 10:00. Winegard offers to take JeAe to during the proceedings (no NPC does so
MV 12V30" HD 7; hp 42; 0AT 3; Dmg
: a good sealing area “where things are unless a msgor Aght erupts). Should Ali
1-4/1-4/2-16; SA breath weapon — 70' very quiet.” 'The two go a distance apart suspect any PC of being opposed to him,
cone of frost with 25' base doing 42 hp from the group. Danbury then searches Sturmick is directed to enter that charac-
damage, fear aura with +3 on saves). JeAe’s sled, explaining to anybody who ter’s shelter and attempt to slay the sleep-
For each turn that characters spend takes note that JeAe has a whetstone ing PC. The bandits then leave; their ship
within four hexes of the cave, there is a that Danbury needs to put an edge on is at point C. A the hunters are generally
10% cumulative chance that the dragon his spear-point. He Andis nothing in- aroused, the bandits separate and Aee as
notices them. It can speak and tries to criminating. quickly as possible. Their plans in the
gain from the encounter without fight- 13:00. It is a little warmer (0°F). event of capture or defeat are the same as
ing, threatening the party with death Heavy snow begins to fall, and the wind they were on day 7.
unless all valuables are brought for- blows it up furiously. Characters are
ward. It then flaps its wings and able to see only a few feet ahead, and Day 10
charges to frighten the group away with movement is slowed. Kanadius orders The storm ends. As the hunters
08:(M).
its fear aura; if this doesn’t work, it uses the hunters to stop so that the rich realize that theyhave been robbed,
its breath weapon and flies out of com- sealing grounds may be worked. Ali, anger runs high. Danbury and Herot sit
bat range to its cave. The dragon is however, requests that the group con- apart from the group, privately discus-
quite cowardly, despite its greed, and tinue. He ventures ahead to get his sing defense. Cyronain claims to have
will do anything to save itself. bearings, but he actually ties three of lost money, and he and Ali search for
If characters attempt to climb the his dogs to a stake behind one of the (nonexistent) bandit tracks.
peak to get to the dragon’s cave, the trail markers. After building a tiny 13:00. Kanadius sends Ali, Cyronain,
dragon starts a rock slide by pushing snow hut to protect and conceal them, and the PCs ahead to prepare a camp-
boulders from its nest. Each character he returns. site for the group.
beneath the nest must roll his dexterity 13:30. A faint barking sound can be 14K)0. Human forms may be seen
or lower on a d20 to avoid 2-20 hp dam- heard on the wind. A a character exam- ahead, obviously the bandits. Homgard,
age. If its breath weapons are exhausted ines the trail marker. All’s dogs are Sturmick, Njal, and Sieg are present, but
and the group still approaches, the found. Ali claims to have been missing masked. As they come forward, bows
white dragon flies off to the south. 'The them and proposes that a member of the drawn, Ali declares combat impossible. A
DM should arbitrate all particulars of party was “playing a foul joke, worthy he believes the PCs to be opposed to him,
the fight and the nature of the dragon’s of punishment.” He then tries to slip he and the bandits suddenly attack them
lair. away without an excuse (see 14:00 if his in an attempt to kill the entire party.
In the cavern itself are the carcasses dogs are not discovered). Even A they survive the combat, the PCs
of many seal and walrus. Fifty pelts 14:00. Ali Anally agrees to stop, but are outlawed from the hunting group by
may be recovered, worth 2 gp each. he stays ahead of the main camp by Ali, and are forced to adventure across
'There are 20 complete walrus tusks, himself. The sea can be heard crashing the Pohjolan Field in a direction away
each worth 10 gp. Amid the remains of not far away. Shelters are hacked out of from the other NPCs.
the seals and walrus are the remains of snow cakes. Ali then announces that A this attack does not place, the ban-
three human bodies. The ruined re- three of his dogs have broken their dits remove all items of value from the
mains of a suit of chain mail cling to harness, and goes oA to search for them. scouts (a few gold pieces are taken from
one; the other two are dressed in furs. A Cyronain and Winegard volunteer to Ali and Cyronain, but nothing of major
pair of fur bracers may be found at the accompany him. value). The bandits then return to their
bottom of the pile; these radiate magic, 14:30. Winegard returns to the camp, ship (at position D) and leave the Pohjo-
and have the power of a ring of warmth. saying that he followed Ali for some lan Field for a distant lair. If they are
The harpoon of one of the fur-clad distance but lost him in the storm. defeated, they retreat and attempt to
bodies is & javelin of piercing. Spread Cyronain was also ahead. Winegard get to their ship as fast as possible.
through this rubble are 22 cp, 57 sp, 194 received no answer to his calls and 19:00. 'The hunters are reunited with
gp, and 30 pp. Clutched in the armored turned back. the scouts; the former have taken 150
man’s hand is a jeweled ring worth 500 Ali is actually making contact with pelts. When the hunters learn of the
gp, with an inscription identifying him the bandits, whose ship is sheltered in robbery, Herot is outraged, shouting
as a fur hunter who worked for Aceus. the rocks. He became invisible with his that Kanadius’s scouting policies have
20:00. Away from the camp, Winegard ring to escape Winegard, as Cyronain repeatedly led to disaster. The latter
confers with Danbury and Herot con- hurried ahead. Cyronain recovers the stomps away angrily, returning a few
cerning Jeffe. They decide to search his dogs, while Ali confers with the minutes later in silence.
baggage in order to And something with brigands.
which to threaten him. 16:00. Ali and Cyronain return with Day 11
the dogs. 13:00. JeAe takes Herot aside to de-
Day 9 23KK). Late at night, ail the bandits, in mand more money in return for not
08:00. A harsh wind blows across the their masks, arrive at the camp. They giving away the fur sale. A Aght de-
24 Issue No.3
BLOOD ON THE SNOW
1-6; SA squeeze victim for 2-16 hp dam- E. The selkies hope that by bringing
tions.Kanadius searches Jeffe’s sled
and finds nothing. The hunters finally
age if hits on roll of 20, victims save vs. poor weather, they can divert the
decide that Herot merely dislikes Jeffe
paralysis if surprised or else freeze for hunters from their tribal area peace-
three rounds to be struck and squeezed fully. The effective temperature due to
and is attempting to make trouble for
him.
automatically; SD nearly invisible until wind is -30®F.
21:00. All of the dogs begin barking.
within 10-30' of prey, 5% chance per
In the distance, a dark figure is seen in
level of victim over 1st level of detecting Day 13
the light of the moon. It is the yeti (see
it; takes 50% greater damage from fire). 08:00. Due to the weather, the expedi-
It does not attack unless disturbed, and tion moves onward all morning.
day 11, 21:00 above), which is showing
itself to frighten off the hunters. Herot
does not approach closer than 400 yards 12:00. During the lunch break, Dan-
spots it and alerts the whole camp. He
from the camp. bury, Herot, and Winegard have a short
proposes that the figure might be a spy
discussion about Jeffe. They decide to
for the bandits, and asks the PCs to go
Day 12 convince him to illegally sell fur with
08:00. Fifty seals are discovered in the them, and take him aside to talk about and capture it. However, Kanadius
sarcastically says that previously every-
morning. The weather is clear. it. He agrees, but on the condition that
he be paid not to talk about it. Jeffe is one blamed him for breaking up the
through Herot’s
13:00. Jeffe searches
party, and forbids any intervention. If
baggage. Herot does not dare make any given 10 gp worth of fur by Winegard.
the yeti is disturbed, it attacks; other-
comment, because of the hidden fur. Later, JefTe attempts to give it to a PC
wise, it leaves the hunters after a few
Jeffe finds nothing, however. without explaining its origin; he treats
minutes.
14:00. Very suddenly, the sky goes it as a gift (but see day 15).
DUNGEON 25
BLOOD ON THE SNOW
Day 16
Tbday, the PCs must inform the guild-
master of their suspect and collect their
pay. The guildmaster has the suspect
arrested by his guards and questioned
• U
-a.*''
•-^Vi
26 issue No.3
The Pasnaks are both psychologists from
Virginia; Carol works with handicapped
children, and Robert teaches university
classes. Carol gave Robert the original
set of D&D^ game rules for Christmas
one year, and followed it up with a copy
of this module. They later revised it, sent
it to us, and here it is.
Adventure Background
SEA
abilities,
gladly searched the seas for magical
treasures for her daughter’s use.
Chael went seven times into the
BY CAROL AND ROBERT (%SNAK sea, but from that seventh search,
she never returned. By magical
means, Greytare discovered that
tritons had captured his precious
A desperate rescue Chael when she ventured too near
their seahold, Tritonacil, by the isle
DUNGEON 27
THE DEADLY SEA
For the Dungeon Master dusk on the way to or from Fog Stone or
likely that Greytare, Chartare, and Tritonacil. The DM should create the
Greytel journeyed to the isle of Cal- Greytare’s domain is about two days
needed statistics for the following mon-
liste, where they tricked a young away from the seaport by ship; from
sters, using them in order as an en-
storm giant, Aghit, into causing a there, it is a three-day sail to Calliste.
counter is indicated. Once all six
great hurricane and undersea storm. Tritonacil lies just offshore from Cal-
encounters have been used, no more are
The storm’s mighty force and de- liste and is marked by a huge tower
erected to honor the god Triton. This
met for the adventure unless the DM
struction have probably driven the desires otherwise.
tritons from Tritonacil, leaving the tower is made of solid stone and is
The lung wang is satisfied by any
ruins of the great mansion to scaven- likely to have survived the storm. If it
tribute of 100 gp or more. Sailors in this
gers and opportunists of all sorts. has, Tritonacil will not be hard to frnd.
region know this monster well and
The vengeful Greytare then returned The first important task is to hire a
respect it, as it is not especially greedy
to his cliff dwelling to prepare to dive ship; this may be accomplished by the
and has been known to attack pirate
to Tritonacil and recover the body of DM as desired. It is suggested that only ships.
his wife. small ships be available for hire, though
But troubled times ever sound a the crews may be well-armed and
Oceanic monster encounters
tocsin to men of evil repute.
Profiting highly experienced. In most cases, only
from the displacement of the tritons leather armor is worn on ships. Weap-
No. Creatures encountered
and the general disorder of the local onry usually consists of pikes, spears,
javelins, swords, throwing axes, har-
1st One lung wang demanding
human nations, brigands and pirates tribute
descended on the area, hoping for poons, and light crossbows. A reason-
2nd Four kelpies wishing to charm
booty and easy victories. able fee, considering the danger into
characters
The old fisherman who tells you which the characters are traveling,
could range up to several hundred gold
3rd One merchant ship from a
this story, accustomed to selling part
friendly country
of his catch atFog Stone, was rudely pieces per person. The fisherman who
4th One small carnivorous whale
warned off by new guards who contacted the PCs is a zero-level NPC
6th Nine lesser seawolves, met at
boasted loud and long of evil newly whose statistics may be generated as
dusk only
wrought. Fog Stone was theirs, they desired.
6th Twenty sahuagin attempting to
bragged, and Tritonacil soon would This adventure offers above-ground
board ship
be, as would all the demesnes that action at Fog Stone (a small keep), mon-
lay about it. There was no gainsay- ster encounters while aboard ship, and
underwater adventure at Tritonacil. See
Fog Stone Encounter Key
ing the forepart of their boasting.
