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Skull Trail 1/

/ /
1 Palace of Iuz 8 The Jade Streets 15 Shinzinen’s (Drow debauch tyostelry)
2 Boneheart Citadel 9 The Iron Barracks 16 “The Smoke” (Smithing E Fiery magics)
3 Archmage Null’s Tower 10 Kaquizel’s Tower 17 The Armory (Fornorian E Fiend guards)
4 The Legion of Black Death 11 The Destiny Wall 18 “Train by Pain” (Monster trainers)
5 Grand Cathedral 12 Assassins Legion Hall 19 Cemetry (Undead, Undercity entrances)
6 The Agony Feilds 13 Poisoners Guild
7 The Fiend Gardens 14 Brotherhood of Torturers
-\

Official Game
Adventure

by Carl Sargent

Credits: Table of Contents


Design: Carl Sargent Introduction .................................................................... .2
Preparing the Adventure .............................................
A

Editing: Dezra Phillips


Cover Art:Jeff Easley The Challenge ...........................................................
Interior Art:Eric Hotz Getting into Jail ........................................................
Cartography: Steve Beck The Halls of Wretchedness ............................................... .L.U

Production: Angelika Lokotz The Halls of Torment ......................................................... 38


The Boneheart Citadel ..................................................... .49
Court of the Hezrou ........................................................ .55
Escape from Dorakaa ........................................................ .61
TSR, Inc. TSR Ltd.
POB 756 120 Church End, Cherry Hinton
A Glorious Return?. .......................................................... .62
Lake Geneva Cambridge CB13LB
WI 53147 U.S.A. United Kingdom Reference Section:
Pregenerated PCs ............................................ .................29
Random House and its affiliate companies have worldwide distribution
rights in the hook trade for English language products of TSR, Inc. Distrib-
Maps 2, 3 ....................................................... .................32
uted to the hook and hobhy trade in the United Kingdom by TSR Ltd. Dis- Player Handout .............................................. .................32
tributed to the toy and hobby trade by regional distributors.
Wandering Monster Tables ............................... .................33
ADVANCED DUNGEONS &DRAGONS, AD&D, WORLD OF GREYIIAWK Notoriety Record Chart ..................................... .................33
and GREYHAWKare registered trademarks owned by TSR, Inc. Blank Handout Scroll ........................................ .................33
DUNGEON MASTER, DhI, MONSTROUS COMPENDIUM, and the TSR logo
are trademarks owned by TSR, Inc.
Priests and Mages of Iuz ..................................... .................34
Iuz's Hit Squads .............................................. ................ .35
All TSR characters, character names, and the distinctive likenesses thereof
are trademarks owned by TSR, Inc.

This material is protected under the copyright laws of the United States of
America. Any reproduction o r other unauthorized use of the material or
artwork contained herein is prohihited without the express written con-
sent of TSR, Inc.
Copyright 0 1993 TSR, Inc. All Rights Reserved. Printed in the U.S.A.

ISBN 1-56076-608.5
9405XXX1501
c i t y of Skulls is an adventure for 6-8 player 8: Outer Planes Appendix is needed for details of
L characters of levels 9-12, with a total of 70-75 fiends.
experience levels being optimal for the adventure. While all adventures suggest that the DM read
This adventure requires a PC group with strong through and be familiar with the scenario script,
combat skills and good magical ability. Pure role- this is especially true for City of S k u l l s . This
playing is not important to success in this sce- adventure employs a special game mechanic, the
nario, but intelligent and subtle use of magic is “Notoriety” score, which is used by the DM to
greatly superior to mere firepower. While physical determine certain NPC interventions which may
strength and muscle are required for success, have a fateful effect on the success or failure of
smart and resourceful use of magic and deception the PCs. Familiarity with the Notoriety score
are at a premium here. game mechanics will help the DM run this ad-
Certain other WORLD OF GREYHAWK@prod- venture easily and well. In addition, the adventure
ucts are useful for playing this adventure. The script contains many notes on the tactical actions
From the Ashes boxed set is a valuable general of NPCs in conflict situations. These should be
resource. Since the set has rules for specialty read in advance by the DM, ensuring that the PCs
priests of Iuz (including certain spells) and new are truly challenged in this adventure! In addi-
monsters that are included in this adventure, the tion, notes on the PCs’ use of key resources (such
DM running this adventure will benefit from hav- as charm spells), and the need for the PCs to be
ing this world source available. The sourcebook thoroughly prepared in order to succeed in their
Iuz the Evil is of great importance since it gives arduous task, should be read carefully by the DM.
full details for major NPCs who can only be sum- Finally, for players who do not have characters of
marized briefly here. New spells and magical sufficiently high level (and as a guide to the DM as
items from that book are used in this adventure to optimal strengths, possession of magical items,
also. The Marklands sourcebook is helpful as gen- etc.), a set of pregenerated PCs is provided. These
eral background, but a DM without this source- are found in the central reference section (pp. 28-
book will not need to make any adjustments to 35), which also includes NPC details, play-aids for
this adventure. MONSTROUS COMPENDIUMTM the DM, and other materials.

.... . ,. .
:. , . ,. . ..

.. . :. . . .
. . .. . ..:
,. .. ..
‘7‘ his chapter briefs the DM on the logistics of
running the City of Skulls adventure. It is
essential that the DM carefully read through the
objects of suspicion, and gnomes because there
are very, very few gnomes in the lands Iuz rules.
Again, PCs of these races can be played in this
material here. adventure, but they will be subject to suspicion.
This is dealt with through the Notoriety score; the
DM should study the Notoriety section below to
Player Character Alignments prepare for this eventuality.
This adventure is NOT suitable for evil-aligned
PCs. They would simply not be recruited by the
ot hlagical Items
NPCs who bring them into the plotline. However,
good-aligned PCs will have trouble in City of This adventure places an absolute premium on \
Skulls, since this adventure sends them into the “one-shot” magical items (scrolls and potions)
capital city of the evil empire of Iuz. Evil priests and on charged items such as rods, staves, and
and fiends have the ability to k n o w alignmend wands. The nature of City of Skulls is such that
detect good, therefore good-aligned PCs are espe- resting to regain spells and hit points makes suc-
cially notable in Dorakaa. Such PCs will be more cess in the adventure less probable. The entire
visible than neutral-aligned- PCs. This is particu- rationale behind the PCs’ mission is that of a swift
larly true of Lawful 1Good PCs, since tkteir morality raid, a rapid strike. If the PCs rest for hours to
and ethos is diametxically opposed toI that of Iuz. regain spells, the forces opposing them will have
This is handled tlhrough t h e Noto riety score time to regroup, consult, and react with poten-
.1 . ..3 , 1
mechanic, which is aetaiiea Deiow. The more tially devastating force. This, too, is handled
notorious PC the opposition through the Notoriety mechanic. The adventure
they will enco script does not forbid PCs to act in this way, but if
Therefore, guuu-aLLsLLGu I Lan be played in they must do so their chances for success are ,
- _
,. . . _ ’.....
_ . _ . . . ..’ .. ._
this adventure, but a successful PC party will greatly diminished.
include a fair percentage of Neutrals. Specifically A well-prepared PC party will, therefore, pos-
this should mean characters of Lawful Neutral sess many one-shot magical items. The pre-gener-
alignment, for the following reason: the NPCs who
commission the PCs for this ominous adventure
ated PCs demonstrate the kind of magical item
distribution that is appropriate for this adventure.
....,.. :
. ..
..
.. ..
are themselves predisposed to Law and Good, and The following chapter, “The Challenge,” also deals
if the PCs have neither element in their align- with one-shot magical items, including magical
ment, it is not likely they would be recruited. The item barter and trade. A p o w e r - 1 PC group with-
DM is encouraged to study the pre-generated PCs, out plentqul and appropriate one-shot magical
who a r e predominantly Neutral in alignment. items will be less likely to succeed in this ad-
Their backgrounds detail why they are trustwor- venture than a party which i s less powerful in
thy for a n adventure of this kind. The DM can terms of levels but has many such items.
either run the adventure with these PCs or use
them as models for the types of PCs that will most
The Power of Charm
plausibly be recruited for the adventure.
Special mention must t o be made to t h e DM
regarding the adjudication of charm spells. Any
Player Character intelligent group of PCs in this adventure is
Certain player character races are at a disadvan- almost guaranteed to employ charm person (or
tage in this adventure because certain races will mammal) spells in order to gain helpers, guides,
stick out like a sore thumb in Dorakaa. All demi- and sources of information. This does not create
human races (especially elves and, to a lesser problems in situations where an NPC is chamzed, ...
extent, gnomes and halflings) will be thus disad- questioned, and then left alone. Where the DM
. . _ , ’.._. .. .: .’
,
,

vantaged-elves because of their great animosity requires guidance is in cases where t h e PCs
toward t h e orcs Iuz uses as standard troops, charm an NPC and then have him or her tag along
halflings because they are the least likely to be permanently as an auxiliary party member.
corrupted by evil a n d t h u s most likely to be The first issue here concerns what a n NPC
actually knows and can tell the PCs. In the case of normally in accordance with the intelligence and
important NPCs, this is specified. In the case of nature of the creature. Whether it seeks to flee or
lesser NPCs (such as jailors, guards, and the like), s nature.
the DM should assume that these underlings know
next to nothing. Dragging them around in the
(Magical) Disguise
hope that they may know lots of details about the
next dungeon level, t h e forces therein, e t c . , Smart PCs may try to use infiltration tactics based
should not be a successful strategy for the PCs. on the use of disguise. Spells such as alter self,
The DM should be adamant in role-playing such change seg polymorph self and many other illu-
NPCs-they will always plead ignorance of any siodphantasm spells will be useful in this regard.
area outside the one in which they are originally Standard saving throws should be made for NPCs
encountered. to detect such subterfuges, and if an NPC sees
The second issue concerns the readiness of a through a PC disguise the DM should consider
charmed NPC to assist the PCs in conflict situa- carefully what the NPC’s reaction will be. Of
tions. The crucial element here is the NPC’s level course, this will depend on what the NPC actually
of intelligent involvement in evil. An NPC of sees when he penetrates the illusion. If he sees an
below-average ‘ntelligence (such as an orc jailer) elven PC disguising his racial nature, he will obvi-
/’
will readily aid the PCs in combat against other ously be highly suspicious. If he sees simply a
servants of Iuz (unless they are members of his human mage, he may not necessarily be suspi-
own orc tribe!). However, any NPC with an Intelli- cious; Iuz’s mages often amuse themselves with
gence score of 9 or better should be allowed a new such stratagems. In these cases, the NPC’s reac-
saving throw against the c h a r m for each such tion will depend on what the PC is actually saying
combat in which she or he is involved. If the NPC or doing.
is a priest of Iuz, this saving throw should be Even if an NPC becomes suspicious, what he
made with a +2 bonus (+4 if the combat involves does as a result of his suspicions depends on the
combat against other priests of Iuz). If this re- circumstances. A sergeant-at-arms with twenty
newed saving throw is made successfully, the NPC troops behind him may opt for a n immediate
. . will not simply turn on the PCs and attack them challenge or attack. A single NPC faced with a PC
..._
.... outright. Rather, the NPC will seek the best oppor- party will try to bluff his way through and conceal
. ..
..
tunity for escape in order to inform other NPCs in his suspicions; he may then decide to remain
the service of Iuz of the PCs’ actions. The DM quiet about the matter or report it to a superior.
should stage the 6:scape of the NPC as circiIm- Adjudicating these cases is a matter of DM
stances dictate. If, for example, the NPC is in the judgement. The adventure script gives plentiful
middle of a PC party -..L:l- ---.L-* :.. -
w l l ~ l t ;a VulIluaL 15 U C I I I ~con-
k. a L-:-.X
detail for command hierarchies in Dorakaa and
ducted in a confine(1 space, it is highly u nlikely the relations between different NPCs in that hier-
the NPC will try to erscape. But if the PCs a re rest- archy. From these, the DM can make a reasoned
ing, or if the NPC is in an open space or at the rear estimate of the NPCs’ most likely reactions to dis-
, . . _ .. ._ .. .. .. .. ..
. . , .. . . . , . , of a PC party during a combat, escape is much covering some PC trickery. Minor underlings will
more likely. If the DM is in doubt, require an intel- always tend to avoid getting into trouble, and not
ligence check from the smartest PC to determine report to superiors.
whether the NPC’s esc‘ape attempt is seen by the Two game mechanics may be used by uncertain
PCs. Escaping NPCs wi11 often increase the Not ori- DMs facing such situations. If the DM is unsure of
dty of the PCs. an NPC’s reaction to discovering subterfuge, make
Other standard rules ror crzarm apply: iuPCs a charisma check for the deceiving PC, modified
will not act suicidally and if asked to take signifi- appropriately by his or her actions. For PCs, a
cant risks, they should be allowed a new saving wisdom check may be allowed to detect whether
throw against the charm an NPC is viewed as suspicious or not.
In the case of monste 1s Obviously, simple mundane disguises will have
can be adjudicated nor a a role too. Plain black robes concealing the PCs
monster that makes a ~ U U C ~ W U WI V I I I ~ LIirow are an obvious choice. However, over-ambitious
against the c h a r m spell should be determined PCs (e.g., dressing up as acolyte priests of Iuz)
may have problems if, for example, a senior priest adds a minimum of one Notoriety point to the .’
orders them into Iuz’s Grand Cathedral to light party’s total score.
t h e candles, o r s o m e similar command-PC Having made this point, however, note that the
priests may have to make atonement if they feign PCs may be forced to venture into the streets of .
being servitors of the Old One. Dorakaa at some point during the adventure (see
the chapter “The Boneheart Citadel”). Encoun-
ters and PC actions during this dangerous part of
Role-Playing in Dorakaa t h e adventure a r e discussed in detail in t h a t
The adventure script assumes that the PCs will chapter.
mount a “surgical strike” into Dorakaa and direct
themselves to the adventure goals. However, it is
always possible that one or more PCs may try
Notoriety
wandering around the city and picking up what- Notoriety is a key game mechanic for this ad-
ever information they can get, which may be ger- venture. Player characters will become increas-
.
mane to their quest. If this happens, the DM will ingly notorious as a result of who they are and
truly have to wing it; Dorakaa is too large for this what they do. What notoriety means here is the
adventure to document in full detail. A map of the visibility of the PCs and their actions in Dorakaa
city can be found on the inside front cover of this to the powerful in that city. The higher the Notori-

booklet, and some additional detail can be found ety score of the PC party, the more likely it is that
in Iuz the Evil. Because breaking out into the city a response will be forthcoming from the powers-
is tough for the DM to handle, it should be dis- that-be in Dorakaa. At key points during this
couraged. Besides, very few NPCs will know any- adventure, the DM must make a Notoriety check
thing more than general rumors about Iuz’s jails for the PC party. If this is failed, a “hit squad” will
or other key adventure locations, so PCs wander- be dispatched to seek them out and destroy them.
ing about Dorakaa should find they get lean pick- The higher that Notoriety score becomes, the
ings indeed. Any contact with [‘significant’’NPCs more powerful and brutal the hit squad will be.
(military, fiends, mages, priests) automatically The central reference section of this module (pp. I.,’.
33-34) details these hit squads, which are also priests on the rampage, marauding fiends, or a
noted below. phalanx of drunken orog. If PCs aren’t actually
seen doing things, they may be ascribed to “nor-
Initial Notoriety mal” causes (normal by the insane standards of
Dorakaa, that is).
At the beginning of the adventure, the PCs have a This logic also applies if the PCs are able to
:.. . .::;;;;;..:u ;:,:::, Notoriety score of zero. The DM should add the cover their tracks by careful and subtle means. If
. . following to this Notoriety score: they raid a cell block while covering themselves
.. .... ... . . . .’ . ::..’ . .‘
I