Led by Bloodric, a high-ranking pages 55-57 of the Dungeon Masters Greytare’s domain is cut into a 300’
outlaw cleric served by two murder- Guide and pages 81-82 in Unearthed A very long, unrailed stairway
cliff.
ous henchmen named Snast and Arcana to prepare for the underwater leads up to the keep. Although the cliff
Buod, these evildoers had already scenario and review the characteristics is very steep, there is enough slope (10”)
conquered Fog Stone. It appeared of the monsters to be encountered. Note to allow the doors and windows of the
that in the hard fighting, most of the also the special characteristics of water keep to be seen from all parts of the
outlaw band and all of Greytare 's as a transporting medium. Items don’t stairs (and vice versa) when the fog
retainers were slain, their bodies weigh as much as usual. Light is re- permits. Visibility can be a problem
cast down to the beach to be hurled fracted as well as absorbed, so even the here; it varies randomly from 3' to 300'
into the sea and lost. comers of a room may be dimly lit when as ocean breezes blow billows of fog
The fisherman did not see the light streams through a door. Sounds about the shore (roll dlOO x 3 to get the
bodies of Gres^tare and his children carry, but are also damped and distorted distance a character can see in any
among those thrown from the cliff to so that it is often hard to make out what direction from the cliff top, keep, stair-
the narrow strip of beach below. On is heard. way, or shore). The fog also makes the
the slim hope that they may have Since the characters have enough steps slippery, though no one will fall
siuwived as prisoners, the fisherman opportunities to acquire allies, these unless pushed. If a character falls off
has contact^ you in hopes you would should not be made gratuitously availa- the stairs, he continues down the cliff
go to Fog Stone and save Gres^tare ble unless the party is too small other- unless roped to other characters. If
and his brood while there is still wise. Doors might be difficult to open at characters are roped together, roll ld6.
some chance that they are alive. Tritonacil, so thieves or knock spells If the number rolled does not exceed the
Surely there will be a reward, for must be available. Druids will do well, number of characters roped together,
Greytare and his family were much but clerics can’t use their weapons un- the pushed or overborne character
favored along the coasts for their aid derwater — as a result, spiritual ham- merely falls flat on the stairs or landing
to local sailors. The fisherman can mers are advised. Finally, the DM rather than off the face of the cliff.
show the way to Fog Stone, although should not hesitate to reduce or increase Damage is ld6 per 10' the character
he has never been inside the keep, the numbers or quality of antagonists to falls down the cliff face.
and can also give directions to fit the party or to keep things from See the map on page 29 for locations
Calliste. getting out of hand. 1-12, and the map on page 31 for loca-
Sea-going encounters occur on a roll of tions 9-30.
1 on a d8; check at dawn, midday, and
28 Issue No.3
DUNGEON 29
THE DEADLY SEA
1. Shoreline. This location is guarded W 14, D 11, C 10, Ch 14; AL CE; wor- arch ordinarily stands open to improve
by an animated onyx statue, which shiper of Oceanus {Legends &Lore, the flow of air in the perpetually damp
speaks to anyone approaching the page 67>, splint mail +2, shield *1, dwelling, but it can be locked and
stairs;“Earn and learn the will of my flail *1, & staff sling and 10 bullets, a barred if necessary. It is so large and
master. Be bold and hold this hand of wooden cross, three sticks, a copper and strong that PCs have only half their
mine with thine. With less good will, ruby unholy symbol (1,000 gp), a garnet normal chances of opening it with bend
climb not this hill.” If anyone offers a ring (100 gp), a ring ofprotection + 1 a , bars/lift gates (round fractions down).
hand, the statue holds it firmly but — bloodstone brooch (100 gp), and a pouch
this is a mistake. The pirates who took with 30 gp, 10 sp, and 1 cp; note extra 7. Roof. An alert sentry is on duty
Fog Stone merely bypassed this crea* spells due to wisdom bonuses; spells here whenever the party approaches
tion. Anyone caught by the statue can- memorixed: curse, command, detect (AC 5 or 3; MV 9/"; F5; hp 42; #AT 1;
not break free unless a bend bara/lift good, darkness, protection from good, Dmg by weapon type; statistics not
gates roll is made (one chance allowed). cause fear, hold person, resist fire, si- exceptional; AL NE). He wears chain
The caught character will then be spot- lence 15' radius, spiritual hammer, mail and uses a shield when not
ted by a pirate guard in 4-10 rounds, cause blindness, bestow curse, continual wielding his heavy crossbow of speed (30
and will be fired upon, the alert darkness, sticks to snakes, poison, and bolts). He also has a hammer +2 with
sounded. The statue itself cannot attack flame strike; human male. Bloodric, as specialization in hammers ( + 1 to hit
and takes no other action, even if at- his name suggests, is a cold-hearted and +2 damage; #AT 3/2). His princi-
to
tacked (AC -1; MV
9" ; HD 6; hp 30; #AT butcher. Having heard that a cleric of ple job is to watch for flying or levitat-
nil; SD immune to all magical spells his deity’s mortal enemy lived at Fog ing threats to the newly occupied keep,
and powers: AL N). Stone, Bloodric was more than willing but he also keeps an eye on the stair-
to assault the keep, though it cost his way, although the fog may obscure
2. Ledge. If an unauthorixed party forces dearly. His ship, the Bloodragon, much of it. If hard pressed he retreats
reaches this point, guards at area 3 has left to gather new allies, and it is down through room 20 and prepares to
sound a bell alarm to warn the domain. not expected back for two weeks. fight in rooms 13 and 14.
The bell is noted before this only by Snast: AC 7; MV 12"; T6; hp 24; #AT
characters flying or levitating toward 1;Dmg by weapon type; S 17, 1 13, W 8; 8. Roof. The sentry here has the same
the entrance of Fog Stone. D 14, C 16, Ch 7; AL NE; leather armor duties as the one at location 7 (AC 7;
+ 1, & short sword dagger, a club, MV 12" F4; hp 31; # AT 1; Dmg by
;
3. Guard Station. Four guards (AC 5; a sling and 20 bullets, six darts, a weapon type; S 17, other statistics not
MV 9" F3; hp 22, 19. 16; #AT 1; Dmg
;
money belt with 10 gp, a purse with 10 exceptional; AL CN). He has a light
by weapon type; AL CE) are on duty on sp and 5 cp, a potion of fire resistance, crossbow, 30 bolts, a bastard sword, a
this walled but unroofed landing. Doors and a gold (50-gp) ring; half-ore male. medium shield, and wears leather armor
are wooden and barred. If a silence spell AC 9; MV 12"; MU6; hp 15;
Buod; 4 1. He also has a potion of human
is cast on this area, one guard runs to #AT 1; Dmg by weapon type; S 9, 1 16, control and a potion of levitation, and
warn the inhabitants of Fog Stone. He W 12, D 14, C 12, Ch 13; AL CE; a dag- may be a deadlier foe as a result.
exits through the back door (which ger *2, apotionof healing, ringofpro-
cannot be seen from below) onto the tection a fur-trimmed cape (75 gp), a 9 and 10. Windows. These are small
stairs and continues up toward the pearl-studded wrist guard (400 gp), 10 windows cut into the outer walls of lofts
keep. The guards are armed with a gp, 2 cp in a purse; spell books contain 15 and 16. They command a view of
short bow, 20 arrows, a cutlass, and two sleep, feather fall, push, write, read everything from the overhanging cliff to
throwing axes apiece; each also wears magic, shield, invisibility, rope trick, the ocean below. In good weather, they
chain mail armor. and dispel magic; spells memorized; are ordinarily open to air out the keep,
feather fall, sleep, shield, push, invisibik but they may be shuttered and bolted in
4. Ledge. If the bell has been ity rope trick, and dispel magic ( x 2); bad weather or during an attack.
sounded, Bloodric, Snast, and Buod human male.
show themselves at locations 6, 9, and Snast and Buod are archetypical evil 11 and 12. Doors. These doors are
10, respectively, when the party reaches henchmen, each out only for himself but also usually open, but can be closed and
location 4. Buod directs his push spell at willing to support and cooperate with barred. The door to location 11 seems
the most dangerous-looking member of Bloodric because of his talent and the hastily repaired; the pirates broke it
the party, if and when visibility per- chances for lots of booty. However, nei- down during their assault. As a result,
mits. These NPCs and the sentries at ther of the two will support Bloodric at it isweakened, and chances to break it
locations 7 and 8 gain a -^4 bonus to the expense of their own lives. in gain a +20% bonus to bend bars/lift
armor class from missile fire due to gates rolls.
cover, and use their spells and weapons Ledge. If the characters reach this
5.
to attack parties on the stairs and land- point, Buod disappears from location 10. 13. Entrance Hall. This immense
ings as much as visibility allows. They He retreats to location 16. hall isdank and bare. It is mainly used
move out of range if they suffer more fordrying off and donning or doffing
than half damage apiece (Buod moves if Landing. Bloodric first casts spells
6. cloaks before proceeding. Reeds and
he suffers more than 8 hp damage). from here, but retreats into room 14 if rushes carpet the floor, pegs line the
Bloodric; AC 0; MV 9" C9; hp 40;
;
the party is not repelled before reaching walls, and a feeble lamp hangs from the
#AT 1; Dmg by weapon type; S 16, 1 12, the top of the stairs. The door in this ceilii^. Three pairs of boots, two cloaks.
30 Issue No.3
THE DEADLY SEA
DUNGEON 31
THE DEADLY SEA
brooks no intrusions upon his domain. otherwise similar to half-elves of the this charge: enter only on my word” are
Threats against his family make him usual variety, save that he knows many inscribed on both sides of the door in the
especially dangerous, as this adventure sea-creatiue languages instead of forest- common tongue. The key word is
is proof. Nonetheless, he is a respected creature ones. “trident.”
figure and is a known enemy of pirati- Greytel: AC 8; MV 12”; MU4; hp 12 This room contains four alert guards
Cdl foi*CGS ( + 11 with pseudo-dragon, if within
with plate mail and shields. The cap-
Chartare: AC 3; MV 12” ; C5; hp 20; range; see end note below); #AT 1; Dmg tain, N’gra, possesses a spear +I and
32 Issue No.3
THE DEADLY SEA
DUNGEON 33
THE DEADLY SEA
isle of Calliste. If Chartare and Grey- neutral beings have secured the upper 4245 Crystal ooze 1
tare are not present, the ship which the hand, they are not cruel or vindictive in 46-51 Sahuagin 5-8
PCs hired must circle the island until their treatment of prisoners, and none 52-58 Sea snake 1
the tower is spotted, which consumes are particularly antagonistic towards 59-65 Ixitxachitl 10
half a day. demj-humans. The tritons are more 66-72 Black urchin 14
The hired ship can anchor to the south inclined to good than most — although 73-80 Green urchin 14
of Tritonacil (over area A on the map on they caught Chael trespassing within 81-89 Red urchin 1-4
page 35), keeping to the lee of the tower their domain, she was not otherwise 90-95 Silver urchin 1-3
and preserving sea room. As the party harmed, and they even tried to release 96-00 Yellow urchin 1-2
discusses descent, they note that Grey- her along with the other prisoners when
tare and Chartare (if present) do not disaster struck.The tritons are, how- Outside the ruins
leave the Gryphon at the same time. ever, the most aggrieved race; Grey-
tare’s vengeance has cost them dearly.
dlOO Creature Number
Since Chartare inherited his mother's
01-06 Pungi ray 3
ability to breathe underwater, he is Hence Tritonacil, especially its upper
07-11 Wereshark 4
usually the one to descend. floor, offersgreat scope for role-playing,
12-16 Sahuagin 5-8
The mansion lies only 80' below the though much depends upon the diplo-
17-22 Sea snake 1
surface, so vision is 30' during the day macy of the party. There are allies as 23-27 Ixitxachitl 10
in the clear water outside of it. The well as enemies to be gained there (the
28-37Manta ray 1
huge dwelling shows the effects of the DM must be wary of making the former
3843 Swordfish 5-8
undersea storm; walls are cracked, too easily available). If neutral parties
44-50 Masher 1-4
floors are strewn with sand and wrack, aren’t kept surly and if the situation
51-64 Common shark 5-8
furnishings and cornices have tumbled, isn't strained, the party may have an
65-78 Hippocampus 4
and there is a long rent in the south- easier time of it.
79-90 Mermen 10
west corner of the roof. The structure The lower floor of Tritonacil is popu-
91-00 Carnivorous whale
still stands, however. It lies amidst a lated by evil beings (again, not all need
(medium) 1
varied terrain. be present at the same time) who are
Reread pages 55-57 of the DMG
on sure to fight. If the party is expelled
Tritonacil Encounter Key
underwater combat movement,
spells, from the top floor of TVitonacil by one of
and weight. In addition, remember that the neutral races or because the PCs All doors in Tritonacil are 3' x 7' and
potions cannot be consumed underwa- prefer not to fight with neutrals, they do not close by themselves after being
ter,that topical ointments, dusts, etc., may still adventure in the lowest level. opened. All doors are pivoting stone
wash off before having any effect, and The thick floor of Tritonacil keeps those slabs and cannot be forced open when
that scrolls are ruined unless previously upstairs from being aware of doings locked unless a roll to bend bars/lift
waterproofed (Greytare took this pre- below. gates made. Ceilings are 10' high;
is
caution with the scrolls he gave the The sea bottom is rocky and sandy, so ceilings and walls are 3' thick. Assume
party). PCs obviously cannot use mud is unlikely to obscure sight. Any that after passing through two walls (or
torches, so light spells are at a pre- character looking up toward the surface closed doors), sounds are not easily
mium. Clerics are advised to pray for should be able to see the dark bulk of distinguishable from the shifting and
spiritual hammers. the tower of Triton silhouetted against falling of rubble that still goes on inter-
In all probability, the party will make the sunlit surface; they are thus able to mittently. Assume light is diffused in a
several descents to Tritonacil. For this determine the general location of the 20' radius around any arch, crack, or
reason, not all of the monsters described manse. door opening to an illuminated area.
as being in Tritonacil are there all of The following tables should be used The floor of Tritonacil is 10' thick and
the time or even at the same time. The when in Tritonacil's ruins and while does not transmit sound or light to
DM should have them move in or out as descending to them. Water creatures lower levels.
the situation demands, preserving game should be checked for at dusk and dawn. See the map on page 35 for locations
balance above all. For example, the They may also come at the beginning of A-G, rooms 1-21, and locations 34 and
tritons may be in the mansion when the a rain storm or when a light is used 35. See the map on page 39 for lower-
party enters it, when the party leaves below the siuface. A roll of 1 on a IdS level rooms 22-33. The outlying terrain,
after an exploration of the lower level, indicates an encounter. Particular sta- as shown by the map on page 35, is as
or only on the second or third descent these monsters should be
tistics for follows:
(by which time the party may or may generated by the DM
prior to game A. Flat sea floor with much vegeta-
not be allied with the locathah). Much time. tion.Sea weed here is 30' deep. No
of this decision depends upon the size strangleweed is found here, as the tri-
and strength of the party. Encounters at Tritonacil tons cleared it away.
The neutral beings (locathahs, ne- B. Flat, rocky shelves covered with
Inside the ruins
reids, sirenes, and tritons) should be drifting sand.
played as not particularly disposed dlOO Creature Number C. Steep rise toward the northwest,
towards doing either good or evil. 01-11 Giant crab 4-6 rocky shelves with many boulders. A
Rather, they act in their own self inter- 12-21 Mottled worm 1 storm giant’s castle (belonging to Aghit)
est and fight fiercely for advantage 22-31 Kopoacinth 4 lies about a half-mile away in this
where it seems obtainable. Once these 32-41 Giant lamprey 4 direction.
34 issue No.3
THE DEADLY SEA
^ Unlocked door
l^>ckcd door
“ Open door
Secret door
Broken door
Magic portal
Tunnel
portico
Level
Bed
Sea
DUNGEON 35
THE DEADLY SEA
D. Slight downward slope toward value at present. nets are tumbled and empty in this
the northeast. Small pieces of quartz room. Upon careful inspection, a map of
and semiprecious stones abound (1 sp 5. Female Sleeping Quarters. This the terrain of the surrounding area can
each, one found per round of looking). room has several cots, some of which be found (the map on page 35).
E. Flat sea bottom with little vegeta- have luxurious waterproof cloths draped However, the room contains a strong
tion. Reef rises in the southeast. over them. The walls are richly deco- force of tritons who have returned to the
F.Coral reef. rated. A crystal dome lets light in manse to recover valuables. They are
G. Guardhouse. This structiure is through the ceiling; hanging from the unaware of the party unless warned by
deserted. A tunnel leads from here to dome are 100 10-gp clear gems on noise and light. After a long journey
room 22 on the lower level. The tunnel threads. On the north wall, a large from their new home many miles dis-
is equipped with rungs to facilitate metal plate is inscribed with the state- tant, they entered through the secret
vertical movement. The sandstrewn ment; I lift and lower the sea but have and seldom-used rear entrance and are
floor shows a melange of footprints, no arms; I fare widely but have no legs; 1 just ending an hour-long break before
much obscured by the movements of need no light but my face. If the solution beginning their search through the
the water. to the saying (Moon) is spoken, the ruins of Tritonacil (tritons; AC 5; MV
secret door glows softly and is discov- 16" ; HD 3; hp 3-24; #AT 1; Dmg by
Upper Level ered at once. Otherwise, each character weapon type; AL N).
has only a 5% chance of finding the door The tritons’ steeds, 15 giant sea
1. Terrace. A
colony of weed eels, when searching. horses, are waiting on the portico (a
their former lair caved in by the storm, On the floor near one of the cots is a porch consisting of a roof supported by
has established a new lair in this shel- (pet) sting ray covered in the sand pillars) just outside the secret door to
tered area. All around the left archway which the storm has left in heaps this room. Watched by a triton armed
are 40 weed eels which look so much throughout the upper level of TVitona- with a trident (hp 18), the sea horses are
like seaweed that only a trained ob- cil; hence, the ray is 90% invisible (sting able to join a battle if called (sea horses;
server notes the difference. The weed ray; AC 7; MV //9’; HD 1; #AT 1; Dmg AC 7; MV //21" HD 3; hp 3-24; #AT
; 1;
eels attack intruders; after 20 are 1-3; SA poisonous sting for 5-20 hp dam- Dmg 2-5; MR 90%; AL N).
killed, their holes (about 8" across) are age and 5-20 rounds paralysis (if save The room contains one 8-HD triton
seen. Characters who enlarge these vs. poison failed); AL N). with AC 4 from shell armor (hp 40),
holes through two yards of sand find 6'- The beautiful cloth on this cot is a three with 5 HD (hp 27, 25, 24), and
diameter tunnels leading to a 30’ x 20' nereid’s shawl. A young nereid (95% four with 3 HD
(hp 22, 20, 17, 16). All of
X 20' cavern dug into the sea bed. Scat- invisible, except as golden seaweed) these tritons are armed with tridents
tered about are a few triton bones, a sleeps underneath it. She was unable to and daggers; the leader possesses a
dagger in its sheath, a necklace of 10 resist theaccommodations that newly trident +2. The tritons wear headbands
black pearls <60-500 gp each) and 14 deserted Tritonacil seemed to offer and studded with three pearls (each pearl
white pearls (base worth 100 gp), and an has started to make her home here, worth 100 gp). While tritons are gener-
enameled tube. The tube contains a having acquired control of the water in ally well disposed towards humans,
waterproofed scroll ofprotection from this room. She is sound asleep and is they are quite suspicious of the inten-
8.
possession (40 weed eels; AC 8; MV surprised unless the party creates a tions of anyone encountered in their
//16"; HD
1-1; hp 4 each; #AT 1; Dmg 1; disturbance. Once awake, however, she former home. In the absence of persua-
SA poisonous bite (save vs. poison or knows how to handle men. She does not sive speaking by party members, or at
die); AL N). harm party members unless provoked. any sign of hostility or looting, they
Her antics bemuse any male human or fight to expel the intruders. Each triton
2. Great Hall. The walls of this hall demi-human, rendering them incapable has a 5% chance of recognizing Char-
are covered by colorful shell mosaics. of doing her harm. Efforts to embrace tare from his similarity to Chael, but
One is of the god Triton, who wears a the seemingly flirtatious nereid arouse none recognize Greytare.
white cloak and carries a large key and her ire, however, as well as that of her The room has a tunnel leading down
crystal. On the key, the words I passeth sting ray —
the latter may feel threat- to area 24 on the lower level (the jail).
through or over the water but am not ened in any case (nereid; AC 10; MV The adventure could end quite quickly
wetted appear, written in small letters 12" ; HD
4; hp 16; #AT nil; SA blinding here if the PCs manage to get to the
visible only on close inspection. If the spit (effective out of water), control lower level where Chael is still impris-
word “sunlight” is spoken aloud, the water (see Monster Manual II, page 95); oned —
but they have no way of know-
crystaland key become real and may be SD deadly kiss, mesmerize males; AL ing this. The tunnel is covered with a
detached. The key opens any normal CN). metal plate which has been covered
door in Tritonacil. over by sand; only the tritons knew the
6. Treasure Room. Several empty tunnel’s location, and they aren’t likely
Lounge. This room has comfortable
3. chests and a finely carved ivory statue to want to tell. The tunnel entrance
divans and swinging chairs, now in a of the god Triton remain herein. This may be located by those who deliber-
state of disarray. statue is worth 5,000 gp due to its ex- ately search for it on a roll of 1 on a dlO
quisite workmanship; its effective per turn of searching (per character).
4. Male Sleeping Quarters. This weight is 350 lbs.
room is similar to area 6 (mentioned Reception Area. Three more mem-
below), though it contains nothing of 7. Command Post. Desks and cabi- bers of the triton salvage party (HD 3;
36 Issue No.3
THE DEADLY SEA
DUNGEON 37
THE DEADLY SEA
gnome- or halfling-sized creatures 16. Recreation Hall. This disordered ride high 30' southwest of the door; the
through the rent that runs diagonally room contains targets, blunted weapons, three locathah with tridents float low in
through the roof of this corner of the and dicing games. Any noise in this the extreme southeast comer of the
mansion. The eastern third of the ar- room awakens the occupants of room 23 room. They rely on the fighting quali-
mory is dimly illuminated by light (through the tunnel in the floor) who ties of their mounts as much as on their
filtering through the opening. Walls are appear in 2-5 rounds. (The southwest own abilities.
cracked, and there is a multitude of corner of this room is illuminated by Locathah: AC 6; MV //12"; HD 2 (un-
fallen stones, rubble, and a number of light from a rift in the ceiling. See room less stated otherwise); hp stated above;
damaged weapons, none of them of any 14 regarding possible entry through #AT Dmg by weapon type; AL N).