One (1)Notoriety point for each good-aligned with illusion spells, the increase in Notoriety is
PC (unless Lawful Good, in which case add two again reduced. After all, some witnesses may
points). For each PC paladin, add FOUR points report the appearance of the PCs (since they saw
-their protection f r o m evil screams for atten- through the illusions), but others (taken in by illu-
tion in Dorakaa! ~ i n n c )-rill give conflicting accounts. If PCs are

One Notoriety point for each demihuman PC rt, using spells such asforget or sugges-
(u: :n, in which case add 2 points). Iter” the NPCs’ perceptions, then the
1 may become very extreme and t h e
These aaaitions reflect the fact that certain increase will be small indeed.
races and alignments are suspicious, regardless of up, the following are some of the stan-
what the PCs actually do. These modifiers apply aara ways PCs may ensure that their Notoriety
even if the PCs can magically disguise their align- score increases as slowly as possible:
ment and race. Priests, mages, and fiends may be
able to see through such disguises, and a PC’s true 0 (1) Don’t leave witnesses. Isolate and render
nature will be seen by at least some creatures dur- them “harmless” (especially in the case of key,
ing this adventure. The fact that fewer creatures smart NPCs).
see the PC’s true nature is offset by the increased ( 2 ) Use illusions and physical disguises to con-
suspicions raised by disguising it! fuse observers.
(3) Use dust of disappearance or other con-
Gaining Notoriety through Actions cealment spells, devices, and items.
(4) Use charmed servitors to do the dirty work.
The bulk of Notoriety comes from what the PCs A charmed monster can cause mayhem among
actually do. What is important here is twofold: defenders, and if the controlling mage instruct-
what is done and whether the PCs are seen doing ing the monster stays out of sight, this can be
it. Certain actions increase notoriety, such as highly effective. The same applies to a charmed
slaying key NPCs, breaching especially important orc/orog military leader with a group of troops
cell blocks in Iuz’s jail, and the like. These are all under his command, and so on.
scripted in the adventure text, together with a ( 5 ) Move around fast. Potions offlying, carpets
base value for increasing Notoriety score. offlying, dimension door spells, etc. are ideal.
. . _ ... .. ... .. .. -.. :
t . . .
, : . , . ’ However, these additions to Notoriety score Defenders can become confused if PCs move so
also depend on whether one or more NPCs actu- fast that they seem to be in two places at once.
ally observe the PCs performing such actions. If
an NPC can escape the scene and give an account How does the DM handle this in rules terms?
of the PCs doing things they shouldn’t, then Noto- There are key locations and events in this ad-
riety increases sharply. If there are no witnesses venture where an increase in Notoriety points is
t o the PCs’ actions, t h e n Notoriety increases specified for the DM. Usually, this is given as an
somewhat, but not by as much. All that the evil average at the end of each chapter. Clear guide-
. . . . , .. . . . defenders of Dorakaa know under such circum- lines are given for specific actions which incur
stances is that something is going on. They don’t Notoriety gains, and the DM is allowed room to
know who is responsible, and this makes it more modify the average score to reflect PC skill, cun-
difficult for them to react efficiently. After all, in ning, and guile.
Iuz’s chaotic citadel, unexplained events (even jail The PCs must come up with a repertoire of
break-ins and such) may be due to irate high trickery to deceive their enemies. If they use
stereotyped illusions and the same charmed mon- Black Death squad arrives, then the adventure
sters over and over in different combats, these will move to a swift climax. If this squad is de-
will lose the surprise-and-confuse element. The feated, the High Priestess squad will arrive auto-
DM should no longer reduce Notoriety point matically after another ld4+2 turns. If the High
awards when the same tricks are reused. Priestess squad is defeated, then the Boneheart
The DM may increase Notoriety point awards squad will arrive in another l d 4 + 2 turns. This
for PCs who behave foolishly. If they draw atten- squad is so powerful that PCs of levels 9-12 will be
tion to themselves with no thought as to the con- forced to flee. (The Boneheart squad is designed
sequences, Notoriety point awards may be in- to be absolutely overwhelming and force defeat on
creased up to double the average value suggested. any PC party that has taken no real trouble to dis-
T h e DM is also a t liberty t o m a k e Notoriety guise or conceal their actions.) If, by some unbe-
checks (see below) at double the usual frequency; lievable miracle, the PCs manage to defeat the
i.e., two Notoriety checks at each suggested point, Boneheart squad, Iuz himself will arrive two turns
perhaps separated by a half-hour in game time. later. He will be accompanied by two balors, six
Even if only one PC acts this way, it is still enough glabrezu, and six nalfeshnee. No party could hope
to damn the whole party by association; the Noto- to defeat them. If the PCs hang around, they’re
riety score is applicable to the entire group. As a dead-Period !
simple example, wearing visible holy symbols will The logic and rationale for this Notoriety sys-
automatically increase Notoriety point awards if tem is simple. It reflects the fact that Iuds servi-
intelligent observers are present to observe and tors are chaotic and unpredictable; but when the
report this behavior. PCs Notoriety score is getting high, they will be
forced to react-which is when the DM makes the
Notoriety Checks Notoriety check.

At certain key points during this adventure, the Making Notoriety Visible
DM should make a “Notoriety check” for the PC
party. These are specified in the adventure script. Smart players will realize that their PCs need to
This works as follows: the DM rolls ldlO and adds draw attention to themselves as little as possible,
the number rolled to the current Notoriety score but the DM would do well to underscore this.
of the PC party. He then compares the total to the When a first hit squad is dispatched to attack the
numbers in the Hit Squad Table on page 34. If the PCs, place a note on the body of the leader of the
total exceeds one of the values in the left-hand col- group. That note should be recovered by the PCs
umn there, then a hit squad will appear to attack (compose a player handout with appropriate
the PCs after ld4+2 turns of game time. The hit text). The leader should have instructions to “deal
squad which arrives will be that with the next low- with intruders seen in-” (insert the PCs’ location
est value to the total the DM has determined. when the Notoriety check was made). The leader’s
For example, if the PCs have a Notoriety score instructions should refer t o a n escaping NPC
of 15 and the Dh;l rolls 9 on ld10, the total score is informant or some major scene of combat that the
24. This means that the hit squad with an associ- PCs did not handle well as the cause of anxiety to
ated value of 20 arrives. Hence, the PriestlOrog the person writing the letter. (Use a simple initial
squad would arrive. The exception to this is if one for the signature.). Finish off the note by having
t y p e of h i t squad h a s already been s e n t a n d the writer say that “our superiors” will be alerted
defeated by the PCs. In this case, the DM should and take action if the intruders are not dealt with
select the next squad down the table. As an exam- “appropriately.” This should alert the PCs to the
ple, in the case above, if the DM had rolled a total need for speed and carefully planned actions.
of 2 0 in a n earlier Notoriety check, a n d dis- Obviously, the DM will need to compose this note
patched t h e “value-20” hit squad, this squad depending on where the PCs are a t the time. A
would not appear again with the later Notoriety blank player handout “scro11,” marked with an
check (total of 24). This time, the “value-25” unholy symbol of Iuz, is given in the central refer-
Priest-Mage-Orog squad would arrive. ence section. You may photocopy the scroll to
If t h e PCs become truly notorious and t h e prepare a player handout for this use.
Keeping Track of Notoriety good fortune, randomness, or thievery (since the
PCs are engaged in a break-in), then the party’s
A simple box on the Hit Squads record sheets initial Notoriety score may be reduced by 1point,
(page 33) can be used by the DM to record Notori- and the DM can apply a -1 modifier to Notoriety
ety. Simply check off each box as the Notoriety checks (subtract 1from the d10 roll). Within the
score increases. Don’t forget that if the PCs trigger WORLD OF GREYHAM@setting, priests of more
the arrival of the Black Death hit squad, later hit obscure deities such as Erevan Ilesere of the
squads arrive on a pre-programmed time sched- elves, Olidammara, Kurell, Norebo, Syrul, Xan
ule; but, Notoriety should still be tracked (to a Yae, and Rudd could be so included. A priest of
maximum of 35). Below, the DM will also find a Ralishaz would get the same bonus, but if the DM
tabular summary of where to make Notorietv rolls a 10, he should roll an extra d10 and add that
checks. to the total-if Ralishaz’s priests get unlucky, they
get extremely unlucky.
Reducing Notoriety A similar modifier can be applied if the PC
party possesses some magical item of relevance,
In rare cases, if PCs are truly ingenious, they may such as a luckstone. Very powerful magic that
be able to reduce their Notoriety score. This is could markedly reduce Notoriety, such as a wish,
most likely to happen if they can somehow per- should not be available to the PCs for this ad-
suade a major NPC that nothing is amiss in the venture.
locations the PCs are exploring and fighting their
way through. For example, one PC group fended
Mliat Can‘t R e Prepared
off an attack from the Priest/Orog hit squad and
managed to charm the orog leader. Use of a forget Good players will come up with tactics that no
;: ,. . . .:
. ... .... .. .. - . spell enabled them to cover up his memories of DM can possibly anticipate. For example, when
..
the battle, and a suggestion spell was used to give dealing with the militia at the wharfs where the
him false memories of events in the jail block. PCs need to gain access to the sewers (see “Get-
... One half-elf PC polymorphed himself into an orc, ting Into Jail”), one group used the following strat-
.,
.. talked orcish to the orog, took him out to a tavern egy: A PC thief/mage used an alter self spell to
’a.
in Dorakaa and got the orog leader blind drunk. modify his appearance so that he had appeared to
The orog staggered back to his barracks, drunk- have foul, blotchy skin and running sores on his
enly reassuring his comrades that all was well and body. Covering himself in dirt and filth, the PC
the jailers were good fellows. He was too drunk to staggered into the settlement and yelled that a
answer questions coherently, and thus his fellow boatload of plague-ridden slaves had been shipped
officers accepted his reassurances. Of course, in in from Furyondy a n d now southern Iuz was
due time the priest would be missed, but this han- threatened by disease and horror! Everyone shut
dling of events by PCs was good enough to earn their doors very swiftly, including, most promi-
them a -2 reduction to their Notoriety score. Cre- nently, the militia.
. .. . . . -
.., _ ... .. . . .. ,
..
:

ative role-play is needed to gain such reductions, The DM judged that, since Iuz’s priests cannot
which the DM must adjudicate on a case-by-case cure disease (only being allowed reversed forms of
basis. Necromantic spells), and since they didn’t wish to
die, they would certainly barricade themselves in
Hints and Flourishes too-at least for a day or so-before emerging to
see what might have transpired. The priests in
The Notoriety system does include considerable this place were mere juniors and all too ready to
leeway for DM judgement. If the DM is uncertain avoid any truly dangerous situation. The time lag
. - ... about Notoriety point awards, simply stick close of a day allowed the PCs ample time to complete
to the suggested averages. This should give the their quest, so no Notoriety points were acquired
PCs a pretty tough time of it. when the priests began to wonder whether the
T h e DM may also consider some optional plague victim was a hoax.
extras for this system. If a PC party includes a Players will certainly come up with something,
priest of a deity traditionally associated with luck, somewhere that will catch the DM unprepared. It
is quite reasonable for a DM to call a short recess mage stopping to memorize j u s t a handful of
to mull over such a plot twist. The guiding princi- spells of mixed levels will cost the party two to
ple behind adjudicating such cases is this-is this four Notoriety points, which can make all the dif-
tactic clearly dumb to an NPC of the appropriate ference to success or failure in this adventure.
(encountered) level of intelligence? If it isn’t, then Apply this rule after the PCs have entered Dora-
the PCs should gain at least,some success with kaa itself; any time taken to reach the city is of no
their trick, even if not complete success. How- consequence.
ever, as with magical illusions, attempting to Time spent during the adventure in exploration
repeat the same trick later is no longer creative, and combat will not increase the PCs’ Notoriety
and the DM can adjudicate such repetitions much score. This assumes that the PCs are exploring
more harshly. and acting at what the DM deems to be a normal
speed. If players sit around for ages planning the
fine details of every single move, it is fair for the
‘Etctical S P C Scripting
DM to comment on this and quietly add one Noto-
In the encounters below, numerous tactical sug- riety point. He may also impose additional Notori-
gestions for NPC combat actions are given. These ety points if the players continue to be tardy in
are the learned, trained, habitual responses of deciding what their PCs are going to do.
such NPCs and the DM should vary them depend- Also, certain malign magics (traps, etc.) may
ing on circumstance. One thing that should not be have time-limited effects. If the PCs do nothing
changed are the instructions pertaining to surren- while waiting for these to expire, this time should
dering and attempting to escape. These have been be counted towards extra Notoriety points. The
given to balance Notoriety gains and to challenge DM should keep a record of game turns spent
the party thoroughly! waiting for such effects to wear off. If these accu-
For real underlings (like the Ogre jailers) only mulate to hours, additional Notoriety points will .- .’ .. . ... ... _. ... . ..’ . ..
..
...
general guidelines a r e given, and the DM may be gained by the party.
need to determine specifics for himself. True
underlings just want to stay alive if they can. Potions of Vitality ..
Their lot is fairly dismal; the only joy they get out . .
of existence is tormenting creatures further down Potions of vitality merit special mention. These .. ...
..
the “pecking order” than they are. The DM should are potions that intelligent players will certainly A .... .
make Morale checks for such creatures according try to acquire (given that PCs are on a single-
to standard AD&D@rules, a n d they a r e quite strike raid), and the introduction to the adventure
likely to surrender in significant numbers during specifically includes these as items given to the
this adventure. The PCs should try to ensure that party. These potions are said to “restore the user
they do not escape to tell any tales. Slaying sur- to full vitality despite exertion, lack of sleep, and
rendering creatures is a n evil act, and good- going without food and drink for u p to seven
aligned c h a r a c t e r s should find i t a b h o r r e n t days.” The potion’s effect continues “for the re- .... . .. ’
. .’ . .. . .. .. . . . . .
i , _