1;
use. this rift.) Giant eels: AC 6; MV //9"; HD 5; hp
An electric eel has drifted into the stated above; #AT 1; Dmg 3-18; SD can
room and found its perfect lair; it is 17. Storage Room. This room con- detect approach of large creatures
hiding, but will be encountered on the tains small stone containers holding the within 120’: AL N).
tenth round of searching (electric eel: following items: agar, barley, fennel,
AC 9; MV //12": HD 2; hp 13; I AT 1; rhubarb, parsley, and tarragon. The 19. Kitchen Storage. In the pantries
Dmg 1-3; SA one jolt every hour for ceiling is badly damaged, and the north- are 20 small stone containers of herbs
double damage listed in the Monster east comer is dimly illuminated and spices, 10 barrels of fish (now
Manual, page 36; AL N). through the crack in it. A gnome has a spoiled), and 15 stoppered urns contain-
On the west wall of the room, the 70% chance of detecting unsafe ceiling; ing the flesh of various mollusks. The
15. Trace Me and Always dropped
words a dwarf has 50%. Large stones fall barrels are tumbled, and some are split.
when used, but recovered when not are every five rounds as the ceiling con- Wrapped bundles of squid and octopus
written in triton. Speaking the word tinues to collapse, hitting a character at tentacles (now terribly decayed) hang
"anchor” causes the outline of an an- random for 2d6 damage. An alert char- from the ceiling. A giant marine spider
chor to appear on the wall. Tracing the acter who rolls less than his or her has made an airy lair amongst the
outline from left to right causes a magic dexterity on a ld20 takes only ld6 dam- wreckage in the southeast corner of the
portal to form, giving entry to room 15. age. room. It charges out at anyone entering
Tracing it again causes the portal to the room (giant marine spider: AC 4;
disappear. 18. Kitchen. This room can be en- MV 15"; HD
7 +7; hp 40; #AT 1; Dmg
tered as room 14; the southwest quarter 3-12; SA bite causes paralysis (save vs.
Special Armory. Many hooks, is dimly illuminated. The kitchen has poison); AL N).
cases, and shelves are empty. This room norma) furnishings and shows signs of
is less damaged than many others due the upheaval caused by the storm. Pots 20. Dining Room. This room contains
to its strong construction, but there are and pans are scattered on counters, several tables and chairs, and it has a
some fallen stones, and many items some cabinets have fallen, and stools locked cupboard in each corner. The
have fallen or are overturned. The room are overturned. Hiding in this room are cupboards contain nothing but stone-
still contains six sealed pouches. These a party of locathah mounted on giant ware and appealing busts of IViton (one
pouches contain oily pellets which have eels, liiey trailed a party of koalinth to per cupboard) worth 10 gp each. The
magical properties — extra healing, Tritonacil and had just^gun to search southern door to this room has been
undead (ghoul/lacedonj control, diminu- the manse when their mounts’ lateral broken loose from its mountings by a
tion, healing, storm giant strength, and line organs warned of a very large mon- huge monster, a great white shark,
invisibility — when swallowed by tri- approach. They quickly slipped
ster’s which has followed some very interest-
tons. Only the pellets in the second and unnoticed into this room and are now ing scent traces into the mansion. It is
fifth pouches work for those who are not ready to ambush anyone who enters. 30' long and, though agile, has some
tritons. The second pellet is nauseating, The leader is a 4th-level fighter (hp 18) trouble maneuvering in these rooms; its
and an imbiber must save vs. poison to and his assistant is a 3rd-level fighter attacks are at -4 to hit (shark: AC 5; MV
avoid vomiting, negating the pellet’s (hp 14). 'They each have a trident and a //18" ;
HD 12; hp 65; #AT 1; Dmg 5-20;
effect. The pellet is not really poisonous, net. The other locathah have 12, 10, 10, ALN).
however, and if the imbiber does not 9, 9, 9, 8, 8, and 7 hit points each. The
vomit, he gains its power against all first three have lances, the next three 21. Garden. Unusual and beautiful
kinds of ghouls. The fifth pellet is caus- have tridents, and the last three have sea plants line this unroofed area. From
tic. A small bite does 1 hp damage, light underwater crossbows; all ride the center rises the 80’ stone tower
swallowing the whole pellet causes 10 giant eels (hp 23 apiece). They loose topped with a statue of Triton. A stone
hp. The imbiber does, however, gain their missile weapons and charge in path with four benches surrounds the
storm giant strength in this event. The twos and threes if attacking. They carry statue. If characters explore the tower,
room also contains a scroll ofprotection no treasure, but all have ivory-hilted they may think they see outlines of
from evil, a scroll of protection from daggers. The ornate workmanship secret doors or concealed portals, but
possession, sl ring of protection +2, a makes them worth 50 gp each. the tower is quite solid. 'The seams it
short sword +1, a javelin +2, bracers of The three crossbow-users float in the seems to show are merely products of its
defense AC 4, and a wand of negation extreme upper northwest comer of the construction or insignificant hairline
These items can all be found if the room room; the leader and two lancers are on cracks in its outer surface.
is searched (one item per five rounds). the floor, 30' from the door in the east
wall. His assistant and the other lancer
38 Issue No.3
THE DEADLY SEA
22. Guard Post. This security area is Dmg 1-6/1-6/2-12; AL N). tends to be unpredictable and has a
a long hallway with furnishings for the short memory for details, she is a valu-
few men-at-arms usually assigned to 24. Jail. There is an exercise area and able and energetic ally — when circum-
duty here. Additionally, the tritons took six cells along the walls. The cells are stances permit.
their hippocampi to and from the stable stone, with stone doors that have small
nearby through here. It is now occupied windows shaped like the head of a tri- Guard Post and Entrance. The
only by fish: three floating eyes (AC 9; dent. The th]^ northern cells stand exterior tunnel entrance leads to the
MV //30" HD ‘/it; hp 3 each; # AT nil; SA
; open. Cells A and B are empty. Cell C door to room 25, which was not barred
hypnotism; AL N) and two barracuda contains the remains of a triton guard from within after the hasty evacuation.
(AC 6; MV //30"; HD 2; hp 12, 10; #AT struck down by the prisoner he was
1; Dmg 2-8; AL N). This pack is looking freeing. Three lacedons (AC 6; 9"; MV Stable. Dark and smelly, this
for dinner, having been attracted by the HD 2; hp 14, 12, 10; #AT 3; Dmg 1-3/1-3/ stable is laid out for hippocampi, whose
noise in room 26. They are not surprised 1-6; SA touch causes paralysis', SD im- nests lie in partitioned stalls along the
by anyone who enters the room from mune to sleep, charm; AL CE) are in side. It is currently occupied by a forag-
DUNGEON 39
THE DEADLY SEA
through rooms 22 and 27. One clan nary supplies, and odds and ends re- 8; SA attack from surprise 1-4 on d6; AL
CE); armed with spears (2-12 hp dam-
leader (HD 2 +2; hp 11) armed with a main here. Nothing is of value.
age, hurled in first round of melee) have
trident and six followers (hp 8, 7, 7, 4, 3,
2) are contemplating the closed door to 29. Storage Room. This is a feed been sampling the leftover stores here.
room 26. The other clan leader (HD room; most of the vegetation stored here
They came into 'Tritonacil after seeing
the tritons flee the area, but are not
2 +2, hp 16) has a bilhguisarme. He and has rotted.
four followers (hp 8, 7, 6, 4) armed with
aware of the eye of the deep in room 32
which has tracked them.
spears keep an eye on the door to room 30. Infirmary. Cabinets lining the
27, which presently stands open. The walls contain many medical imple-
other 10 ordinary koalinths (hp 9, 7, 6, ments, waterproof bandages, and three
Concluding the Quest
6, 6, 5, 5, 4, 4, 3) all have spears and are jars of salve O^eoghtom's ointment). The Several further adventures could be
poking about half-heartedly in the latter supply is for ingestion, since developed for the PCs if Chael and her
abandoned hippocampus nests. These topical medicines don’t work well family are rescued. The pirates who
koalinths all have daggers as their underwater. served under Bloodric could come look-
second weapon. ing for the PCs, fully armed and ready
The koalinths have found no treasure 31. Storage Area. Meat for the sea for war. The vengeance of Greytare still
yet, but each carries 2-16 sp and 2-8 gp. lionswas stored here. It has rotted, produces fallout in the undersea world
The clan leaders each carry a 100-gp creating the equivalent of a stinking as the offshore area, now without the
piece of amber (koalinths: AC 5; MV 9" cloud in the stagnant water. Characters stability of the tritons, fills with new
HD 1 -t-1 (or more); hp stated above; #AT who enter the room must save vs. poi- creatures —
perhaps unfriendly ones
1; Dmg by weapon type; AL LE). son or be affected as if by the spell. The like ixitxachitl, koalinth, and sahuagin.
odor in the water does not disperse for Greytare may repent and ask the PCs to
27. Lounge. This is a roughly fur- at least two weeks. call the tritons back, hoping to make
nished, multi-purpose area where ofT- peace with them in some manner (using
duty guards might take a break, 32. Storage Room. This storage area the PCs as diplomats). The PCs them-
socialize, or perform minor tasks. It is contains piles of building materials, selves, if able, may wish to continue
deserted. bales of cimed seal skins and walrus exploring the undersea world with the
hide, barrels of tallow, cod liver oil and help of Greytare and his family.
28. Thck Room. Some of the light whale oil, casks of fish roe, a heap of
40 Issue No.3
As a chemist for a Connecticut environ-
mental lab, an avid science-fiction
reader, and a 10-year gaming veteran,
Richard Emerich doesn’t have a lot of
time for other hobbies —
but he does
quite well with the ones he has. This
module came into being because Richard
got tired of seeing gamers get "nice”
magical items; Monty-Haul types may
well bite off more (much, much more)
than they can chew.
Adventure Background
WITH
BY RICHARD W. EMERICH
NO END man begins, his flowing cyan robes
continuously swirling in a magical
breeze that surrounds him, “I have
been looking throughout the many
manuscripts, tomes, and books which
I have accumulated over the years
DUNGEON 41
THE BOOK WITH NO END
42 Issue No.3
THE BOOK WnH NO END
*
seldom clouds.
Rock slide: About four tons of rock
DUNGEON 43
THE BOOK WITH NO END
44 Issue No.3
THE BOOK wrm NO END
isolation of the area, the presence of the risky means. Riskier than this would be
hostile desert and mountains (and their the use of a gate spell and magical pro-
inhabitants), and the pitfalls on the way tection circles to summon such a crea-
to and inside the tower of the Magus ture. However, since the creature would
have eliminated all those who sought to not be magically bound to obey, trea-
recover the tome. The Book is now con- sures would have to be offered to cajole
sidered only a cxu'iosity in the annals of the creature into divulging information.
magical lore, and no one knows of its There is no guarantee that the creature
darker intent and powers. At present, will give any information, nor is there
only Xavian has any interest in finding any guarantee that the characters won’t
the tome itself. be attacked.