(Lawful Good PCs should not tolerate it at all). mainder of its seven-day duration.” The PCs won’t
Neutrals will find their alignments shading toward need seven days but two points need clarifying.
evil if they do this repeatedly. First, a wizard who has drunk this potion may
memorize spells without having slept beforehand.
This means that though memorizing more than
Time in the ,\drenturc
one o r two spells is too time-consuming (see
Resting up to regain spells and hit points is next “Time in the Adventure” above), it is possible for
to impossible in this adventure. If PCs try to do a wizard to memorize just one or two crucial
this, the DM should make Wandering Monster spells without too much of an increase in Notori- - .. . ;-’

encounter checks every half-hour (appropriate ety score. Second, any other potion can be drunk
Wandering Monster Tables are given in the central with complete safety one turn after the potion of
reference section, page 32). The PCs will gain one vitality is quaffed; there should be no adverse
Notoriety point for each hour that they spend cross-reaction between the two potions.
resting. Even if they use potions of vitality, a
layer characters will have time to prepare for
the adventure after they have been recruited, you; he is saturnine, quiet, brooding, but his
so read the following to the players at the beginning furrowed brow conceals a powerful and in-
of play: sightful mind at work. You are surprised that
Sir Kiprien Rahlden is among this group. His
own fief at Moatshield is small, but he is said
The months after the great Greyhawk Wars to have many friends in high places; some say
have not been easy in Furyondy. The wealth of that in the counsels of the Knights of the Hart
the land is spent on constructing the great he is very influential. The striking and fiery
northern Flare Line across the boundary from lone woman here is introduced as Countess
Iuz. King Belvor IV and his nobles tirelessly Katarina of Walworth, ruler of the Shield
oversee the rebuilding of Chendl and the Lands in exile. She bears the insignia of her
strengthening of the defenses for the day when house and the holy symbol of a paladin of
war may come again, as so many fear it must. Heironeous with obvious pride. And indeed
The cruelties of Iuz’s dread empire to the she is a key to what you are about to hear.
north are too unspeakable to be contem- The King himself is the first to speak after
plated; some of you will have seen them for the pleasantries of formal introduction. “My
yourselves during the war years. Some of you friends, we are resolved upon a great enter-
have given brave service to the cause of oppos- prise, and we have summoned you to ask you
ing the Lord of Pain, and a royal summons to volunteer for a mission of great glory and
delivered by liveried courier alerts you to the daring. During the war years, Iuz took many
fact that you may be called upon to do so once prisoners. Countless thousands have vanished
again. into his dreadful prisons in Dorakaa, Gibber-
Belvor’s palace in Chendl is among the last ing Gate, and the fortresses of the Urzun orcs
of the buildings to be repaired; the King in the Howling Hills. Magical barriers to div-
wanted the defenses of the city restored first. ination prevent us from seeing where those
When you arrived there, you did not expect to beloved to us, lost during the wars, have been
be summoned to the very throne room of the concealed.” Karzalin nods silent agreement on
King himself. As you stride across the marbled this point, being very well-placed to know.
floor, your footfalls echoing in the great cham- “However, we have lately had information,
ber, five men and one woman await you. The which comes from a reliable source, concern-
King rises from his throne, bids you welcome, ing the whereabouts of one prisoner in partic-
and invites you to sit around a great oval table. ular. That man is Earl Holmer of Walworth,
He briskly thanks you for your attendance Knight Commander of the Shield Lands, be-
while he introduces his advisers. loved cousin of our gracious Lady Katarina,
Some of them may be known to some among who rules in exile in his absence. We have
you, but these are truly the great and good unimpeachable evidence that he is incarcer-
among Furyondy’s best. Baron Kalinstren ated in the dungeons and jails below the
rules the beleaguered northwestern Barony of streets of Dorakaa, the City of Skulls, Iuz’s
the Kingdom, and like his fellow Baron Jemian dread capital itself. Fortunately, Holmer is not
of Littleberg-now Grand Marshal of Fury- in the dungeons below Iuz’s own palace. If that
ondy’s armies-he is a tall, powerful, domi- were so, rescue would be impossible. Matters
nant presence. Garaeth Heldenster, the High are otherwise.”
Priest of Heironeous, was a pillar of fortitude You can see it coming as the King contin-
during the wearying siege of the capital city. ues-he’s going to ask you to get into Dorakaa.
His priests are among the Kingdom’s foremost “Such knowledge alone would not be sufficient
defenders. Karzalin, Master Elementalist of for us to plan any attempt to rescue Holmer.
Chendl’s renowned Chamber of Four, gives lit- However, into our possession has fallen a plan
tle away as he murmurs a brief greeting to of Dorakaa’s festering and wretched prison
wherein Holmer lies, and this plan includes a him. We have tried. Teleportation and planar
way of reaching those jails through the sewers travel would be obvious methods of entering
of the city. I t is certainly possible for a small Dorakaa without the tedious and dangerous
group to infiltrate these prisons and rescue alternative of attempting cross-country travel.
Holmer, given sufficient bravery, intelligence, Unfortunately, it appears that the structure of
and magical assistance. It goes without saying planar nexuses close to Dorakaa is unpre-
that your bravery and intelligence have given dictable. We know that Iuz has a gate to the
you a reputation, which precedes you, and we Abyss within his city, and the operation of
can supply magical aid for the rescue mis- that gate appears to distort planar structures
sion.’’ At this cue, Karzalin reaches into a bag within thirty miles of the area.
of holding he has pulled from a concealed “Thus, in order to reach Dorakaa we suggest
pocket in his robes and begins to draw forth that you plane shift to a location some twenty
scrolls and potions-and not just a few of miles distant and then reach the city under
them! They tumble out by the dozen, along cover of darkness by overland travel. That will
with a staff, what appears to be packs of magi- mean some forced marching, of course. In
cal dust, and several other “goodies” as well. order to accomplish this, plane shift scrolls
You’re beginning to get interested. and potions of vitality will be among the items
“We believe that a successful rescue of Earl we will equip you with for this mission. When
Holmer would be a great blow against Iuz. It returning from Dorakaa, you will need to
would give great cheer to the forces of Good. It make some distance from the city before risk-
would inspire the brave men and women of the ing a plane shift spell for escape purposes.
Shield Lands, who have been so cruelly driven Once you are a safe distance away, you can
from their homes. They are greatly valued by flee in any direction.”
us as defenders of our own land, and we would Your quest, then, is to free Earl Holmer of
see them rewarded by the rescue of their Walworth, Knight Commander of the Shield
beloved leader. Common decency dictates that Lands. A knighthood and a generous sum of
a worthy and good man should be snatched money are yours if you succeed. If you fail,
from the jaws of Iuz. It may well be that the your fate will be either death, if you are fortu-
doughty Earl will have been sorely tried by the nate, or an eternity of incarceration in Iuz’s
torments of Iuz. He must be rescued. jails, if you are not so fortunate. Everyone
“Of course, such a mission would place you here clearly expects you to do your duty. What
in grave peril. It would not be unworthy of you will you say?
to crave some reward for your great struggle
should you be successful. Even though our
Kingdom is hard-pressed, we would reward
Clearing up the Details
you with 3,000 golden wheatsheafs (note:
3,000 gp in Furyondy’s local currency). In The PCs should accept this quest, although it is
addition, we would be sufficiently moved by entirely reasonable for them to inquire about the
Holmer’s safe return to grant you the title of details of the magical aid they’re going to get (magi-
Knight Protector of Furyondy, with all the cal items are listed below). If they ask about the
privileges that brings.” source of information, Karzalin says that it is known
You have little time to ponder these terms, to be accurate but the source cannot be revealed for
or indeed to wonder what a Knight Protector the simple reason that, should the PCs fall into Iuz’s
gets in the way of privileges, when Karzalin hands, they will not then be capable of betraying
speaks in a slow, measured voice. “There are that information. It goes without saying that PCs do
. .
some obvious magical methods of attempting not haggle with the King. Any attempt to try this will
to locate and free Holmer, of course. Divina- be cut off by a thunderous glance from Baron Kalin-
tions are unsuccessful in precisely locating stren.
The PCs may ask, “What if we fail?”. The reply to 15 spell-levels each if there are more. These
this is that while Belvor would try to rescue them, no spells can be of the PC’s choice, except that
guarantees can be offered. After all, if heroes as none will be of higher level than the PC can nor-
renowned as the PCs fail then surely lesser mortals mally memorize (Karzalin will suggest that the
would have little chance of rescuing them! PCs choose these after talking with him; see the
If the PCs accept the quest, they should be given following section on pumping Karzalin for
Map 2 of the layout of the sewers leading to the jails advice, which may help guide PCs to make wise
of Dorakaa, together with the notes supplied on what choices for these scrolls). Rogues will receive
is known about the jails (as a player handout on the either boots of striding and springing or a dag-
reverse of the Players’ Map). Karzalin adds an addi- ger +2, +3 versus Large creatures (award the
tional detail for locating the entry to the sewers: boots first). If the PCs don’t understand why
“There are a few wharves and jetties on the left bank they don’t get more, make it plain that these
of the Opicm, a mile or two from Dorakaa and due offerings represent a major gift from a Kingdom
south of it; the river is little travelled now, but a few that needs all the magic it can get just to defend
vessels bring booty and slaves from the Fellreev For- its border against the evil empire!
est into Dorakaa and this is where some of them
moor. There is a particular T-shaped jetty there,
quite distinctive, and the outflow of Dorakaa’s vile
vice from the Wizard
sewers is very close to it. Your map shows directions After the initial council, Karzalin will brief the PCs
into the jails from that point.” Give the players a further in a private meeting inside the Royal Palace.
copy of Map 3, the small area map, together with He will urge on them the need for two key tactical
some basic details on the locations shown there (see elements. The first is, that rescuing Holmer must be
Iuz the Evil). They also receive a portrait of Holmer. done with one swift strike. There will be no time for
They a r e warned that his appearance will have PCs to retreat, pause and rest, and return for a sec-
changed during his imprisonment, but the portrait ond attempt. This will give the defenders time to
should allow them to recognize him, not the least by react and they will seal off the jails with overwhelm-
his broken and prominent hooked nose. ing force; Dorakaa is awash with fiends, evil priests,
PCs will also be given the following magical items mighty orogs and much worse. Because Iuz’s forces
(note that the pregenerated PCs already have these are chaotic and divided among themselves, with
items in the total list provided for them): many factional rivalries, the PCs may exploit these
internal divisions if they act swiftly. But this is a sin-
Each PC will be given the following items: Two gle-raid mission.
potions of healing, two potions of extra-heal- Secondly, Karzalin specifically warns the PCs to
ing, one potion of vitality, one potion offlying, do all they can to cover their tracks; to confuse and
and one potion of invisibility. deceive the jailers, priests, and any others they may
The party as a whole is given the following encounter in Dorakaa’s jails. Confusion will help the
items to divide among them as they choose: PCs to buy extra time as the defenders wonder what
three applications of dust of disappearance, a is going on and what to do about it. The PCs should
rope of entanglement, a ring of free action, a leave as little visible evidence of what they’ve done
ring of blinking, a ring of protection +2, three and who they are as possible.
scrolls of dispel magic (at 12th level) and five Karzalin will use this meeting to warn the PCs
scrolls bearing one plane shift spell each. what they may face in Dorakaa. (If the PCs ask about
Warriors in the party receive one each of the this in the original meeting, Karzalin will promise
following potions: potion of superheroism, then to discuss this with them privately later.) Karza-
potion offire giant strength, potion of hill giant lin warns that ogres, trolls, orcs and orogs, priests
strength. Priests receive, in order of seniority and fiends can certainly be anticipated within the
(by level): a staff of curing with I 6 charges, a jails, and probably Undead as well. Karzalin will also
ring of spell storing (cloak of bravery, flame point out to the PCs that the notorious “Train by
strike, heal), or three additional potions of Pain” building is not far away from the jails (see Map
extra-healing . Wizards receive 20 spell-levels of 1) and that monsters may well be used as guards
scrolls each if there are one or two PC wizards, within the jails.
e
Intelligent players may use the “What would you pable for the fall of the Shield Lands during the wars
do if you were us?” strategy in questioning Karzalin. when the stubborn Earl refused Furyondian aid,
If they do, the Master Elementalist will respond fearing that Belvor would use this as a pretext for
thus: annexing the Shield Lands. What’s more, Katarina is
an excellent leader of the exiled Shield Landers, and
Belvor is quite happy with her influence on the
“With your resources, I’d use a lot of illu- admirable Count Artur Jakartai, the Shield Lander
sions and deception. I’d be sure to have a pack who now rules the Crystalreach County of his own
of dispel magic spells up my sleeve; surely Kingdom. So why does Belvor really want Holmer
Iuz’s jails are not secured by physical barriers back?
alone. I think charm spells will have consider- Belvor estimates that Holmer has probably been
able value in dealing with the small fry-orcs, completely broken by Iuz anyway. He guesses that
ogres, that kind of riff-raff. I’d have a charm the old man is nothing more than a ruined wreck,
monster spell or two available, also. If you can incapable of conducting any political actions if res-
speak with them, that’s an obvious bonus. I’d cued. So getting Holmer back is no liability. How-
use plenty of mind-controlling magic as well, ever, it would serve several useful functions. First, it
but avoid the flashy stuff. If you set a jail block would be a great public relations coup, a morale-
alight with multiplefireballs, that seems to booster for his own people and especially for the
me a great way to alert every defender in the exiled Shield Land warriors. Second, it would get
place. Oh, and don’t forget plenty of protec- some of the aggressive hotheads (who urge war
tion from evil spells. Especially the radius anew) off Belvor’s back. The Marklands sourcebook
type. You’ll be meeting a fiend or two down gives additional details of these factions, to whom
there. Since those horrors are magic resistant, Belvor would like to prove that he can act decisively
it might be wise to take spells that affect you against Iuz. This would buy him time to complete his
rather than them-strength, invisibility, aid defensive preparations. Both Garaeth and Karzalin
from the priest, that kind of thing. are well aware of this political dimension of the
“If you can risk growing old before your King’s decision. Thirdly, Belvor is good-aligned, and
time, I’d have haste as a last resort in case my he does feel sympathy for Holmer. However, this is
warrior friends encountered something really strictly a third reason: Belvor may be a good man,
vicious they absolutely had to dispatch swiftly. but he is also a politician and the success or failure
I’d certainly add extra dispel magic spells to of his policies will determine the fate of scores of
t h e scrolls we have given you, and more thousands of folk in Furyondy, Highvale, and Veluna.
knock spells also-you’re entering a jail, after If the PCs decide to ask some questions around
all. Oh, and one final thing: given that Iuz has Chendl, you will need The Marklands sourcebook to
a gate in Dorakaa, I’d be wary of summoning handle role-play encounters in detail. If you do not
any extraplanar help if I were you. Apart from have this sourcebook, you may choose how much of
that, I can’t help you much.” this picture you wish to reveal to t h e PCs (you
should not give away too much). However, if the PCs
spend any time doing this, you should give the PCs
one Notoriety point. Iuz has spies, and they hear
PCs’ Preparations who has been asking interesting questions. Also, PCs
The nature of the task for the PCs is fairly clear-cut. may learn more of this political background when
There are two things which they may attempt to do they return (see “A Glorious Return?”).
before they go; to find out more about Holmer and
why the King wants him back, and to acquire some
Magical Trade
extra one-shot magical items.
The PCs may decide that they should get all the one-
shot magical items they can. Additional scrolls and
Intrigue and Diplomacy
potions would definitely help their cause. They must
The truth of the matter about Holmer is tricky. trade for these by exchanging their own magical
Belvor has no love for this man; he holds Holmer cul- items for them; magical items cannot be bought in
Furyondy because the Kingdom needs them badly. potions of extra-healing, healing, invisibility,flying
There are two ways the PCs can go about trading. and the like, this should not be stymied by the DM.
First, the PCs can consult with a mage in Belvor’s Finally, allow PCs two or three days (no more) to
service (Karzalin is the obvious possibility). If they cast long-duration spells-stoneskin and a good-
do, Karzalin will explain that what the PCs have berry or two for everyone would be simple examples.
been given is truly all that the King can spare, but he
..“.
., can broker trade for them. The PCs must trade magi-
., ’ ;:. ;’...‘,U .. . .
::
.. ;.. -..’
Mundane Equipment
.. ... . _. . .._ . . ....* .. . . .
. cal items they have for one-shot items. The following
.
advantageous terms of trade can be had through The PCs should be able to obtain all the ordinary
Karzalin’s brokering: first, only one-shot items can equipment (ropes, arrows, bolts, etc.) they wish.
be bought (scrolls or potions). Second, if PCs offer (The pregenerated PCs don’t have such equipment
similar one-shot items in trade, use a ratio of 1:l for listed, to save space.) The only special case here is
the deal with the XP values for these items from the holy water; this in great demand throughout north-
Dungeon Master’s Guide as the basis. For example, ern Furyondy since Iuz has undead troops in Crock-
the PCs could trade two potions of gaseous form port, Grabford, and elsewhere. For this reason, PCs
(300 XPs each) for one potion of extra-healing (400 will be able to buy a maximum of only 20 vials of
XPs) plus one potion of healing (200 XPs). If the PCs holy water.
trade charged or permanent items for one-shot
items, use a 1:2 ratio in favour of the PCs. Thus,
trading a longsword +1, flame tongue (900 XPs)
Changes to Magic Use
would buy the PCs 1,800 XPs worth of potions or in the Adventure
scrolls. With scrolls, the PCs should not be able to The following notes on magic use during this ad-
acquire scrolls of priest or wizard spells higher than venture are of major importance!
. . 6th level. The demand for these powerful items is too
high, and while they could perhaps be obtained it
Planar Travel and Teleportinfi
will take more time than the PCs have.
Exactly the same applies when trading with wiz- The PCs have been specifically warned that attempt-
ards not in Belvor’s service around Chendl, with the ing to move into (or out of) a zone some 20 miles
following modifications and changes. First, the ratio around Dorakaa by any form of planar travel is highly
for trade is 10%worse than if Karzalin does the bro- hazardous. If they attempt to do this, despite the
kering. Second, the PCs may acquire Notoriety warning, then the result is simple: if a plane shgt,
points if they buy up too much. If any single PC con- teleport, teleport without error, mass teleport or sim-
ducting the trade acquires more than six one-shot ilar spell, an amulet of the planes or similar magical
items by trade, the party gains one Notoriety point. item, etc., is used to breach this 20-mile limit, there
Iuz has spies and a character buying up lots of magic is a chance that the travelling PCs will simply be
is an object of suspicion. If the PCs are clever (e&, plunged right into a layer of the Abyss! This chance is
, , . ... _ ._. .. . . having a mage teleport off to Mitrik or Veluna to do a flat 10%at the edge of the zone, plus 5%cumulative
. .. ., : . . . . ’ some dealing there away from spies) they can avoid for every mile within the 20-mile “exclusion zone.”
this Notoriety gain. That is, a PC party trying to teleporUplane shift, etc.
If PCs wish to get scrolls in trade, use the value of within 10 miles of Dorakaa is 60%likely to end up in
75 XPs per spell level. This is a slightly better value the Abyss, and is 100%likely to do so if they attempt
than potions, but potions have greater versatility to plane shgUteleport right into the city or indeed
since almost anyone can drink them. within two miles of it. A wish spell will halve this
The DM is also allowed to deny the PCs access to chance; nothing else will reduce it.
very rare or especially powerful one-shot magical If a PC party ends up in the Abyss, they will be
items should she or he so choose. Powerful potions stuck there for a minimum of 6+d12 hours due to the
such as hill giant strength, superheroism, inwulnera- magical backwash from interacting with the planar
bility and the like should be very hard to get (no more distortions around Dorakaa. Every hour thereafter
than one of each of these types, and perhaps only hill allow those PCs attempting to escape a saving throw
giant strength could be found anyway). However, if against spells in order to escape from the Abyss. This
the PCs are stocking up on such common items as can provide an excellent delayed-climax to the

..
adventure: if the PCs are absolutely forced to risk a Summoned Fiend Table
plane shzft escape within 20 miles of Dorakaa as Iuz’s
forces close in on them, a quick detour to the Abyss DlO Roll Fiend(s) Appearing
can have your players sweating as you roll Wandering 1 ld4 Manes
Monster encounters during their PCs’ enforced time 2 ld3 Rutterkin
there! If PCs end up in the Abyss, then MONSTROUS 3 1Bar-Igura
COMPENDIUMTM8: Outer Planes A p p e n d i x should -4 1Succubus
be consulted for suitable encounters. 5 1Babau
6 1Nabassu (7+2 HD)
7 1Vrock
Divination Spells
8 1Glabrezu
Divination spells will not be able to locate Holmer, or 9 1Hezrou
any other individual prisoner, within the lower cell 10 1Marilith
block levels of Dorakaa (Block C and below). Details
for the cell blocks and other locations will specify Any fiend that appears will automatically be ho
when restrictions on divination spells apply. tile to the PCs. It will not necessarily be in the se
If a contact other plane spell is cast within Dora- vice of Iuz, so any such summonings do not gain any
kaa, the spell will automatically fail and the chance Notoriety points for the PCs. Also, normal animal
for insanity will be 50%higher than normal (i.e., if and monster summoning spells will not malfunction
the usual insanity chance is 20%, it will be 30% in Dorakaa.
within Dorakaa). Also, there is a 10-60%chance that
a fiend will arrive within ldlO rounds (see Conjura- Turning Undead
tiodSummoning Spells below). If this happens, the
fiend will automatically attack the spellcaster. Turning the Undead is difficult in Dorakaa! When
Casting a c o m m u n e spell in Dorakaa is very fool- attempting to Turn Undead, any priest is treated as .
ish! The PCs immediately gain l d 4 + 2 Notoriety being two levels lower than his usual experience ;:
points as the magical flux of the connection to the level. This also applies to Turning effected through :
deity’s home plane is established-and the link is magical items (notably an amulet wersus Undead).
soon broken! The spell will fail automatically.
Praying for Spells
ConjuratiodSummoning Spells
If any good-aligned priest prays for spells within Dor-
These are hazardous within Dorakaa because of the akaa, the party automatically gains one Notoriety
planar distortion that exists around this city. If a PC point on each occasion when this happens.
wizard attempts to summon any form of monster,
invisible stalker, aerial servant or other extra-planar Other Magical Effects
creature, there is a chance that a fiend will appear
instead. This chance is 10-60%(ld6 xlO%), which Additional special magical effects, specific to variou
should be determined by the DM with a d6 roll on locations within Dorakaa, are noted in the descrip-
each individual occasion. Having determined the tions of those locations in subsequent chapters
chance of the spell malfunctioning, the DM rolls this adventure.
d100; if the roll is below the (10-60) number, a fiend
appears instead of the desired summoning. The
Summoned Fiend Table below should then be con-
sulted, using a d10 roll to determine the nature of
the fiend that appears:
his chapter details arrival in the Land of Iuz but it keeps the PCs from being seen by creatures
and the movement and encounters included of the plains since visibility is reduced to around a
as the PCs gain entry to the main jail complex. third of a mile. Thereafter, movement is at a nor-
mal rate. At any time of your choosing, use the
following encounter (which should be more than
?lane Shifting one mile west of the Skull Trail).
The PCs need two plane shift spells to reach their The southern plain here is sparsely populated,
destination: one to travel from the Prime Material since the land is infertile and there are only a very
to the alternate plane they have chosen, and one few farmsteads where the PCs may be able to hide
to return to the Prime Material. The safest planes during daytime hours if they so choose.
are the Astral, Ethereal, and Shadow planes. Rules
for Astral and Ethereal encounters are given in
8 r c lilunt!
Manual of the Planes, but if the DM uses such an
encounter (none are scripted here) then it should A medium-sized group of orcish troops comes jog-
not be too harsh. It is assumed h e r e t h a t the ging along the plains towards the PCs-they are
priest guiding the party can move along the alter- moving at a faster rate than normal walking. They
nate plane so as to arrive close to the spot he have weapons drawn, but they are not obviously
intends to return to on the Prime Material (exact aggressive. This party consists of 24 ordinary
details of this don’t matter for the purposes of this orcs, six superior orcs (2HD each, minimum of
adventure). 9hp each), an orog leader, and a priest of Iuz.
It is assumed that the PCs will take Karzalin’s The orog leader is a 5HD-type (see Monster Sta-
advice and plane shift to a spot more or less due tistics Chart), wearing chain mail +1 for AC3
west of Dorakaa. If they insist on arriving in the (Dex bonus). He is armed with a two-handed
middle of the Road of Skulls, luz the Evil gives sword.
details of the magical skulls along that highway, The priest of Iuz has the following stats.:
watchtowers, and the like. The PCs should have
encounters with sizeable orc patrols every mile or Priest of Iuz: AC 2 (chain mail +1,Dex); MV 12;
so along the road until they have the sense to get Pr5; hp 38; THACO 18; #AT 1 ; Dmg 1-10 (two-
off it. Such a foolish move automatically gains one handed sword); SMSD spells; SZ M; ML 16. Str 11,
Notoriety point for every five-mile stretch of the Dex 16, Con 16, Int 9, Wis 18, Cha 7; AL LE.
Road of Skulls the PCs travel. Encounters can be Spells: command (x2), darkness (x2), detect
improvised by t h e DM, using the encounters evillgood, aid, hold person (x3), spectral hand,
below as a basis. Similar logic applies if the PCs continual darkness, t u r n b a n e . He also has a
plane shift to the Skull Trail, across the Opicm, scroll of animate dead (cast at 9th level).
etc. (though no extra Notoriety points will be
gained for this). As the group approaches, providing the PCs
don’t act in a hostile or very evasive way, the orog
yells to them, “Hey! you seen any Urzun scum-
bags with a red bag runnin’ around?”
The PCs have to march some 20 miles cross- Assuming the PCs try to bluff their way through
country to reach the shoreline of the Whyestil this encounter, it won’t be difficult. This group is a
where the entry to the sewers is located. This Kazgund orc militia hunting some Urzun orcs who
involves two elements: the trek and crossing the stole some of their property from a small watch-
Skull Trail (Dorakaa to Grunlend Keep), which tower along the Skull Trail, and will say so. The
they must do at some stage. priest gives the PCs a look that conveys his bore-
Use normal movement rules (Players’ Hand- dom with this squabbling among orcs and is only
book, Chapter 14: Time and Movement) for the with them because he has to be. The PCs will be
trek, but the PCs have one piece of mixed fortune: challenged about what they’re doing. Give your
it’s raining heavily when they arrive and contin- players no more than ten seconds to reply; they
ues to do so for l d 6 + 6 hours. Movement rate is should have cover stories prepared in advance.
reduced to two-thirds normal during this time, Almost any half-credible reply will do. If the play-
Militia Building
1 square = 10 feet

ers take longer, or if their story is really lame (or if and 5th- level fighters) and two 4th-level priests ..
they're not disguising demihumans, etc.), then will appear down the trail from the PCs and close
the priest becomes suspicious and casts detect to the attack. The priests will have used spells
eviUgood. He will then order the orcs to arrest the such as bless, aid (on themselves!) and prayer to
PCs. A combat will ensue only if the PCs defend protect their group as they attack. The priests will
themselves, of course. seek to escape if half the orcs are slain. If either
If a fight breaks out, the priest will use his scroll priest escapes, the PCs gain one Notoriety point
to animate slain orcs as zombies if he can. Once for this second combat and escape.
more than half the orcs have been slain, both the
orog and the priest will seek to flee (running in
different directions). If the PCs fail to hunt down
the orog and the priest, their encounter at the The PCs' task now is to infiltrate the wharf area
Skull Trail will be more difficult (see below). Ordi- (Map 4) and locate the outflow conduit of the sew- . _ . . _. .. .
nary orcs can be allowed to flee safely, since they ers, which they need to enter. This area descrip- '( . .. . : .. ..... . ._, .. ,
.
will drift back to their homes in Grunlend Keep, tion is followed by notes on tactics.
taking some days to do so. The PCs gain no Noto- This small group of wharves handles little '
riety if anyone escapes here; vicious orcs and ban- trade-mostly Fellreev wood from the southwest- _I
dits are marauding all the time in these lands. ern forest margins and a few pathetic slaves from :.
the northern Horned Lands and the Northern Bar- .
rens. There are wharves in Dorakaa itself, but this
small ancillary complex handles barges that ship
The PCs will find it easy to cross the Skull Trail if across from the Horned Lands and which, for one
they take sound precautionary measures so they reason or another, don't wish to enter the City of
can cross inbetween the appearance of patrols Skulls itself. A little in the way of weaponry is
along the road (every 40 minutes or so). However, shipped in the reverse direction. The warehouses
if they allowed the orog or priest to escape from a and small homes shown on the map are of no sig-
combat earlier, a force of 30 orcs, two orog (4th- nificance, the only important building here is the
J

militialjail building (detailed in Map 5), which


The Charming Approach
houses the following:
One o r more PCs can e n t e r t h e a r e a and use
36 Kazgund orcs (five with 2HD); Charisma, charm spells and the like to be able to
2 Kazgund orogs (4th-level fighters); move around freely. This can also be used to
2 priests of Iuz (4th- and 3rd-levels); pump an NPC for information. However, no mat-
4 Zombies (accompanying the priests); ter what the PCs opt to do, at some point the self-
a 4th-level mage who assists with spells such styled “customs commander,” the fighter Schen-
as levitation, tenser$ floating disc and the den Kerdek, will see the PC(s) and ask them who
like for unloading cargo. He also has a scroll they are and what are they doing in his town.
with detect invisibility and a wand of magic
missiles with 14 charges. Schenden Kerdek: AC 0 (plate mail + I , Dex);
Schenden Kerdek, a human male 6th-level MV 12; F6; hp 42; THACO 15; #AT 1 at + l ; Dmg
fighter, detailed below. ld10+4 (two-handed sword + I , Str); SD ring of
a total of 12 slaves and prisoners in the cells, free action; SZ M. Str 18/41, Dex 16, Con 16, Int
all of whom are evil (Normal Men). 8, Wis 9, Cha 9; AL LE.