In thisAD&D campaign setting, there Finally, there is a library in Carvet
are no compasses available. There are, City which the characters may wish to
however, several other means available, consult before their journey. 'They have
both magical and technological in nat- a slim chance of finding some pertinent
ure. The technological means available information about the Book and its
are navigation by the stars or through whereabouts, but since it took their
the use of a sextant. The magical means employer years of such research to find
use spells of divination or location, plus what he already has, it is highly doubt-
some unreliable enchanted items avail- ful that they will obtain anything use-
able in any market square. ful. Yet, do not tell this to the
The map that the character’s have characters, and instead allow them this
been given is relatively accurate, hav- option if they ask for it. Consult the
ing been made from numerous nonde- following table to see if they are suc-
script references and magical cessful, and if so, consult Appendix 3 to
divinations obtained by Xavian. Thus, see what information they find. Check
one needs only to maintain a certain for these results at the end of each day
bearing as measured from the south- they search for information (rolling only
eastern edge of the Desert Rift. But once).
with the miles of intervening desert
offering no additional landmark, navi-
gation by the North Star (which, like North Star navigation 3-10 Correct calculations: The party
the real world, remains fixed due north) (Check at the end of each night.) maintains the same course
or by use of a sextant will be necessary. throughout the day.
Consult the tables below for each type Ids Result
of navigation. If the characters decide to 1 Miscalculation;The party veers The correct course heading from Car-
use a sextant, requiring one of their 10° from the intend^ path (1-3 vet City that the characters should
group to have a secondary skill as a on ld6, right; 4-6 on ld6, left). At choose for their trip is 230°, based on 0°
sailor or knowledge in navigation or the end of the night, the group is as north, 90° as east, 180° as south, and
astrology, they must first purchase one. off by 4 miles. 270° as west. The players may use a
Since the nearest navigable body of 2 Miscalculation: The party veers protractor to measure this, since the
water is some 300 miles distant, a sex- 6° &om the intended path (1-3 characters would have a device which
tant is a rare and very costly item to on ld6, right; 4-6 on ld6, left). At could measure angles. The characters
import. However, there is one available the end of the night, the party is must state a heading in degrees so that
for the game at a cost of 1,000 gp in the off by 2 miles. the DM can determine their course
market of Carvet City. Navigation by 3-6 Correct calculations: The party based upon their mode of maintaining
the North Star also requires that one of maintains the same course it. Without a stated destination heading
the characters have a secondary skill in throughout the night. in degrees, the characters wander aim-
either navigation or astrology. lessly about the Wasteland. It is sug-
On the magical side, a find the path Sextant navigation gested that the DM keep his own map of
spell would be useful, but only when the (Check at the end of each day.) party movement as determined by the
characters come within a few miles of preceeding tables.
the site, since the spell has a short dura- IdlO Result
tion. A commune or divination spell 1 Gross miscalculation; Improper Library research
could be employed to question the gods use of sextant (an unseen malad- (Check once at the end of the day.)
about the bwk and ite location. Alterna- justment) results in a 15° devia-
tively, a cacodemon spell could be used tion from the intended path. At IdlOO Result
to summon a creature from the lower the end of the day, the party is 01-85 No reference to the Book or its
planes for questioning. Since these off by 6 miles. location is uncovered.
creatures often have vast resources of 2 Miscalculation: See result for 86-97 The day’s work reveals some
knowledge to draw upon, the characters “2” in North Star navigation
obscure references to check the
may obtain some information by this table. next day. (The DM should en-
DUNGEON 45
THE BOOK WITH NO END
Magus's Tower
The following describes the things seen as
the characters approach Magus’s home.
All sections in boxes are to be read to the
players. Read only those sections in italics
if the characters meet those conditions
46 Issue No.3
THE BOOK WITH NO END
physical force will force these doors to finding an invisible, magical barrier
portal visible on the tower; they have open. If a knock spell is employed to preventing them from entering.
no handles, knobs, or levers. You see gain entry, note that the wizai^ lock All walls, doors, ceilings, and floors
no way to grab them and pull them spell is not dispelled, but is
negated for have of iron plate sandwiched in
open, nor is there any visible lock or 10 minutes (one turn; see knock spell, them, preventing passwall spells from
key hole. page 70, Players Handbook). A success- operating, since the spell only allows
ful dispel magic spell will remove the passage through wood or stone.
Approaching Magus’s Tower wizard lock spell. The door closes auto- Due to defensive magic still in opera-
(during dusk, dawn, or night hours) matically unless propped open. tion, invisible characters are outlined by
The silver placard with the large, a clearly visible faerie fire (or brilliant
As you reach the apex of a tall dune, black runes to the right of the door is yellow-green color). This occurs anywhere
a sudden flickering of minute lights written in a forgotten language, and in the tower, but only to the characters. A
catches your eyes. After some search- anyone attempting to read it needs to dispel magic cast upon a character out-
ing for the sources of these lights, cast a comprehend languages spell first. line in this way removes faerie fire 60%
you see a tall tower outlined against If this is done, the sign reads as follows of the time and removes the invisibility
the dark sands by the moonlight and (read this to the characters, if they cast the rest of the time. But it matters not,
the dim glow of the horizon. From the spell): since the defensive magic simply places
this conical shape come the tiny another faerie fire on the character once
pulses of colored light that caught Debase yourself before the Master of the other is dispelled, and can do so infi-
your eyes originally. All nitely. There is no way to dispel the defen-
He will summon you to his hall sive casting source.
As the characters approach the tower And you shall know fear. Magus’s illusions are especially power-
more closely, they need some sort of ful,due to his skills (which have largely
light source to see efficiently. Describe This sign was merely an egotistical been forgotten among magic-users). They
the following only if a light source Oan- statement by Magus, but it should give work dii^ly against the observer's no-
tern, torch, light spell, etc.) is used. the characters a warning about what to tions of reality and work indirectly
expect. It also may give them confirma- against the observer’s intelligence and
The light illuminates part of the tion that this is the place they seek, by wisdom. Thus, in order to disbelieve an
building in front of you, revealing a the words “the Master of All." illusion in his home, take the sum of a
DUNGEON 47
THE BOOK WITH NO END
TOWER OF MAGUS N
lackeys could observe waiting visitors open the doors (see "Magus’s Tbwer”),
without being seen. A secret door leads they see the following: design of interlocking runes; the
runes look like those on the placard
from room 5 to this area. There are four
windows along the north wall that have outside the door.
The doors swing inward on noisy
illusions cast over them so they appear
There is a large mirror in a 6'
hinges, revealing a 20'-wide passage
as rock facade from the outside.
frame along the east wall, about 15'
leading south. With the available
into the passage. Opposite it is a
light, you can see that the floor is
dark wood coat stand and high chest
The secret door you’ve opened leads made of black stone, polished to a
of drawers made of the same wood.
into a narrow corridor, which then high sheen, and the walls have
An elegant, midnight-blue cloak with
opens into a 20' x 30' room. There are brown wooden paneling, dustless and
hood hangs on the stand. There is no
four windows set into the northern rich with tejcture. At yom feet is a
sign of dust on anything.
wall, which enable you to see the des- 10’ X 15 oriental rug of dark bur-
'
ert outside. There is nothing else here. gundy and amber color, with thick
gold threads woven throughout. The
The oriental carpet on the floor imme-
diately in front of the doors has a magi-
2. Entryway. Once the characters golden threads make up an intricate
cal symbol of stunning inscribed upon it.
48 Issue No.3
THE BOOK WITH NO END
tures. Note: By reading the symbol with sand beach, and restful palm trees. gemstones inset on its high back.
a read magic, the effects of the symbol 'The water appears to move, waves
are activated upon the reader. lapping lazily against the sands, and In his earlier years, when his megalo-
Once 160 hit points of creatures have the palms wave in a nonexistent mania was not so forceful. Magus held
been affected, the symbol becomes dor- breeze. 'The whole mural is breath- court and often ate with his visitors.
mant for 10 minutes, after which it is taking and seems almost three- But, in the last years of his life, he often
fully operational. dimensional. sat alone in his chair (at the south end),
This symbol was placed here to stop brooding on his failure to conquer the
any unauthorized creatures from in- 'The mural on the west wall is magic world.
truding. Normally, when Magus was and activated by a strong light source
is His paranoia caused him to install a
alive, he would receive a telepathic cue (equivalent to a torch’s light). It affects magical escape button on the right arm
from the activation of this symbol and anyone who looks at it as a hypnotic of the chair. The last 4” of the carved
alert his guards. But since he is long pattern spell. Affected characters/ armrest lifts, revealing a red button. If
dead, no alarm sounds. creatures lay down on the floor, facing depressed, the person sitting in the
The cloak hanging on the stand, like the wall, and believe that they are bask- chair is teleported to room 24. Three
all of the dustless, inanimate objects in ing in warm sunlight on the l»ach if seconds later, the doors leading from the
this place, gives off a slight magical they fail to make a save vs. spells at -2 dining room are magically wizard
aura if checked. All of Magus’s items to the die roll (due to the powerful magi- locked and iron bars slide into place
have a preservation spell cast upon cal ability of Magus’s spells). Characters through them, sealing the room. After
them so that they do not become dirty thus affected remain so unless the light 10 seconds, the room begins filling with
or age. This spell has been cast upon the source is extinguished or a dispel magic chlorine gas from vents in the ceiling,
stone floor and wood paneling, too. is cast on the mural. If a dispel magic filling the room completely within five
(vs. 20th-level original casting) is suc- melee rounds. The button is found 1 on
3. Barroom. Against the north wall cessful, the mural becomes inactive for a d6 roll if searched for.
of this room is a wooden wine rack that 10 minutes. Magus would cast a light Characters caught in the room with-
holds about 50 dxtsty bottles of various spell and lose himself in the mural for out protection from gases (i.e., necklace
sizes. A silver serving cart and serving relaxation. of adaptation, cube of force, etc.) choke
platter sit in the southeast comer. A and die two rounds after the gas has
rack of glasses, from shot to brandy 5. Dining Room. completely filled the room. Characters
snifter size, stands along the east wall. who are choking and gagging (which
There is nothing of value here. All Your light illuminates a large, 60'- occurs from the first round the charac-
wine, should the characters try some, square room. 'The room’s walls have ter is exposed to the gas) cannot cast
has txirned to vinegar. dark, mahogany paneling running spells. 'They can, however, activate or
up each side to the ceiling 30' above. use magic devices that require no spell
4. Lounge. This elegant room was an The ceiling is supported with thick, casting or need only one command word
after-dinner retreat for Magus. Be sure oak beams, from which a marvel- spoken. Remember: passwall spells do
to read only those sections of the room ously crafted chandelier hangs on a not work in the tower; all walls have
description that the players can see golden chain the width of a man’s Vt" of iron plating in them which this
with their light source. arm. Below, a long wooden table, spell does not affect.
polished to a high sheen, stretches Once the button is pushed, only the
In the center of this room are two 40' from north to south. Upon it lies person sitting in the chair can be tele-
large easy chairs, dustless and well an immaculate, white lace tablecloth ported, until the proper button is
with gold foil trim; on top of this. pushed to air out the room, unlock the
DUNGEON 49
THE BOOK WITH NO END
50 Issue No.3
THE BOOK WITH NO END
15.
DUNGEON 51
THE BOOK WITH NO END
52 Issue No.3
THE BOOK WITH NO END
Note that the locale object ability won’t character for 30 minutes (no saving surprise on 1-5 on ld6 (which it uses to
work for the characters, since the spell throw). 'The panoramic mural, although attack the book stealers unawares); SD
19.
requires familiarity or knowledge of strangely fascinating, does not adversely invisibility causing all characters sub-
what the object is; the characters don’t affect anyone (as the one in area 4 does). tract 2 from “to hit” rolls; MR
30%;
have enough of either. AL N).
The sword, through empathy, tells its Library.
wielder what its powers are. The “corro- Secret Corridor. This corridor is
sion” is only on the surface. The blade You explore this large room, finding similar to the one in area 12, having
remains intact and fully functional. The it to be quite immense. There are secret spy windows along the northern
sword need only be cleaned. high book shelves lining the perime- part, each facing into the 20' corridor;
ter and a low two-shelf one running between the gaps in books into area 20
Lounge/living Room. for 60', west to east, where indicated. are more of these windows, spaced every
Three large, square tables and chairs 10’. In addition, there is a treasure
The double doors pull back to reveal are placed uniformly in the south storage cabinet hidden within this corri-
an oddly shaped room of large size. area. The room has several crystal dor where indicated. Describe this cabi-
Your light shows four comfortable chandeliers hanging from the ceiling. net if they are able to see it.
couches at its center, each L-shaped Many varied books are shelved
and arranged to form the corners of a throughout. Against the west wall, a 5’-long, 3'-
small square near the room’s center. high, and I'-deep cabinet is set. It
The walls here are quite strange. Ifthe characters opt to search in has two glass panes for doors, each
The entire circumference is painted depth among the many books on the 2W long, with a seam at the center
with a breathtaking landscape: high shelves, then they discover a book out of where each half meets. Behind the
mountains with a raiment of fluffy order on the free-standing low shelf. glass doors are two shelves, each
clouds adorn the northern wall; the The book is a Manual of Iron Golems, as yielding about 6” of space. Upon the
west wall depicts hilly fields of short, determined by the group’s magic-user. top left side, arranged in a neat row,
green winter wheat under a waxing Possibly more interesting than this is are five silver, reflective flasks, 4"
golden sun; the south wall shows the the piece of scrap paper, used obviously high and wide, and about 1" deep, all
rippling white-capped waters of a as a book marker, visible partially from with silver caps. Each has thin, black
large inland sea surrounded by a near center. On it is the following clue: runes inscribed upon them; the runes
snow-white sand beach; and the east are in an unintelligible language.
wall shows a beautiful forest in au- Beneath the blood, beneath black soil. On the top right side is a crystal
tumn, the leaves on the trees a myr- The Master’s Work, the Master's Foil; box (12" X 4" X 4") which holds a
iad of red, orange, yellow, and green Within it, Might — beyond one's slim wand of black material which is
hues. dreams — tipped with a polished gold, seven-
The most startling feature, though, But Darkness, Death, DammUion pointed star resting upon a purple
is that everything seems to exist in teem! pillow.
three dimensions and actually seems On the left bottom side, two books
to be moving! The waves on the la- This clue refers area 24. The first
to rest,one atop the other. Each is
goon dance from the painted horizon line in this verse refers to the chess- about 18" X 10" X 3" Each book is
.
to lap gently against the white sand, board, with its red and black squares bound with gold fastenings and black
while an occasional leaf supported on described by “beneath the blood, beneath leather covers. No writing is visible
an unreal breeze floats gently to the black soil,” as well as to the mural in on the cover of either one, nor upon
mural’s ground. The clouds that area 25 (blood will soon stain the ground either binding.
encircle the mountain tops seethe when the knights attack the castle). It is Finally, the bottom right side holds
clearly stated that the Book (“The Mas-
DUNGEON 53
THE BOOK WITH NO END
54 Issue No.3
THE BOOK WITH NO END
From your position, you see that a discover that it is simply a “cookbook” and a ring of wizardry (which doubles
smaller room opens adjacent to this 1st- to 3rd-level spells). Lastly, his sword
for the creation of amagic book, and is
one, in the northwest comer. The is a bastard sword, +4 defender, with a
not the actual Book itself.
northeast corner of this room shows neutral-evil alignment and the follow-
If the character announces that he is
DUNGEON 55
THE BOOK WITH NO END
reduced to 6%. If the character wants to kling ball of blinding lightning, and
see the way to the Book, a 1% chance the western figure is a grotesque
exists that he is successful. In all cases,
characterization of a mouth, set into
ing abilities: intelligence 13; detects the user can only look into the crystal the lower half of a face, which is
secret doors 'k" radius at will; heals ball for up to 10 minutes, once per day. If cruelly contorted to form an 0 .
once per day. Any good character taking this is exceeded, roll once per round
up the sword by any part immediately against the user's saving’s throw vs. The Way Tb The Book: Time re-
is affected by a harm spell; this includes spells. An unsuccessful roll means the quired to observe = 30 minutes** De-
contact by a hand wearing a glove or character permanently loses one point of scribe the above and reveal the way via
gauntlet, or a foot wearing a boot. Push- intelligence, becoming insane and inco- the secret access in area 24, but do not
ing the sword around with another herent until a heal spell is cast upon him. tell how to open the door or reveal the
weapon or item will not cause the harm Describe the following based upon the significance of the clues or mural!
to occur. user's desires in relation to The Book
The spell book contains the following; With No End- The Book is surrounded by the repre-
1st level; charm person, comprehend sentations of its power, as described in
languages, detect magic, feather fall, The Book & Immediate Surround- one of the clues (see area 24): north has
hold portal, magic missile, push, read ings: Time required to observe = two the characterization of hatred (a burn-
magic, sleep, and unseen servant. minutes. ing fire, constantly consuming itself);
2nd level: darkness, 15' radius, flam- east has the characterization of ambi-
ing sphere, forget, knock, invisibility, tion (an infinitely large being, always
The ball abruptly becomes opaque;
levitate, scare, and web. reaching outward and seeming to grow);
gradually, swirling clouds of turbulent
3rd level; dispel magic, detect illusion, south has the characterization of power
yellow smoke begin to fill the globe.
fly, fireball, haste, lightning bolt, mon- (a powerful energy incarnate); and, west
After a while, the smoke dissipates,
ster summoning I, protection from nor- has the characterization of pain (a par-
and you see a pedestal of jet marble,
mal missiles, slow, suggestion, and ody of a human mouth, crying from the
smooth and utilitarian in design, sur-
tongues. depths of its soul in unmentionable
rounded by a magenta aura. Upon its
4th level: charm monster, dispel illu-
sloped top rests a book with dark red
pain).
sion, Evard’s black tentacles, fear, fire * The rune visible is only legible once
leather covers held together by pol-
trap, ice storm, minor globe of invulneror ished gold fastenings and clasp. A
a read magic is cast (it is an alpha sym-
bility shout, ultravision, wall of fire, bol: A). See the DMG, page 141, for the
lai^e golden rune is drawn upon it,
wall of ice, and wizard eye. percentage chance of casting this spell
but this note is indecipherable*.
The spell book is trapped with a fire through the ball.
The around the pedestal
floor is
•• These figures represent the
trap spell cast at 8th level. Note that dark gray, smooth-hewn stone.
any magic-user may use these spells, by amount of time needed to see all that is
56 Issue No.3
THE BOOK WITH NO END
described under that category. The upon the The duration of the
holder.
times are cumulative; thus, if the Book permanent and can only be
forcecage is tends out from the wall base by
and its immediate and greater sur- undone by a successful dispel magic vs. about 8"
roundings are to be seen, a total of 10 20th level. Alternatively, the trapped The northern wall is unadorned;
set in it are two large, gold-plated
minutes (the maximum possible in one victim could use a potion of gaseous
day) must be allotted. Consequently, to form to leave or polymorph into a small double doors bearing a single, tall,
black rune on each.
see the way to the Book may take as creature which could escape through
long as three days, with 10 minute the gaps in the force bars. Note that the
viewings per day. Any attempts to ex- rod’s power may be used by an en- If the characters ask to inspect the
ceed this 10 minute limit results in dire trapped spell caster to cast the dispel chessboard more closely, give them the
consequences. (See DMG for details on magic following description. (It is suggested
these consequences.) that the DM provide a real chessboard
24. Antechamber Chess Room. with the described set-up.) The charac-
23B. Workroom. ters may try moving the pieces, taking
Your light reveals a small room with up one or both sides of the game; thus, a
This room contains a small hearth
many complex adornments. At the real chessboard would facilitate this
center of the chamber is a 3' cube of action better.
and melting crucible at the center,
dark brown stone with two large,
with a pile of charcoal held in a large
comfortable-looking chairs placed The chessboard exhibits a game in
trough next to it. A bellows extends
with their backs to the chamber's progress. The black position is very
from the southern end of the hearth.
walls, one on the west and the other having lost many of its key
A high cabinet of shelves stands poor,
on the east side of the cube. Upon the power pieces, leaving its king in an
along the west wall, and you see
cube rests a wooden chessboard with ungua^ed position. White, on the
small bins of wood stack^ within.
alternating marble squares of red other hand, has managed to retain
Some of the bins are empty, while
and black, each 2” square. Unusu- most of ita powerful men and is close
others contain ingots of metal, metal
ally large chess pieces are positioned to a checkmate.
shavings, bits of wood and ceramic,
around the board, with some already
and other odd substances.
out of play and lined along the south All of the chess pieces are mobile,
Along the south wall is a short
side of the board. save for the bishops, which are firmly
workbench with a high stool. Along
The west wall is painted to resemble attached to the board. If anyone sits in
the east wall stands a low table upon
a pleasant and serene view of a lake at either chair or attempts to move a chess
which are stacks of dissimilar pieces
dusk, with pink-tinged clouds seeming piece, a magic mouth appears on the
of leather next to a bucket of clasps,
to glide slowly over the rainbow double doors, facing into the room; in a
hinges, and brackets of various
shaded horizon. The lake’s water deep, baritone voice, it says the follow-
metals, and several spools of differ-
seems to also move, brief whitecaps ing:
ent types and gauges of wire.
popping up randomly over the lake’s
voluminous area, but you realize that
What remains in this room are the Listen welly who plays the game,
it is only a harmless illusion.
leftover materials from the construction Who burns with Power’s endless
In a similar fashion, the east wall
of the Book. There are eight ingots of flame:
is painted to resemble a restful
fine gold, five ingots of fine silver, 12 All fires die in winter's frost;
mountain landscape, with graceful
ingots of fine brass, 20 ingots of fine Who plays the game must bear the
brown eagles flying on long wings
copper, 25 ingots of fine bronze, 30 in- cost
over snowcapped blue-gray peaks.
gots of zinc, 15 ingots of iron, and 10
Sunlight spills over the left row of
vials of merciuy (quicksilver). Each
peaks onto a cyan pine forest in a
Ambition, Hatred, Power, Pain —
ingot weighs 5 lbs. In the order given These forces great I did constrain
valley near the room’s floor.
above, these ingots are worth 200 gp, 7b gather cities, nations, lands.