Finally, there are some forty or fifty human and Schenden is a n arrogant, bullying man who
half-orc laborers working in a n d around t h e treats everyone like scum. Any PC dealing with
wharves and the two barges currently moored him has to grovel (even if a charm spell is used).
there (see Map 4). The humans and half-orcs are A good reason for t h e PC being here must be
surly folk who avoid strangers, and none can be delivered to Schenden at once (give the player ten
trusted not to run to the militia if they observe seconds). Pretending to be a merchant is a hope-
anything unusual. There are some 20-30 mangy less answer; all goods here go to Dorakaa or to a
dogs running around the wharf area. If the PCs northern military camp, this isn’t a trading post!
are all invisible the dogs will scent them and begin Acceptable replies might include beihg on a man-
:i\
.,
..
to bay and howl, leading the militia to come and hunt after an escaped prisoner or being adventur-
investigate. (The mage can detect invisible PCs, of ers headed into the Horned Lands to investigate
......:...
, course.) the Fellreev (but the PCs must have a good story
..
about who has hired them and why). However,
Sneaking In unless a charm is used, the PC doing the talking
must make a charisma check (with a +2 penalty
The most effective strategy is to reconnoiter the added to t h e die roll-Schenden isn’t easily
area to locate the outflow conduit marked on Map swayed). If this check is successful, Schenden will
4 and then get to it. If the PCs have the cover of still attach a n escort of six orcs and an orog to
darkness, sneaking past the orc patrols (groups of chaperone the PCs around the town. If the check
six orcs who wander about with lanterns by night is failed, Schenden invites the PCs to the militia
to prevent theft from the warehouses) should not house for a little chat. This will allow the priests
be a problem. At some stage make a dexterity there to use their detection spells, and the PCs
check for the clumsiest PC . If this is failed, that may be uncovered; mass combat will almost cer-
PC makes an unfortunate sound-stumbling over tainly ensue.
a stone, unavoidably coughing loudly, etc. The orc
patrol will come to investigate and, at any sign of The Outflow
hostility or PCs trying to avoid them, they will
raise the alarm. Other NPCs will emerge from the Either by infiltration, or after a combat, the PCs
militia house to investigate. Spellcasters will pre- will arrive at this entry point. The pipe is some 8
cast spells to best effect as usual. Any combat feet in diameter (so that marching along it can
here automatically earns the PCs one Notoriety only be done in single file; the floor curves up-
point; if they effect a massacre they gain two wards to the sides, and the water level is some 18
Notoriety points. inches high). The outflow is cut into the river
bank, so PCs have to clamber down into the pipe
from the bank. There is an interested party (Kens- placed encounters during this journey, a t points
hazee, see below) hanging around the shoreline of his own choice:
some sixty yards north of the outflow. She does
not disguise her interest in anyone approaching
Bodies!
the outflow. If a PC approaches using invisibility,
she will pretend not to notice him or her in order Two face-down, rag-clad bodies float down the
to gain a surprise attack, if possible. sewers towards the PCs. If the PCs stand to one
Kenshazee is an ah-fiend using shape change side and simply allow them to drift past, they will
to appear as an ordinary human woman. In addi- be safe. If they touch one with a n instrument
tion to the usual powers of an ah-fiend, she has (pole, sword, etc.) and turn it over, they see that
the natural ability of detect invisibility within 240 the bodies are bloated and have open, red sores
feet. Her statistics. are normal for her kind (see all over their skins. If either body is physically
the Monster Statistics Chart), save that she wears touched by a PC, a large bubble of noxious gas
chain mail +1 and thus has AC 4. She fights with erupts from the side of the body. The PC must
two weapons, one a normal shortsword and the make a constitution check or acquire a blood dis-
other a dagger of venom. She is lurking around ease with an onset time of d6+1 hours; treat as if
the area because she is waiting for a male cam- affected by a plague spell (From the Ashes, Refer-
bion companion to arrive. ence Card 5). The bodies have nothing of interest
If the outflow is approached by one or two PCs, or value on them.
Kenshazee will attempt to use charm on one of
them (if the PC is alone, she interrogates before
Something Stinlung This Way Comes
attacking; if two approach, she will use suggestion
to best effect on one PC while attacking the other Any players worth their salt will be expecting an
PC). If hard-pressed in combat she will try to use otyugh or two in the sewers, so don’t disappoint
her dimension door ability to escape. If more than them. The PCs should encounter two tough neo-
two PCs approach the outflow, she will not risk an otyughs lurking behind a cloud of yellow-brown,
attack, but will approach them and plead that a fetid and opaque gas that reduces visibility in the
friend of hers is trapped in the sewers. She begs to sewer to 120 feet. (The gas, if inhaled, reduces a
accompany the PCs to find him. She says he is her PC’s Strength and Constitution by one point for
lover, Randreth, and the militia are hunting him 4d6 turns; this effect can be evaded simply by
for theft (which of course he did not commit). She placing a clean, damp cloth tightly over t h e
will not be shaken off, and if actively rejected fol- mouth.) One of the neo-otyughs has 19sp in its
lows the PCs at a safe distance behind. At a point gut, the other has a carnelian and silver ring
along the sewer of the DM’s choosing, the major worth 30gp.
cambion arrives and the two fiends will attack the
PCs. The fiends will abandon the fight only after
Exiting the Sewer
their hit points are reduced to one-third of their
normal value. If the PCs slay the ah-fiend, the The position of the manhole cover from which the
cambion will flee from or avoid them rather than PCs should emerge to enter the jails is shown on
fight. The cambion’s statistics may be selected Map 6 . If the PCs a r e inquisitive and wish to
from one of those available on the Monster Statis- explore further from this point before opening the
tics Chart, which include sundry exceptional sta- cover, the sewer ends 30 feet farther along to the
tistic bonuses. west (below the latrines at Location 2 ) . It also
extends 250 feet north and then turns west again
(see map). There is a manhole cover some 30 feet
Along the Sewer along this second western limb, which emerges in
. ..; . .. .. .. .. ,
A Wandering Monster Chart for the sewers is pro- the street between the jail and “Train by Pain”, as
vided in the central reference section. Wandering shown on Map 6. Beyond these two points, the
Monster checks should be made every 4 turns, sewers narrow to a 3-foot diameter with a sewage
with a 1in 6 chance of a monster arriving. level that does not permit the PCs to progress any .
. .. .. .. , .__. .. .... .. .,. .
:

T h e DM should also use t h e following two farther.

-- -
The Ads o f WretchednessJ

unremittingly evil. From time to time, shrieks of


Summary pain and torment resound around the corridors.
The uppermost jails are those which hold rela- Within the two Cell Block complexes, chances to
tively ordinary offenders and criminals- appre- detect noise are at best half normal (and may be
hended thieves, those who have got on the wrong further reduced if the PCs have stirred up agita-
side of a priest or militiaman, a few penniless folk tion among the cell occupants).
dragged into the cells to perform slave labor, and The ordinary prisoners here are ragged, un-
other miscreants and unfortunates. The jailers kempt, and filthy, sleeping on hard stone slabs or
here are orcs and ogres; their leaders are a vicious pallet beds with filthy straw. At the DM’s option,
fomorian giant and a cowardly, hateful priest of some 10%of those in smaller (non-communal)
1. Iuz (who deeply resents his posting here). cells may have some infectious disease (treat as a
The PCs must get through these upper level plague spell if the PCs come into physical proxim-
jails drawing as little attention to themselves as ity with them). All are normal men and women,
possible. The types of cell occupants here should unless otherwise noted.
make it plain that Holmer isn’t confined on this
level of the cells. The PCs must seek information
on his whereabouts, and the priest and his records
Patrols
(Location #25) are the keys to this information. Jailer patrols may be encountered in these upper-
General Notoriety point awards are given at the level jails; there are no true wandering monsters
end of this chapter; there are also some specific here. The two cell blocks have their own patrol
points about gaining Notoriety in key locations. frequencies described below, but elsewhere in the
jails there is a 1 in 6 chance, checked every 30
minutes (3 turns) of game time, that the PCs will
Dungeon Decor encounter a jailer party of 1d4+4 orcs (1HD) with
The ceiling height in these blocks is 18’, with a 3 H D orog jailer-leader. These jailers are arro-
walls being 1 2 ” thick unless otherwise noted. gant, bullying creatures who will attack the party.
Doors are very strong and sturdy (minimum 4” If half the jailers are slain, the survivors will run
thick, wood) and the locks well-made (-10 penalty to the nearest secure place for reinforcements.
to all Pick Locks rolls; some locks may be superior The orog-leader will have keys to doors #4 and #5
to this and if so, this is noted). Doors to all roo& and will try to reach his fellow orcs (in location
are locked unless otherwise noted. Cell doors #19) or the ogres (in location # S ) , whichever are
have small, 12” square openings at eye-level, with nearer.
1”diameter iron bars set into them vertically and There is a 1 in 6 chance that a patrol encoun-
an iron shutter openable from outside, allowing tered will actually be a 4th-level priest, with an
guards to look into cells and to supply prisoners entourage of l d 4 + 2 acolytes (level ld2), being
with food or water. given a guided tour of the cells by 1d3 orcs and a
Main chambers where orcs and ogres are lo- 3HD orog (this encounter only occurs once). If
,..
_ ., _...-
. . . . . .. . .. ,
,
. I
. I

cated are lit with torches; chambers of the fomo- this group is met and any of them escapes a con-
rian and priest have oil-burning lamps. Cells are flict with the PCs, Notoriety points may be gained.
unlit unless otherwise noted.
All the corridors of the jail are lit with burning
wall torches, placed every 30’ or so. The light level
Some Tactical Notes
is dim (+5% bonus to Hide in Shadows ) and the The most important attribute of the “ordinary”
air is dank, stale, and slightly smoky. There is an jailers here is that they aren’t very smart. Almost
ever-present stench of sweaty bodies unwashed any s m a r t role-play strategy can get t h e PCs
. - .._ . for months, bodily wastes, and heavy incense-like through this level without too much ‘trouble. Pre-
vapors from a handful of torches around the jails. senting forged notes of instruction to investigate
The walls of the corridors bear murals and inlays certain cells or searching for a particular prisoner,
a t irregular intervals, showing fiends, grinning may be successful because the orcs and ogres
skulls, carvings of broken skeletons, and the like. can’t read-as long as the PCs forge a decent-look-
The general atmosphere is oppressive, grim, and ing wax seal on t h e letter, this may be good

I -
,

.: ,
._, . .,. ... _.. ...
_ .. .
.;
,' ' ,.

- Door

Bed
@

-
Barrel

Railing
Chimney

-()-Brazier
. .
Curtain . . '
,
Chair Spiral stairs ~
. . I

Table a Box
Floor trap
enough. Note that orcs and orogs are 75%likely to dekennek” means “Iuz descending” and allows
be able to smell out an elf (50% for a half-elf) movement between rooms #3, #33, and #77. The
standing within three feet or so, and animals such PCs can learn these passwords elsewhere through
as tyrgs will not be confused about scent in the interrogation (see rooms #25 and # i 3 ) .
case of certain/disguises agical or otherwise!
The orcs and ogre #a ways
r deal with one source
4-6. Locked Doors
of authority-tM priest Kerlenzen and his acolyte
Snornoc. If one or the other isn’t mentioned to Each of these doors has a superior lock (20%
them, any and all die rolls (Encounter Reactions, penalty to pick locks chances). If the PCs cannot
charisma checks for bluffs, etc.) should receive a pick a lock, force open or magically open a door,
+2 penalty modifier. This holds true unless the they will have to hammer loudly for attention. A
PCs use some very impressive disguise or strata- guard party will arrive after l d 3 + 1 turns; the
gem; for example, if they have an effective illusion nature of the party depends on where the PCs are
that makes them look like members of the Legion (e&, knocking on a door a t #5B from the south
of Black Death, the orcs (in particular) will cower will summon ogres, knocking on door #4 will sum-
and grovel! mon orcs, and so on).

Cell Block ’1 (Locations i - 1 1 )


This cell block contains ordinary vagabonds,
1. Old Storage Chamber
thieves, rogues and lowlife. None of the prisoners
This is where the PCs enter as marked on Map 6. here are anything but dyed-in-the-wool evil-doers,
The room is unlit, full of lumber (wooden planks, and they will utter any lie to persuade PCs to free
: . : . . . . .:.. .. .. -
. ... . . , broken tools, empty sacks, broken barrels, etc.). them. They will then seek to flee into Dorakaa.
The manhole cover has to be pushed hard (com-
bined Str of 30+ to budge it). The door to this 7. Ordinary Cells
room is locked, but pick locks rolls gain a +20%
.*.. .
.’....
bonus since the door is badly out of shape in its
frame. Bend bars chances are made with a +20%
Each of these houses l d 4 + 1 ordinary prisoners,
. .. b,
none of which is of any importance or bears any
..
bonus here as well. helpful knowledge.