The south wall is different: It is a
100 gp, 70 gp. 60 gp, 70 gp, 30 gp, and Their rulership in my own hands.
relief fresco of sandy colored rock,
20 gp; the vial of mercury is worth 500
delicately carved to show a jungle
gp and weighs 1 lb. There are 10 spools The Book was born which had no
landscape. The jungle starts at the
of wire. Their worths are as follows; 5 end.
southeast comer and runs up to the
gold wire at 800 gp total, 3 silver wire Which drank the souls of lesser men;
beginning tiers of a jagged cliff,
at 500 gp total, and 2 copper wire at 100 The page was turned, the word was
which in turn becomes a mountain- —
gp total. Also, there are 20 different side by the time it reaches the south-
said
hinges or clasps, each worth 80 gp. Each Upon the world, the volume fed.
west comer. At the point at which
spool or hinge weighs lb.
the jungle meets the rocky tiers, a
In a secret portal (2' in diameter and Churchmen by pale castles tall
small monkey sits upon the ground,
set into the south wall), there is a rod of Stand as all about them fall;
manipulating half of a coconut in its
absorption which can absorb 14 more The field is rased, the bishops raised.
tiny paws. The monkey is unaware
levels. The portal has no traps, but And on the Master's ruin gaze!
that on a tier 5' above, an ocelot
anyone lifting the rod out of the portal
prepares to attack. All of these fea-
triggers a magic spell-casting device in This clue (and warning) was emplaced
tures are done in relief, which ex-
the room; this device places a foivecage by the Magus during one of his more
DUNGEON 57
THE BOOK WITH NO END
mechanism is activated: all of them with the relief fresco on the south wall. reappear in the following positions:
(save the bishops) fall; thus, the chess One of the lines of verse from area 6
field is razed. Furthermore, the homo- states, “When curiosity catches game,/
phone “raised” is important, as it refers The high kings fall and four remain.”
to the chessboard raising to reveal the “Curiosity” isrepresented by the ocelot
secret stairway. Also, the clue leaves (amember of the cat family, which is
some question as to the area to which it known for this trait). The “game”
refers;: either the chessboard in area 24
or the mural in area 25. This places
some confusion on the precise interpre-
doesn’t refer to the chessboard, but
instead to the cat’s prey; the monkey.
The ocelot is a separate carving, at-
p
tation of this clue. tached to a concealed track which al-
Because these verses are spoken, do
not provide any written copy to the
lows it to move along the wall. If
pushed, the ocelot descends toward the
lil A 4)
characters. Furthermore, because the
words “razed” and “raised” are phoneti-
monkey, extending its paws and open-
ing its mouth, completely encircling the
A A y s
cally similar but different in meaning,
the DM should not offer any spellings of
monkey in its final position. Once this
action is completed, the chess pieces fall
r li
these words.
It is at this point that the characters
onto their sides. The bishops, however,
remain standing. This bishops are the
1
must put their clues together in order to pins holding the secret door in place ^3
solve the mystery of the location of The
Book With No End. Inside the cube
upon which the chessboard sits is a
(“Steadfast clerics hold the door”).
These chess pieces cannot be toppled,
but if a character pulls up on them, they
k
58 Issue No.3
THE BOOK WITH NO END
25.
Magus’s Living Quarters. The There is a secret door hidden behind without the trap being sprung in these
normal door to this room is wizard the illusory castle where indicated. Like areas, nothing occurs.
locked,- inscribed upon it a symbol of the secret doors in area 24, the illusion
26.
stunning. Anyone touching the door must first be disbelieved before the door 26. Magical Staircase.
(e.g.,a thief checking for traps, listen- can be detected.
ing at it, or opening it) or passing You see a wide, white marble stair-
through the doorway is immediately 'Ibieportation Chamber. 'This is case which spirals up along the wall
stunned (see area 2 for what eifects the only area where teleportation into to an unseen floor above. TTie banis-
occur). and out of Magus’s home works. Tele- ter is made of carved ivory and the
portation works only for Magus coming main post at the beginning of the
This room’s west wall is painted to into the tower, but works (if the proper stairs is a statue of an imp set on a
depict a grassy plateau, upon which command phrase is known) for anyone short, doric-style column.
a large army of soldiers is arrayed wishing to leave. By speaking “Thy
before the walls and ramparts of a Master wishes to leave,” before casting This staircase is illusory: there is no
castle. The painted to appear
castle, a teleport spell or activating a device second floor to Magus’s tower. Once a
three.dimensional, is centered in the which does this function, the wearer is character attempts to climb the stairs,
corner at the juncture of the west able to teleport to any acceptable place. he is put under a maze spell for the
27.
and north walls (this placement aids duration indicated under the spell’s
the realistic appearance of the for- You see a 10' x 10' x 8' niche in this description. If one of a group of charac-
tress). Many men can be seen defend- short hallway. On the floor is a 4’ x ters ascends, the others see him appear
ing its walls. 4' plate of silver around which is to go up to the second floor. 'They will
The army’s front ranks are made drawn a magic circle. 'The room is lit not be able to call to him, nor will he
up of thousands of peasant levies, by red-orange tight from an unidenti- return. If the entire group ascends, then
commanded from behind by knights fiable source. read the following to them. If one of a
on large horses. In the rear ranks, group ascends, take him aside and de-
pennants fly from standards held by Secret Corridor. 'This passage scribe the following:
heralds in an illusory wind. The has a normal unlocked door leading into
heralds stand before several clergy- area 27A and a secret, wizard locked You begin to climb the shallow, stone
men and surround
outfitted for battle door leading to area 28. 'This passage steps; about halfway up, you see a
a man of apparent royalty whose contains the nonhuman cleaning staff, thick, gray fog encircle your feet. As
polished crown shines in the midday which magically and perpetually main- you take one more step, the fog is
sun. tains the tower. A small, trained air suddenly all around. As abruptly as
As you study the mural, you can elemental is responsible for sweeping the mist appeared, it vanishes and
almost feel the tension of the siege, up dirt and dust, and disposed of by you find yourself at a four-way inter-
the mild breeze over the Held, and feeding it to a small gelatinous cube in section of 10' -wide corridors, each
the warm sunlight. one of the areas marked 29. When not leading off into a misty darkness at
At the center of this room is a luxu- cleaning (it performs this function once every turn.
rious couch made of soft leather and a week; 10% of the time it will be work-
before it, a low, walnut table stands. ing when the characters arrive), the air Should the affected characters wish to
Upon the table is a single silver elemental stays in the passage. TTie air search around after this point, provide
teacup and saucer, an accompanying elemental does not attack unless at- them with a randomly generate maze,
teaspoon of gold, and a small teapot tacked first —
an act which breaks its until the spell duration ends, where-
made of beaten copper. A small, un- magic holding and allows it to fight to upon they find themselves back at the
adorned wooden door is set into the the death (air elemental: AC 2; 36" MV bottom of the staircase. 'The affected
wall to the south, near the opening HD 8; hp 35; #AT 1; Dmg 2-20; SA characters are confused, but otherwise
in the east wall as indicated. whirlwind; SD ->-2 or better weapon to unaffected. The confusion lasts one
hit; AL N). round after the characters return from
The mural is another illusory picture. the maze.
Unlike the picture in area 4, though, it 27A. Control Room.
does nothing to the characters. The 29. Restroom.
teacup and saucer are worth 30 gp, the TTiis small, cubical room has the
teaspoon is worth 10 gp, the teapot is reverse sides of two secret doors in You see a small room with an un-
worth 2 gp, the couch is worth 150 gp, its west and east walls, and a normal
adorned commode against the south
and the walnut table is worth 25 gp. door in the north wall. On the south wall. A small washbasin and a
This mural is meant to offer some wall are two panels, each having a pitcher of water sit on a stand next to
misdirection to the characters in their single green button. it with a few towels and a bar of soap
search for the Book. Like the chessboard
alongside.
in area 24, the picture also has pawns The panel on the clears the gas
left
(peasants), bishops (the clerics), and a
and resets the locking devices in area 5; Below the opening in the commode is
king. They are waiting for the field to the panel on the right does the same for trapped gelatinous cube. The gelatinous
be “razed,” while the chessmen wait for area 19. If either button is depressed
their field to be “raised.”
DUNGEON 59
THE BOOK WITH NO END
60 Issue No.3
THE BOOK WITH NO END
Hatred: AC 0; MV 12" ;
HD 16; hp 92; Power: AC 0; MV 18" (+ special); HD are considered large in size.
#AT 2; Dmg 3-24; SA on
a natural 17 or 16;hp 100; #AT 1; Dmg ld6 + 16; SA If these creatures are all destroyed
above to hit, it covers its opponent, drop up to 16 ball lightnings which arc and the Book is removed from its stand,
doing 5-50 hp extra and igniting any to nearest metal source, doing 1-10 the middle section of the south wall
normal, flammable material within 5' of additional points; SD lightning or elec- slides back, allowing the characters to
it; SD +2 or better weapon to hit; MR trical attacks do no harm, fire or acid do return to area 24. If a character at-
25%; cold or water-based spells do +2 or no damage, water attacks do 1-8 tempts to open the Book during combat,
per HD, and it saves at -4 against points per gallon, and cold does full he takes damage (unless he is a magic-
them (saves as 16th-level fighter); spells damage (q.v., quasi-elemental, light- user). In any event, the Book cannot be
cast once per day (at 16th-level): burn- ning); need +2 or better weapon to hit; used by the magic-user until he has
ing hands, fireball, wall of fire, meteor MR 25%; AL LE. spent the required time studying it (see
swarm, flame strike, and fire storm; AL Pain: AC 0; MV 12' (flying); HD 16; Appendix 1).
CE. hp 85; #AT 1; Dmg see following; SA Combat reminders: Check the “Inside
Ambition: AC 0; MV 6" HD 16; hp ;
successful hit causes pain (q.v., symbol the Tbwer” section to see what spells
90; #AT variable; Dmg variable; SA on ofpain) for 2-20 tiums; also, after a work in this setting.
a successful hit, opponent must save vs. character has been “pained,” the next
paralyzation or be paralyzed by mucous hit does one of the following: age 10-40 Concluding the Quest
secretion on pseudopods; SD only blunt years (q.v., ghost) 50%, cause critical
Once the characters return from their
weapons of + 1 or better can harm, wounds 30%, or cause disease (terminal
adventure and present The Book With
immune to enchantment/charm type leprosy) 20%. If two cause disease
No End to Xavian, he determines its
spells; MR 25%; AL LE. actions are done against a character, he
worth and rewards each living charac-
Number of Damage per loses a limb (determine randomly, each
ter with 2,000 gp worth of precious
pseudopods used attack being lost 25% of time>. If the character
gems, a potion of healing, and a potion
1 5-50 (5dl0) takes three cause diseases, he dies; SD
of sweet water. The surviving characters
2 5-20 (5d4) need silver or + 1 weapon to hit; MR may trade any magical items they have
3 2-12 (2d6) 26%; AL CE.
identified correctly for another item in
4 1-10 (IdlO) If an area-effect capability of one of
Xavian 's hoard, as long as he can use
5 1-8 (IdS) these defenders encompasses a charac-
the item in question. Items for trade
6 1-6 (ld6) ter, his magical items as well as he
must be of comparable worth (compare
7 1-4 (ld4) must make appropriate saving throws
gold piece values in DMG) or favor
8 l-3(>fed6) or be damaged. All of these creatures
DUNGEON 61
THE BOOK WITH NO END
Xavian for a trade to occur. tended. This result was a devastating save vs. death magic must be made at
Calculate each character’s experience blow to Magus’s inflated ego, which -2. An unsuccessful save indicates that
according to Appendix 2, without in- caused his ultimate insanity. the magical progression of insanity
cluding the final payment from Xavian. His creation, which was designed to takes hold of the magic-user. A success-
Consult Appendix 1 if a PC magic-user powers and augment his
reflect his ful save allows the magic-user one hour
attempts to read the Book during the abilities, insteadbecame infused with of time to view the Book, after which
adventure. There is a good chance that these insane traits. Thus, when a time another save must be made to
he will eliminate the party of characters magic-user attempts to use the Book, he continue. This time-dependent system
before they see civilization again! The becomes infected with megalomania, continues as long as the magic-user
list below shows what is available for the duration depending upon a number reads the Book, has the Book open in
trade.Xavian himself, a 15th-level of factors. The magic-user then slides the immediate area, or until he becomes
wizard, should be created by the DM as into the pit of insanity and manifests all influenced by the insanity magic while
a special NPC. of the combined symptoms of Magus’s one of the two former conditions are
madness. Shortly thereafter, the Book met. In addition, the magic-draining
Items Available for Trade From consumes the magic-user as described power of the tome continues to operate,
Xavian’s Hoard below. destroying all magical devices carried
Potion of hill giant strength {9Q0 gp). or worn on the user’s person. In effect,
2 extrorhealing potions (800 gp each). Description one cannot use the Book and possess
Potion of levitation (500 gp). The Book is bound with hard, red any other magical device.