8A/SB. Ogre Jailers


2. Latrines
The stench from this chamber is appalling; pris- There are eight ogres in this cell block; a t any
oners are brought here from time to time with given time, three are awake in #SA (a guardroom),
their iron pots for the nauseating practice of three are asleep in #8B (a bunk room), and two
“slopping out.” If t h e PCs a r e so foolish as to are prowling the main corridor between the cells,
enter, a patch of green slime has just begun to cracking their whips, delivering bowls of rancid
grow in the southeastern corner of the privy com- fish gruel, and abusing the hapless prisoners.
plex. This room is unlocked. There is a mangy tyrg curled up and snoozing in
#8B also. This creature has a great h a t r e d of
halflings and gnomes and will go into a blood
3 . Elevator Rooin
frenzy if it scents one. (If it sniffs out a disguised
This room has two good locks (-15% penalty to PC gnome or halfling, the ogres grow suspicious
pick locks chances) and, if entered, appears to be and will probably attack.)
an unlit, bare chamber. Passwords are needed to The ogres are rarely visited by anyone other
activate this room, allowing PCs to descend to than the fomorian (area #24) or the acolyte (area
locations #33 or # i i .These passwords are “Iuz #25). Their reaction to others is generally nega-
genachtek” and “Iuz dekennek.” “Iuz genachtek,” tive (+2 penalty to all Encounter Reactions, the
in orcish, means “Iuz triumphant” and allows best possible outcome being Indifferent unless a
movement between rooms # 3 a n d #33. “Iuz c h a r d b e n d s spell is used).
The PCs should realize swiftly that there is 10-11. Communal Cells
nothing of real interest to them in this cell block.
The only thing they might glean is information, Cells #10 and #11hold 24 female prisoners and
and the ogres can tell them approximately where 49 male prisoners respectively, both in conditions
Herankul the fomorian and the acolyte Snornoc of unspeakable squalor. Five of the females and

2
are to be foun . The ogres only have keys to room
#6, since th y rarely leave this cell block save for
slopping,dut (supervised by Snornoc). They also
nine of the males are little more than children;
good-aligned PCs-if they see them-may feel
morally impelled to release them. If they do so,
have keys to the cells #7, #lo, and #11.These the other cell occupants scream and wail for
keys hang on pegs on the walls of area 8B. release. They are not chained within their cells;
The ogres have a crude wooden box in 8 B that PCs will have to terrify them into acquiescence.
contains some prisoners’ trinkets, which were This act gains one Notoriety point unless the ..
confiscated on arrival. PCs will find copper and PCs handle this very well. For example, posing as .
brass bracelets and silver rings worth a total of servitors of Iuz (accompanied by charmed ogres,
50gp, a n d s u n d r y low-value coinage (192cp, etc.) taking the brats away to a separate jail would
115sp, 18gp). be a successful strategy, since the adults would -* ’.
then not perceive any chance for release. Hiding
9. Storage Chamber freed children under cover of an invisibility lo’
radius spell in room #1,and placing a wizard
This chamber only contains ropes, whips, chains lock spell on the door, would also be an intelligent
and manacles (not used in cell block A), broken approach. For good-aligned PCs, a n XP award ,
bottles, barrels, e t c . If t h e PCs spend a t u r n should be given for freeing the children.
searching, they can obtain two flasks of oil and a
few intact empty glass bottles and vials here.
ess
side to permit entry (e.g., knock) or with an area of
Cell Block R (Locations 12-20) effect extending inside the cell likewise are negated
This cell block contains more hardened criminals here. The twin locks on each door are of very good
than cell block A-those who have assaulted the manufacture (-20% penalty to pick locks ). The
militia, murderers, and the more hardened scum only keys for these cells are in area #25.
of Dorakaa. Not that Iuz condemns such qualities; These cells are used as holding cells for spell-
it is simply that such energies should be chan- casters condemned to incarceration in the lower-
nelled in the “right” ways (i.e., in his service, not level jails. Cell #14 is empty, but #15 has a man-
against his servants). The jailers here are Urzun acled and shackled 5th-level mage of LE align-
orcs (see area #19 below), a third of which have ment, incarcerated for attempting to use charm
exceptional Strength, even for the 1HD types (roll spells to recruit orc troops for the murder of a
a 1-2 on d6, then roll d1OO to determine STR). rival (the rival is responsible for the jailing).
Along the corridors, between the cells, two patrols This mage, Wanzeden, will attempt to trade
of six orcs each (four 1HD and two 2HD types) are information for his freedom. He is of Lawful align-
active and prowling at any given time. These can ment, and if he gives a solemn oath not to speak
be placed, and encounters with them staged, as of his words with the PCs to anyone, nor to reveal
the DM wishes. Their numbers are additional to that they freed him, he will abide by this agree-
the force of orc jailers in #19. ment. Wanzeden knows a little of the Boneheart
Citadel and its guards (as the DM determines; see
12. Cells the chapter “The Boneheart Citadel”), and of the
general organization of the jails; he knows that
Each of these cells holds 1d2 prisoners, and here lower-level cells are used to house spellcasters
all are shackled and manacled to the walls. Any and important prisoners, and that both fiends and
orc jailer patrol has a pair of master keys, which monsters are used as guards. He can tell the PCs
open these cells, and a master key that opens all that there are specific magical traps that can only
the shackles here. Freeing any of the prisoners be bypassed by someone carrying a consecrated
gains the PCs nothing. The majority are normal Unholy symbol of Iuz. He does not offer this infor-
men and women, with a 5%chance each (per cell) mation willingly, even if a charm spell is used,
that an occupant is a fighter or thief of 1st- to 4th- unless his freedom the reward. He will not accom-
level. All are of evil alignment, and while many pany the PCs to any entry to the lower jail levels,
will try to trade hardship tales (or utterly unreli- but he may assist them with spellcasting if they
able information) for their freedom, they are of no are headed towards the main doors (#30),which
use to the PCs. will allow him to get out. He has no equipment.
His spell list can be determined randomly from
Wall the choices in the central reference section (page
33) or entirely by the DM, as desired. Note that he
H magical mirror has been inlaid into the wall in a will need to be given material components to cast
recessed alcove here; the side-walls have mana- most spells.
cles and shackles and a pair of heavy whips in
holders. Bloodstains bespatter the alcove. If a 16. Bone Store
prisoner is dragged here and flogged, a magical
representation of this beating appears in the indi- This chamber i -rib-bones,
vidual cells (area #12) so that prisoners can wit- hand and foot bomb ariu home larger limb bones
ness the punishment of offenders. This assists in (no skulls). These are used by the workers in area
cowing the prisoners and keeping them terrified. #20.
. .. .
01 Store

11115 uhamber contains spare i r u l l M I S . WUUU-

within them that absolutely inhibit the successful working tools, some flasks 01 F oil, wood-treatir 1g
casting of any magical spells Spells cast from out- resins, and other such items.
J

18. Orc Renegades 20. Work Chamber

The door is to this area is both locked and barred At any given time, a dozen or so shackled prison-
from the inside. Two orcs hide here; they are out- ers are at work in this chamber sanding down
casts from the other orcs, being Kazgund orcs and bones with small, fist-sized blocks of sandstone or
ex-”trusty” prisoners themselves, and their exis- soapstone, working at trestle benches with piles of
tence is sheer hell. They spend their time barri- bones all around them. The polished and pre-
caded inside this room except to venture out for pared bones are used as spell components by Iuz’s
food. They have a guardian, a pet giant weasel the priests and are stored in small wooden boxes col-
other orcs fear. This animal is virtually psychotic lected together in the northwest corner of the
and is chained up close to the door. If released, it room. Eight orc guards (two 2HD types) and a
chases anything in sight and does not retreat until 3HD orog with a potion of human control oversee
it has made a kill and sated itself on blood. The the work here. The prisoners are a slightly more
orcs are too paranoid and terrified to give any skilled and dextrous selection of the general run
useful information. of low-life found in the ordinary cells (#12).

19. Orc Garrison


21 . Torture Chamber
The two locations here house the main body of This grisly den is the playpen of the fomorian
orcs. In 19A there are 16 orcs (four being 2HD giant (see area #24). The usual implements of tor-
types). Five orcs are dozing on their crowded ture are here, but even casual inspection shows
bunks at any given time. In 19B the orog leader, a t h a t many of these implements a r e large and
5th-level fighter (plate mail +1 and 16 Dex for heavy by human standards and that the torturer
ACO, armed with a longsword +1, +3 versus elves must be a powerful creature. Closer inspection
and half-elves and a pinch of dust of disappear- reveals many bloodstains, cracked bones, split
ance) resides with a female orog 3rd-level fighter. skulls and the usual remnants of a hard night’s
These Urzun orcs are aggressive, bullying crea- work. A platinum ring worth 75gp will be found
tures who regard themselves as the creme de la inside the iron maiden, if this device is opened
scum of these jails. Unless a charm spell or equiv- and checked. The most useful items for the PCs
alent is used, or unless the PCs can project great here are six flasks of acid found on a bench.
power and authority, all Encounter Reactions are
made with a +2 modifier and no result better than
2 2 . IIoldiiiff Cells
Indifferent can be expected. The orcs are very
suspicious of any demands to see the occupants of These are cells used for temporary detention of
cells and, if the PCs actually try to effect any new arrivals while Kerlenzen goes through the
releases for any reason, a fresh Reaction check, paperwork and decides what to do with them.
saving t h r o w against c h a r m , e t c . , should be Each currently holds 0-3 (d4-I) new arrivals, who
allowed. are normal men and women. Apart from being in
The orog leader here reacts intelligently if hos- better physical shape than other prisoners, there
tilities break out. He will seek to escape as soon as is nothing of importance about them.
he sees any sign of significant force from the PCs
(use of a fireball, magic missile spray, etc.) and
23. IIound Pound
tries to get to locations #24 and #25 to raise a gen-
eral alarm. If he manages to do this, then one This large den houses four tyrgs that the fomorian
Notoriety point may be gained for his escape and uses to terrify prisoners and jailers alike (prowling
the fomorian and priest will be fully alerted to the around the corridors with the dogs baying). They
PCs actions. The orog keeps the keys to locations are also used to hunt down prisoners that have
#4, #12, #14, #15 and #2O in his chamber; save escaped into Dorakaa. New arrivals are thor-
for location #12, these keys are the only ones the oughly sniffed by the slavering hounds to familiar-
orcs possess. ize them with their scent, a terrifying experience
that also helps keep new prisoners under control.
The tyrgs are vicious brutes and will attack unless animate dead, continual darkness, speak with
they see the fomorian (or his whip) from area d e a d . Magical items: scroll of bonechain a n d
#24. Due to their training, they save at +3 against cloak of fear, ring of.fomorian g i a n t c o n trol,
attempts to charm, use animalfriendship, etc. which can also be used Lu -p l u I-c b L a” buuac c--”f ‘tical
e,-:,,,
+A

wounds spell on a fomoriIan 2/day).


24. Hei-anliul’s Den
Kerlenzen is a bitter priesc wno ioacnes his
Herankul is a fomorian giant captured in t h e posting. He is part of a f isction that has in(curred
Howling Hills and brought to Dorakaa to act as High Priestess Althea’s di spleasure, since shL e con-
heavy muscle. His role is to keep everyone in the siders the faction too p artial to High Pri
upper-level jails terrorized-orcs, ogres, and pris- Halga (and the two High I l l G ~ C G Di i~a ~v c~
oners alike. Especially stunted and stooping in erable enmity for each other). Kerlenzen feels
posture, the giant stands only some lo’ tall. The that he was sacrificed to this wretched posting by
fomorian knows nothing of the lower levels of the his immediate superior, Darlethed, who was try-
jails, save for odd glimpses of prisoners taken ing to save his own skin; he is embittered and
there and the people who escort them (see #25 for depressed and bullies his pitiful acolyte. Oddly
details). Even if charmed, Herankul will not enter enough, however, Kerlenzen actually carries out
the lower jail levels, being very fearful of magic his duties with scrupulous zeal. His records and
and detesting the fiends that stalk there. Herankul paperwork in the many hard-bound books here
is a brute, pure a n d simple, and hates pretty are absolutely accurate down to the last detail.
much everyone and everything in the jails. He is Kerlenzen has been here ten months; pric)r t o
forced to obey Kerlenzen purely out of fear, given that, records are less well-k ept.
the magical ring the priest possesses. . e *. 1

. - .. . . .. . .
The PCs have various options for dealing with
Herankul’s chamber contains keys to locations Kerlenzen; they may try to charm or terrify him
# 5 , #6, #21, #22, #23, and to his own room. The into helping them, or simply “neutralize” him and
giant has also acquired some treasure: small sacks work from his records.
here contain 624cp, 562sp, 167ep, and 194gp. A
small wooden box hidden under the moldy furs of Talking to the Priest: Kerlenzen is 1:he man the
the giant’s pallet bed contains a collection of silver PCs must deal with; Ehornoc is too ju nior, knows
and gold rings and trinkets worth a total of 700gp. little, and won’t talk unless 1nis
1 .
master does
There is also a ring of protection +1 in this box; Kerlenzen is slain, Snornoc will be too shocke
the giant has no idea it is magical. In the chamber talk.) A charm spell is unlikely to work unless the
itself, t h e only object of n o t e is a brass bell PCs role-play extremely well; Kerlenzen only co-
mounted in the ceiling in the southwest corner; operates with the Blood Bailiff (see “A Welcoin e
this is rung by Kerlenzen to summon the giant Visitor?” below) , with Grenkerd, t h e d e p t‘ t Y
when needed. Blood Bailiff (see LLKIUW
-l,.----l,.-\
UU),
______:Ll-
UI WILII arly berlior
~ _ _ _ _ ^ ^ . _