Potion of ghost control (3,000 gp). leather covers, made from dragon skin, Once the insanity progression has
Ring of fire resistance (5,500 gp). held together by gold hinges and a gold started, the magic-user slowly gains
Ring of protection *2 (14,000 gp). clasp. The book measures 15' long, 10' megalomania within a number of days
Cloak ofprotection +1 (12,000 gp). wide, and 2" thick. The covers are bare equal to his intelligence. During this
30 arrows *I (150 gp each). except for a large “alpha” sigil in gold time, the magic-user becomes increas-
2 short bows +I (3,250 gp each). leaf on the front cover and a large ingly annoyed with his role in life or in
Medium shield *2 (2,600 gp). “omega" sigil on the rear cover. The party affairs, gradually demanding
Spear +2. edges of its bound parchments are all more and more control until he is in
Mace +2. smoothly and uniformly cut, and are complete command of all decisions,
edged with gold leaf. The book weighs actions, and movement. He uses what-
Appendix 1: about eight pounds and seems to have ever powers the Book offers to gain this
The Book With No End about 100 thick vellum pages. position and will even go so far as to kill
without regret or consideration. As soon
The Book With No End was meant to be
Abilities as the megalomania has fully mani-
a versatile, omnipotent device through
1. Upon opening by any class other fested itself, the magic-user gains para-
whose use the Book's creator would
than magic-user, the Book discharges a noia, as well as 1-4 other random forms
become master of the world. In princi-
field of electricity causing lOdlO hp of insanity (as per the DMG, pages 83-
ple, Magus had the resources and
damage (as if cast at 20th level); saves 84). This condition continues until the
knowledge to create such an artifact.
against this attack are at -4 vs. death magic-user has used his and the Book's
However, because Magus was motivated
magic (a save indicates half damage resources to become a total recluse. This
by his advanced megalomania (which
taken). The book can discharge an infi- part of the progression also has a dura-
required him to rule the world immedi-
nite number of times. tion equal in days to the magic-user’s
ately), the Book was created too hastily,
In addition, the Book instantly drains intelligence.
and was therefore flawed.
all magical devices on the toucher's Finally, after the magic-user has be-
The result of Magus’s work totally
person, as if they had individually been come an insane wreck, he loses his life-
decimated the countryside for many
touched by rods of cancellation. TTiis force to the book. The mechanics of this
miles in each direction when he tried to
draining effect cannot be reversed. are straightforward: the magic-user is
use it, instead of bending the will of
2. Upon opening by a magic-user, a essentially sucked into the fiooA:,’ his life
man and nature to him as he had in- energy is used to augment the Book’s
powers, and the magic-user himself
becomes a color drawing in fine detail
on one of the Book’s many blank pages.
For each magic-user it draws into
itself,the Book increases its spell-
casting ability by one level for each 10
levels the magic-user has, rounded
down. Thus, Magus, being a 20th-level
magic-user added two casting levels to
all of the
Book's abilities.
The progression of insanity can be
broken at any point by casting a suc-
cessful dispel magic (vs. 20th-level
magic) on the Book while it is held by
62 Issue No.3
THE BOOK WITH NO END
its user Any number of simultaneous 3)an elemental appears at the end of age. Nonliving structures and the land
dispel magics may be cast, adding to the one round. around are subjected to 10-100 points of
chance of success. Once the Book's user Only one spell-like function can be damage (see page 109, DMG), enough to
is freed from the book’s power and the used at a time, with the exception of the pulverize smaller buildings and turn
Book is closed, the magic-user reverts “constantly” powers. Thus, a reader rock into sand. The user of the tome is
back to normal; otherwise, the process could use infravision, comprehend lan- instantly struck with insanity from the
restarts. guages, and invisibility all within one magical backwash of this dread power
. Additionally, the Book has the fol- melee round, but would not be able to and, in addition, permanently loses 1 hp
lowing spell-like powers, all cast at 20th use infravision, lightning boll, and fire- per day thereafter until death, at which
level: ball simultaneously. point the user is absorbed by the Book.
Once the Book is opened by a magic-
a. Know alignment, 3" range, at will. user,he is magically compelled to read Appendix 2;
b. Convey infravision/ultravision, 10" through it once, taking two hours to Experience Points
range, constantly. complete this task. The initial reading
Experience points are awarded to each
c. Continual light or light, 12" range, does not activate any spells, and is the
player based upon individual and group
at will. only way a magic-user learns of the
performance. Tb determine each player’s
d. Detect magic, 1" path, 6" long, at Book’s abilities. After reading the first
experience point award (EPA), add his
will. 26 pages (with the spells mentioned
total personal experience (TPE) to the
e. Comprehend languages constantly. before), the reader discovers a detailed,
total group experience (TGE) divided by
f. Read magic at will. color picture of an elderly magic-user on
the number of starting players (NSP):
g. Detect invisibility, 20" range, 1" page 27. This is the grand wizard Ma-
path, at will. gus, who was the first to be imprisoned EPA = TPE + (TGE/NSP)
h. Invisibility at will. in the Book. The 75 blank pages which
The following tables list the experi-
i. Darkness, 15' radius, 10 times per follow, originally part of a protective
ence points possible for this game.
day (Note: the user can't see in this enchantment on the book that caught
darkness). the souls of unwanted readers, are re-
Group experience
j. Dispel magic five times per day. served for other magic-users. . .
k. Fireball three times per week. The Book needs only to be carried on
Each numbered area explored (exclud-
l.Lightning bolt three times per week. the person in order for the “constantly”
ing area 29): 100 xp.
m. Thngues at will. or “at will” powers to operate. The Book
Any treasure collected: (award group
n. Minor globe of invulnerability three needs to be open and a light source
points only): gp value in xp.
times per week. present to read the spells which activate
Each PC wounded below 0 hit points:
0 Wall of ice twice per week. the other powers.
.
-500 xp.
p. Conjure elemental of choice, 16 HD, 4. Finally, the Book augments the
Each PC killed: -5,000 xp.
in 1 round, twice per week (the elemen- user’s powers (once it has been read
Returning to Carvet City with The
tal is fully controlled, needing no con- through) by increasing the range of his
Book With No End unopened: 100,000
stant concentration, and is completely memorized spells by a factor of 150%.
xp.
obedient). Add 1 to every hit die of damage done
As above, but requiring magic to
q. Passwall at will. by offensive spells (or if a spell’s damage
separate the user from the Book because
r. Teleport, 90% chance of success, is a base value, add 10% more) and
it has been opened and used: 50,000 xp.
twice per week. increase the area of effect by a factor of
s. Death spell twice per week. 150% (or if a spell affects a certain num-
Personal Experience*
Power word, stun twice per week.
t. ber of creatures, or hit dice, increase
. Mass charm once per week. this figure by an additional 50%). The
Each symbol of stunning, fire trap,
V.Inscribe a symbol of fear or hope- Book must be carried by the user in
wizard foci! dispelled**: 1,1)00 xp.
lessness once per day. order for this augmentation to occur.
Efreeti killed: 2,650 xp.
w. Mass suggestion once per week. Certain spells cast by the Book have a
Invisible stalker killed: 1,700 xp.
X. Astral spell once per month. chance of creating a cataclysm if cast.
F^rohydra killed: 1,625 xp.
y. Shape change twice per month. The mass charm and mass suggestion
Grey ooze killed: 850 xp.
z. True seeing twice per week. spells are so trapped. Each time these
Green slime killed: 550 xp.
spells are cast, there is a 20% chance
Character played a key role in deci-
These functions must be activated by that the spells instead serve as a mon-
phering riddle to open the secret door in
reading the spell from the appropriate strous power-draining device that af-
area 24***: 3,000 xp.
page in the Book, taking two segments fects everything within a radius of
Character used comprehend languages
to find the page and read it. Exceptions: 10-100 yards (the Book no longer de-
to good value (per use): 100 xp.
1) spells listed as “constantly” come stroys as large an area as it did once, as
Any illusion disbelieved by the char-
into effect and stay in effect after the it is fully charged now). All living be-
acter (successfully): 100 xp.
first reading of that spell page; 2) abili- ings within this radius take 20-200 hp
Character used find traps spell in area
ties listed as “at will” come into effect of damage; those beings which are slain
21 to good value: 300 xp.
at the user’s thought (after the spell has simply vanish, their life-forces con-
Crystal ball in area 23A successfully
been read for the first time) and do not sumed completely in the blast. Beings of
require further reading to activate; and. divine status take half as much dam-
DUNGEON 63
THE BOOK WITH NO END
used to gain information about the purportedly created by a reclusive and of the transmutation of living land to
Book. 1,000 xp.
-.
unnamed magician. *^0 classical legend arid wasteland was seen by the un-
Air elemental (area 27) killed; 3,100 lore spell provides only the reinforce- ranked magic-user whose queer artifact
xp. ment of the artifact’s title, which may created the desert beyond the Fladrian
Elimination of the book's guardians; in itself he incorrect because of the Range. This sub-element transforma-
Hatred: 11,540 xp. necessity of translation and the chang- tion within the area of ‘Earth’ is a clas-
Ambition: 11,500 xp. ing meaning or intent of words. The sical illustration of a manipulative
Power: 11,400 xp. modified divination spells heretofore power made easy through an attuned
Pain; 11,060 xp. mentioned do give more information, magical device. Although the wizard
Special considerations: •••• but as pointed out in the proceeding and his artifact have never been heard
section, because of the extreme time from since the (accidental?) transmuta-
* If a character does only fractional difference between today’s spell-work tion, the documented change is indica-
damage toward a creature’s death, and the events that created this book, tive of the power of the Alteration spell
award only that fraction of experience the data is inconsistent and even indeci- when incorporated within a magical
points. pherable. An example of this inconsis- entity and augmented with personal
“• 'Ib qualify, a spell from memory tency can be found when the major direction.”
must be used by the dispeller; if more powerfs) of this artifact are examined.
than one caster uses a spell in concert The only decipherable bit of data is that
with others, award this amount to each this book amplified the wielder’s own
who use a spell. powers, but the extent of this amplifica-
*** This award should be given to tion, whether it was life-force draining
those characters who showed constant or self-powered, or its inherent spell
insight and actively participated in capability are left ambiguous. Thus, the
solving the riddle of entry to the lower efficiency and accuracy have been re-
level. duced by the elapsed time.”
Unusual actions, ingenuity in
defeating opponents, valor, etc., should 3. This passage is found in an obscure
be given an award not to exceed 2,000 and dog-eared copy of Delineation of
points at the DM’s discretion. Artifacts’ Powers through Runes and
Portents, by the famous Sorcerer Opor-
Appendix 3: tom; “. with the casting of Runes, this
.
64 Issue No.3
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