. . . ._ priest of Iuz he knows personally (or who carries



.. ., . ,....
.
: .
. ,. .. .. _.
.. .
,
letters of authority with seals he recognizes-
2 5 . The Pi-iest a n d Acolyte
forgery is highly unlikely to fool him). To get the
The main chamber (#25A) here is occupied as a priest to help, the PCs will have to resort to the
records room by Kerlenzen, a priest of Iuz, and “help us or suffer” routine. Check through “A
his acolyte Snornoc. The small chambers 25B and Welcome Visitor?” below for an extra relevant ele-
25C are their bedchambers. Snornoc is a 2nd- ment of the scenario here.
level priest. Kerlenzen’s statistics follow: At this point, Kerlenzen will respond, suggest-
ing that after he has helped the PCs with informa-
. .. Kerlenzen: AC 1 (chain mail +2, Dex); MV 12; tion, they must give him a few heavy blows, tie
Pr6; h p 35; THACO 18; #AT 1; Dmg 2-11 (two- him up, and leave him in his bedchamber. (It
handed sword + I ) ;SNSD spells; SZ M; ML 16. Str must look as though he was overpowered.) From
13, Dex 16, Con 15, Int 15, Wis 17, Cha 7; AL CE. Kerlenzen’s point of view, a beating is better than
Spells: bless, c o m m a n d (x3), d a r k n e s s , a i d , being killed. He hopes that it will lead to his not
detect charm, hold person (x2), spectral hand, being jailer any longer (and almost anything is
better than that, in his view). He also hopes that, Other information which Kerlenzen may know
if the PCs drag him down into the lower jails to be should be determined by the DM; this thorough
a guide, he may be able to draw them into trouble briefing covers pretty much everything relevant
by suitably dispensing only partial information. to this adventure. Kerlenzen has never heard of
(ESP could warn the PCs of this.) Holmer and has no idea where he is.
What Kerlenzen can tell the PCs is this: any
information that is in his records (detailed below) Studying the Records: Kerlenzen’s records con-
and anything relevant to the occupants of jail cells tain long lists of irrelevant information-supplies
on this and the following levels. He knows where of equipment, food, water, numbers of polished
the elevator goes, but he doesn’t know how to bones shipped out, etc. As far as prisoners are
activate it. (He knows that Grenkerd, Zensher concerned, the records are organized into the fol-
[area #51] and Almardek [area #89] do, as do lowing categories: (i) Arrivals into upper-level jails
senior priests of Iuz, but doesn’t volunteer this.) (blocks A and B), and deaths of prisoners therein.
He also knows that there is a level of cell blocks Names and offenses are recorded. A commonly
below this one that contains criminals sentenced used entry on the latter score is a simple capital
to death and those who have incurred special dis- 0, meaning that the prisoner offended someone
pleasure from the powerful in Dorakaa. He knows powerful in Dorakaa.
that a cambion, Zensher, is the jailer of that level (ii) Transfers of prisoners to lower-level jails.
and has babau and rutterkin guards and jailers Some of these are marked with an asterisk, which
and a female companion (he suspects she is a means that they are dead (dispatched to Death
fiend, but doesn’t know for sure). He can tell the Row). Others are marked with a capital G inside a
PCs that there is a mad priest, Mordlok, who acts circle, and for these no names o r details a r e
as an executioner. He does not know about the recorded, j u s t numbers. These a r e prisoners
nabassu (area #59), but he does know of the traps delivered by t h e orog Grenkerd a n d shipped
at #29 and #43 and that there are many wizard- immediately to the lower-level jails via the eleva-
locked doors in the lower jail level. tor room (#3) without Kerlenzen being involved
Finally, Kerlenzen knows that there is a third in any way. The adventure script offers the DM
jail level (the deepest) administered by a hezrou. t h e option of bringing Grenkerd into the ad-
Of that level, he knows nothing. He has never venture as a way of leading PCs to the lower level,
been there and will absolutely refuse to enter it. if desired (See “Option: A Welcome Visitor?”).
He knows t h a t the cambion, Zensher, and the (iii) There is no reference to Holmer anywhere in
hezrou detest each other, and also that the hezrou the records.
is hardly alone in the deepest jails. There are also
fiends and monsters (including trolls and manti- The Keys: Kerlenzen has keys to all the doors on
cores with clipped wings), which Kerlenzen has this upper jail level.
seen being delivered via the elevator room). Iuz
usually places a powerful priest or mage as over- Room Decor: The only things of special note are a ...._ .
seer in the lowest level, although this is post is bell-pull rope used to summon the fomorian from .; . .. .. .. :. . ..... . ._. . ’

rotated between different people. Kerlenzen #24; Kerlenzen will attempt to use this if con-
doesn’t care to ask who is there at any given time; fronted. There is also a silver bell fixed into the
it’s not a good survival trait. The prisoners in the ceiling, which is used by Zensher in #51 to sum-
lowest jails a r e those who have seriously dis- mon Kerlenzen for any necessary communica-
pleased Iuz or a mighty Dorakaan, such as one of tions. (The cambion could use the elevator room,
the Boneheart or General Sindol. but prefers to demean the priest by summoning
When Kerlenzen wishes to see Zensher (usually him instead.)
to hand over prisoners marked for assignment to The PCs can acquire a little in the way of trea-
cell blocks C, D or E), he descends the stairs at sure here. In #25B, Kerlenzen’s bedchamber,
#29, passes the door at #43, and knocks on one of there is a locked treasure chest containing money
the rutterkins’ doors at #44. They then fetch Zen- (800cp, 525sp, 140ep, 115gp, 66pp) and trinkets
sher. Kerlenzen has not seen the jails beyond the (rings, amulets, bracelets, etc., total value 900gp).
doors at #46. In addition, incidental ornamentation around the
three rooms (paperweights, a skull with carnelian block B to emerge from #4 to investigate and
inlays, etc.) can be gathered to the value of 300gp. make sure all is well. If they see anything amiss,
they will yell for reinforcements at once.
At the top of the spiral stairs the surfaces of the
2 6 Communal Cell
ceiling and walls are encrusted with stalactite-like
This communal cell holds a total of 72 lunatics projections. Detect magic reveals this barrier as
. . . . . . .u.:.i. (normal men and women). These are ordinary folk magical,f i n d traps shows that it is a trap, and a
.... :. ;. ...... :. .. .
..
r.

.. ... .. .. .. ... .. .::. *. who have developed schizophrenia, paranoia, or thief will automatically trigger t h e t r a p if h e
any other of a range of disorders from the terrors attempts to remove it (and will not succeed in his
of living in Dorakaa. They are virtually forgotten attempt). The only way to pass this barrier safely
about here and are rarely fed. There are decom- is to hold an unholy symbol of Iuz, and wear con-
posing bodies among the indescribable filth of this secrated robes of a priest of Iuz at the same time.
cell, which has a narrow chute running into the If a PC does this, he may pass the barrier safely,
main sewers. This ghastly madhouse is a shocking with up to ten creatures accompanying him. If the
illustration of the callous, brutal evil of Iuz’s rule. PC doesn’t do this, the bony projections shoot out
as the PC enters and inflict 6d4 hit points of spear-
ing and shredding damage. The bonewall trap is
27. Ogre Training Cell
unaffected by magical attacks, and if struck to
This cell has two locks and exceptionally thick damage it, it gets spearing attacks at any PC within
doors (8” thick wood) and houses two manacled melee range (THACO 10, Dmg 4d4). The bonewall
ogres that are undergoing “training” (daily beat- has AC -2 and requires 55hp of melee damage to
ings that will cow them into total obedience). The destroy it. It regenerates after 3d6+6 turns.
ogres are crazed and in pain and will attack any-
one within range; they save a t + 3 against any
30. The Maiii Gate
attempts to charm them due to their pain and dis-
tress. Their thick chains do not allow them to The main entrance to the jail is double-barred
reach the door. from the inside. Outside, the doors are brass-clad
with grinning skulls embossed upon them and a
great unholy symbol of Iuz etched across the divi-
28. Troll Training Cell
sion of the doors. Those wishing to knock and
Kerlenzen is keen to have trolls oversee the ogres enter must touch one of the brass skulls protrud-
here, and act as bodyguards against the fomorian ing from a brass SI
giant, which he still fears despite his magical ring.
The door to this cell is magical; if anyone ap-
31. Street nlaiiht
proaches to within two feet of the inside of the door,
a sheet of flame bursts forth (ld4+6 hp of damage). This is noted as a t for where PCs
’ , , . __..- The chains the trolls wear are likewise enchanted will arrive if they pl ugl 1u1 L l l c i along the sew-
. . . . .... .. .. . . . .. . . so that if the trolls approach within four feet of the ers than the manhole cover marked on the Play-
door, they receive ld4+4 hp of burn damage from ers’ Map.
the chains. Using fire and beatings, Kerlenzen
hopes to brutalize these trolls into obedience.
32. Man’s Best Friend?
The large building shown north of the jail block is
29. The Bonewall
‘Train by Pain,” a monster-training emporium.
The door here has two very good locks (-25% While PCs should not enter here (and the DM will
penalty to pick locks chances, two successes or need to improvise details if they do), the DM can
. . . two knock spells are required to open); beyond it be kind to them if they peer around the back door.
lies the spiral staircase that offers one way of This one room shown within the building houses
entering the lower jail levels. When this door is two adult and rather friendly tyrgs which, unlike
opened, a great groan resonates from it, causing a the brutes in the jails, are not trained to attack
party of l d 4 + 2 orcs from any surviving in cell (continued on page 37)

..
J
Weapon Proficiencies: Bastard sword, horseman’s flail,
lance, long bow, long sword, two-handed sword, warham-
mer.
Non-weapon Proficiencies: Animal lore (lo), Etiquette
Mundane items of equipment are not included for these (14), Hunting (15), Riding, Horse (19), Survival (temper-
PCs and may be added as desired by players. Non-weapon ate-cold hills) (10).
proficiencies are unlikely to be of great use in this ad- Special Possessions: Chain mail +3,cloak of displace-
venture and are provided simply to round out the charac- ment, two-handed sword +2. periapt of health, ring offre
ters. Characters with a range of language ability have this resistance, potions of healing (x4), extra-healing (x2),
noted; others, who simply speak Common, don’t have addi- invisibility, fire giant strength, flying, speed, vitality.
tional languages listed
Parrais is a Velunese officer from Devarnish where his
family is moderately rich and where children are expected
MORRAINE SKELDERN to gravitate towards artistic, priestly, or wizardly pursuits
11th-level Human Fighter, Female and careers. Given his exceptional physical characteristics,
STR 18/89 DEX 1 5 CON 16 however, the military life was more acceptable to Parrais
INT 14 \VIS9 CHA 12 and he has developed an excellent reputation as a courte-
Hit Points: 77 ous Velunese officer with a hard and tough edge. Parrais is
Armor Class: -2 now a military attache serving with the elite Velunese
Base THACO: 1 0 Heavy Infantry stationed in Chendl. During the wars, he
Alignment: LN. was part of the force that rebuffed the Ketite incursions
into Veluna and subsequently volunteered for service in
Weapon Proficiencies: Battle axe, - :oad swor dagger, Furyondy at the end of the war.
footman’s mace, long bow, long
~ - sword, spear. Parrais is slightly snobbish and rather fastidious, but his
Non-weapon Proficiencies: Blind-fighting ( d a ) , Direction bravery and loyalty are not in doubt. He has been ap-
sense (9), Endurance (16), Etiquette (11). proached by Canon Gellain, the Velunese ambassador in
Special Possessions: Plate mail +2, shield +1, longsword Chendl, and asked to assist t h e King in t h e quest his
+2, ring of free action, potions of healing (x2), extra-lzeal- Majesty wishes completed. Parrais considers that Gellain
ing (x3), invisibility, flying, vitality, superheroism. may want to see some Velunese hand in Holmer’s rescue
for political reasons, but this does not worry him. It is
Morraine was born and raised in Crockport, now lost to entirely reasonable that mighty Veluna should aid Fury-
Iuz. She fought long and hard during the northern wars and ondy in this matter. If Parrais has one unfortunate charac-
distinguished herself in service to King and country. Now teristic it is that he tends to refer to Veluna in glowing
she is a lieutenant in the King’s elite Household regiment terms, which can irritate Furyondians who a r e all too
serving in Chendl. Morraine is disciplined, resourceful, and aware of their dependence on their western neighbor.
cool of temperament. She likes a well-ordered, well-drilled Furyondians appreciate that help; they just don’t like being
party of adventurers; she prefers the company of fellow reminded of it constantly.
warriors, but respects warlike priests and appreciates their
counsel. She dislikes rogues. KENDREL HAMMEND
Morraine wishes to accept the quest for several reasons. 11th-level Human Priest of Trithereon, Male
First, her king clearly wishes it and she is an officer in his
service. Second, she has seen too many relatives, friends, STR14 DEX17 CON15
and fellow soldiers die at the hands of Iuz’s forces not to INT 14 WIS 18 CHA15
want to strike any retributive blows she can. She wishes to Hit Points: 59
see Holmer freed, but she would dearly like to maximize Armor Class: -2 . . . . .. . . . . (
casualties among Iuz’s forces at the same time. Morraine is . . . .... .. .. _.. . . . .
Base THACO: 14
also ambitious and realizes that if the rescue attempt is Alignment: CG
successful she will be in line for promotion and possibly
command of one of the new keeps or castles being con- Weapon Proficiencies: Broad sword, crossbow, long bow,
structed along the Flare Line, where she could hand-pick spear.
and command her own troops. Non-weapon Proficiencies: Animal training, horses (14),

Animal handling, horses (li),Direction sense (19), Healing
PARRAIS ENDULANTH (16), Readingwriting (13), Riding, horses (20).
10th-level Human Fighter, Male Special Possessions: Chain mail +2, shield +2, spear +3,
broadsword +1, +2 vs. magic-using a n d enchanted crea-
STR17 DEX17 CON18 tures, staff of curing (16 charges), necklace of missiles
INT 10 WIS16 CHA14 (9I-ID, 2x 7HD, 2x 5HD remaining), potions ofextra-heal-
Hit Points: 92 ing (x2), healing (x3),flying, invisibility, vitality, scroll of
Armor Class: -3 heal, three scrolls of plane shgt.
Base THACO: 11 SDells: 7 1st-level, 6 2nd-level, 5 3rd-level, 4 4th-level, 2
Alignment: LN. 5th-level, 1 6th-level, allowed spheres are Astral, Chaos‘,
rence Sec
Charm", Combat, Guardian, Healing, Necromantic", Pro- den wants the title more than the money, since creditors
tection, Summoning, Sun*, Travelers". tend to be less pressing when dealing with a member of the
Powers: Backstab for double damage as thief, conjure aristocracy. A title would also help him r e c r u i t more
animals one per day, may use monster summoning spells apprentices and followers and perhaps help him to set up
as priest spells of same level. his own Thieves' Guild in some backwater town.
Lorden dislikes over-serious and over-lawful characters
Kendrel is based in Littleberg where h e is head of who push their weight around. He tends to be sulky and
Trithereon's c h u r c h . Master Priestess C a t a r y n a has sarcastic with them. However, if given the chance to prac-
requested that he undertake this rescue mission, which tise his skills alone, he becomes engrossed in his work and
Kendrel is eager to do. For one thing, it would give him an very determined.
edge over his rivals for the position of Second in the church
hierarchy. Also, Kendrel is as vengeful as are most priests CARLENNA PENTRAST
of his deity; their doctrine is revenge and retribution. Even 12th-level Human Specialist Wizard (Illusionist), Female
if Holmer is not rescued, if Iuz's forces can be given a
bloody nose in their own citadel what tales could be told of STR 8 DEX18 CON16
that! INT18 WIS16 CHA15
Kendrel is not over-hasty, but he relishes battle and the Hit Points: 43
use of powerful spells. He also enjoys gaining a n edge Armor Class: -1
through careful pre-planning and advance castings of Com- Base THACO: 10
bat and Protection spells. Once engaged in melee, Kendrel Alignment: N
is hard to distract or shake off. He dislikes overbearing peo-
ple, although he understands the need for good leadership Weapon Proficiencies: Dagger, dart, quarterstaff.
in tight situations. Non-weapon Proficiencies: Ancient History, Furyondy
and Velond (Veluna) (19), Artistic Ability (drawing, paint-
LORDEN DARROWMILL ing) (lb), Languages, Modern (speaks, reads, writes Elven)
11th-level Human Thief, Male (19), Readingwriting (19), Spellcraft (+2, 18 or 20).
Special Possessions: Gray robes of the Archmagi (base
STR11 DEX18 CON16 AC5, 5% MR), ring ofprotection +2, dagger +3,staff of
INT17 WIS9 CAA 16 striking (16 charges), brooch of shielding (37 hp capacity),
Hit Points: 49 dust of disappearance ( 3 pinches), pearly white ioun
Armor Class: -3 stone (regenerate l h p per turn), ring of blinking, wand of
Base THACO: 15 fire (14 charges), potions of healing (x2), extra-healing
Alignment: N (x2),flying,invisibility, vitality, 1 5 levels of illusionist
spells on scrolls as selected by player plus two scrolls of dis-
Weapon Proficiencies: Dagger, long sword, short bow, pel magic (at 12th-level).
short sword. Spells: 5 each of 1st- through 5th-levels, 2 6th-level; at
Non-weapon Proficiencies: Appraising ( l i ) , Etiquette least one spell of each level must be from the illusiodphan-
(16), Gaming (16), Local History- Duchy of the Reach (16). tasm school.
Special Possessions: Bracers of defense AC4, ring of pro-
tection +2, boots of striding and springing, shortsword +3, Carlenna hails from Willip and has travelled widely
dagger +2, periapt of proof against poison +3, rope of across the central Flanaess, from Ket to Woodwych. She is
entanglement, potions of healing (x2), extra-healing (x3), an intelligent, mature, and controlled individual, taking
invisibility,flying, gaseousform, vitality. Thief skills: PP great pride in her spellcraft. She thinks that other wizards
75, OL 70, FRT 75, MS 65, HS 55, DN 45, CW 90, RL 10, often underestimate the powers of the illusion/phantasm
quadruple damage on backstab. school of spells and any opportunity to demonstrate their
power and usefulness in an adventure of import is to be
Lorden is from Kisail, a major town in the relaxed Duchy taken. She has a slight acquaintance with Ryshanden, the
of the Reach. He's rather vain, something of a peacock, and Air Elementalist of Belvor's Chamber of Four. She hopes
he is light-hearted and good-natured. Lorden owns his own that rescuing Holmer would give her power and influence in
locksmith's shop, run by a gnome apprentice, and dabbles the small circle of mages and wizards close to the King. She
in art and jewelry-not very successfully. Lorden has fallen aims to establish her own small college of magic, possibly
on hard times and his creditors are pressing him hard. The bordering on the southeastern Vesve forest, and she is
King's gold would go a long way to paying them off, and the intrigued that Lerrell has volunteered for this quest.
fact that Lorden has served the King would probably extend Carlenna expects others to respect her acute intelli-
his credit into the bargain. gence. If she offers advice, she expects to be listened to.
.
: .. ... .. ., . ....
.
' Lorden also desires a knighthood. This would give him She places a premium on sound strategic and tactical plan-
immense social standing and get him invited to soirees in ning, and a dictum of hers is that a single precast protective
the kind of houses where a swift bit of snooping could aid or defensive spell is often worth two spells that have to be
the planning a subsequent uninvited visit on his part. Lor- cast in the heat of battle.
.. . . .. _ . . . . ..
. I .
KIRSHAR ENDORELL LERRELL SHAERELESS
Gray Elven FighterlMage, Male, Levels 8/S Half-elven Druidic Prieswage, Female, Levels 8/8

STR17 DEX17 CON15 STR 9 DEX15 CON16


INT 17 WIS 10 CHA11 INT 17 !VIS 17 CHA16
Hit Points: 45 Hit Points: 45
Armor Class: 0 Armor Class: 1
Base THACO: 13 Base THACO: 16
Alignment: N Alignment: N

Weapon Proficiencies: Bastard sword, broad sword, com- Weapon Proficiencies: Quarterstaff, scimitar, sickle,
posite long bow, long sword, spear, quarterstaff. spear.
Non-weapon Proficiencies: Ancient History (Vesve for-
est) (16), Re adingAVriting (17), Set Sinares (17), Tracking
(10).
Non-weapon Proficiencies: Healing (IS), (Religion (+l,
18), Spellcraft (15). ---A\

Special Possessions: leather armor +4, cloak of protec-


- I
Special P ossessions: Elfin chain Jmail +2, composite tion +2, quarterstaff +3 of the woodlands, boots of levita-
longbow +2, congsworuI +L, n
AMULET1 -
versus Undead (7th tion, ring of invisibility, potions of healing (x2), extra-
level), boots of elvenkind, necklace of adaptation, potions healing (x2),flyi7g, invisibility, vitality; ring of spell stor-
of healing (x2), extra-healing (x2),flying, hill g i a n t ing (cloak of bravery, flame strike, heal).
strength, invisibility, oitality, 15 levels of spells on scrolls Spells: Priest, 5 1st-level, 5 2nd-leve1, 4 3rd-leve1, 2 4th-
as selected by player, scroll of dispel magic (12th-level). level; spheres permitted are Animal, Charm*, Divination,
Spells: 4 I:it-level, 3 2nd-leve1, 3 3rd.-level, 2 4th-level. Elemental (all), Healing, Necromantic’, Plant, Summon-
ing”, Sun, Weather.
. - .
Kirshar comes trom tne Lands of the Tree within the Spells: Mage, 4 1st-level, 3 2nd-leve1, 3 3rd-level, 2 4th-
Vesve forest, the ancestral lands of the Vesve gray elves. level.
Kirshar is more impetuous and aggressive than many of his
race. He is unhappy with the passive resistance policy Lerrell is a wanderer, as are many of Obad-hai’s priests.
mounted by Calendryen and her mages against the incur- Lerrell has travelled the Nomad lands, the Vesve, Perren-
sions of Iuz on the borders of his lands. Kirshar has friends land, and the Yatils, and as far south as the Welkwood mar-
in the Furyondian settlements along the Vesve margins-in gins. She is a loner for the most part, but she has friends in
Cerenellyl’s towers, among Sharnalem’s elven people at many places. Sharnalem has made her welcome at Castle
Castle Ehlenestra, and all the way along the Royal Highway Ehlenestra, to her great surprise. Other elven folk there are
to the town of Highfolk. often cool to her, but she has respect for Sharnalem’s for-
Kirshar doesn’t care whether Holmer is freed or not. He midable magical talents.
has three goals for adventuring on this quest. First, he hates Lerrell wants to prove that her priesthood has the same
orcs and orog with a white-hot intensity, and he fully goals as those of the good-aligned cults that oppose it. All
intends to maximize casualties among them during this wish to see the Vesve forest preserved from marauding orcs
quest. Second, Kirshar is disturbed by the incursions of and the despoilings of Iuz, and all wish to see the different
powerful magical monsters (such as varrangoin and thassa- sylvan and forest folk allowed to get on with their lives in
losses) into the Vesve, and he hopes he can make some peace. Lerrell feels strongly that her small priesthood is not
observations of them during this adventure and report back given credit for the work they do in countering Iuz. This
what he has found. Lastly, he is wary of Lerrell. When he quest gives her the chance to prove this in a highly visible
learned that she was being recruited by an agent of the way. She intends to do her utmost to see Holmer freed,
King, he put himself forward as a candidate also. Priests of although she knows little of (and cares less for) the politics
Obad-hai are definitely to be watched closely. Kirshar fol- of t h e matter. Being a druid, Lerrell doesn’t like t h e
lows no particular deity, but there is enmity between the prospect of entering dank dungeons and jails, and she fears
followers of the Shalm and those of Ehlonna, and most of the Undead that may lurk there; but with her healing spells
the people Kirshar befriends and respects belong to the lat- and skill and her other potent magic, she intends to give it
ter group. her all.
i

I
I Players' Sewer Map

Dorakaa Area Map


1 square = 20 miles

. . . - . c

..
wandering ;a monster charts Notoriety Record Chart
/
Use a d20 roll to determine the nature of encoun-
tered monsters. Statistics for all monsters may be 00000 5
found on the Monster Statistics Chart.
00000l0
Plain o f Iuz 0 0 0 0 0 15 Priestsquad
D20 Monster(s)
1-2 Bandits, ld8+6 0 0 0 0 0 20 PriesdOrogsquad
3 Hill Giants, 1d3
4-6 Gnolls, ld8+8 0 0 0 0 0 25 Priest/Mage/Orogsquad
7-9 Ogres, ld4+2
10-15 Orcs, ld20+10 (20%have 2HD) 0 0 0 0 0 30 Fiendsquad
16-18 Orcs, ld10+10, and orogs (3HD), ld4+1
19 Snake, Poisonous, 1 0 0 0 0 0 35 Black Death squad
20 Wolves. 1d6+6
0 0 0 0 0 40 High Priestesssquad
Sewers 0 0 0 0 0 45 Boneheartsquad
D20 Monster(s)
1 Bandits, ld6+4
2-3 Gray Ooze, 1
4-6 Jermlaine, ld8+8
7-9 Lurker Above, 1
10 Otyugh, 1
11-16 Rats, Giant, ld20+20
17 Tanar'ri, Rutterkin, ld4
18-20 Wererats, ld4+2

Tlic ZIalls of Torment


D20 Monster(s)
1 Carrion Crawler, 1
2 Gas Spore, 1
3-5 Lurker Above, 1
6-7 Mobats, 1d2
8-9 Ooze, Gray, 1
10-15 Jailers: Tanar'ri, Rutterkin, ld4
16-20 Jailers: Tanar'ri, Bar-igura, 1d2

Court o f the rFezl-011

D20 Monster(s)
1-2 Demi-shadow Bulette, 1
3-6 Demi-shadow Grells, 1d2+1 . .
... . . .. .. .
.

7-9 Demi-shadow Manticore, ld2


10-12 Demi-shadow Ogres, 1d4+2
13-17 Demi-shadow Trolls, ld2
18-20 Manticore
J
allow a 5%chance per level for possession of 1-2 such items
Mages and Priests of Kua (d100: 01-60, one item, 61-00 two items, add three per
le\7el of priest to die roll). If magical items are present, roll
While t h e Monster Statistics Chart includes “generic” l d l O on the table below (re-roll duplications of magical
human fighters, orog fighters, and similar creatures in the itemsf, adding +2 to the roll if the priest is 4th-level and +3
service of Iuz, priests and mages cannot be so summarily if the priest is 5th-level. Scrolls are scribed at 9th level of
treated. Major NPCs are described individually, but the magic use.
adventure script often calls for the DM to use priests and
mages of lower levels. Basic statistics are given in the Mon- Item
D10
ster Statistics Chart (back cover), but the lists below can be 1 scroll of darkness
used to determine equipment, exceptional statistics, and 2 scroll of hold person
spell lists. 3 scroll of prayer
4 scroll with darkness, command
Priests 5 ring of protection +1
Add the following special powers for priests as appropriate: 6 potion of invisibility
3rd level, change self; 5th level, +2 to saving throws against 7 scroll of hold person,free action
all magical attacks cast by good-aligned spellcasters or 8 scroll of hold person (x2), prayer
creatures; 7th leve1,fear (as the 4th level wizard spell); 9th 9 cloak of protection +1
level, enemation. 10 scroll of continual darkness, hold person, poison
1st level: AC 5; Dmg 1-6 or 1-10 (50% have quarterstaffs, wand of negation (2d8 charges)
11
50% use two-handed swords); \Vis l l + d 6 . Spells vary with 12 dust of disappearance (1 pinch)
Wisdom score, use in the order listed if the priest has bonus 13 necklace of missiles (9HD, 7HD, 2x SHD)
spells: (1) causefear, command, darkness or (2) com-
mand, cause light wounds, darkness. Mages
2nd level: AC 5; Dmg 1-6 or 1-10 as above; Wis 13+d4. Add the following to NPC mages when encountered:
Spells vary with Wisdom score. Use as above: (1) cause 2nd level: Dmg 1-4 (dagger, 50%) or 1-6 (quarterstaff);
fear, darkness, command, detect good/evil or (2)cause Int 10+d8.
fear, detect magic, command, chill touch. Spells: (1)magic missile (x2) or (2)charmperson, magic
3rd level: AC 5 o r better (chain mail, Dex of 8+d10); missile.
THACO 20 or better (roll ld10: on a roll of 8, Str 16; on a 3rd level: Dmg 1-4 or 1-6 as above; Int 12+d6.
roll of 9, Str 17; on a roll of 10, Str 18);#AT 1;Drng 1-6 or Spells: c h a m person, magic missile, stinking cloud or (2)
1-10 as above (plus possible Str bonus); Wis 14+d4. Spells magic missile, shield, improved phantasmalforce.
vary with Wisdom score. Use as above: (1) command, 4th level: Dmg 1-6 (quarterstaff); Int 12+d6.
cause light wounds, cause fear, darkness; aid, hold per- Spells: (1) magic missile (x2), shield, detect inoisible,
son, know alignment or (2) bless, darkness, cause light stinking cloud or (2) charm person, magic missile, phan-
wounds, causefear; hold person, spectral hand, aid. tasmalforce, mirror image, ray of enfeeblement.
4th level: AC 5 o r better (chain mail, Dex of 10+d8); 5th level: Dmg 1-6; Int 14+d4.
THACO 18 or better (roll d10: on a roll of 7-8, Str 16; on a Spells: (1) magic missile (x2),phantasmalforce (x2), blur,
roll of 9, Str 17; on a roll of 10, Str 18); Dmg 1-6(club, 35% stinking cloud, fireball or ( 2 ) charm person, magic mis-
chance) o r 1-10 (two-handed sword, 65% chance); \Vis sile, phantasmal force, shield, invisibility, improved
14+d4. Spells vary with Wisdom score, Use as above: (1) phantasmalforce, slow.
bless, causefear, darkness, command, detect magic; hold
person, enthrall, hold person, spectral hand or (2) chill Magical items for Mages
touch, darkness, shillelagh (if club possessed, otherwise Mages have a 10%chance per level for l d 2 scrolls from the
cause fear), cause fear, darkness; hold person, spectral list below and a 5%chance per level for a miscellaneous
hand, hold person, spiritual hammer. magical item. Use separate d10 rolls to determine t h e
5th level: AC 5 or better (chain mail, Dex of l l + d 6 ) ; nature of any such items. Scrolls are cast at 9th- to 13th-
THACO 18 or better (Str as for 4th-level types); Dmg 1-6 level (8+ld4).
(clubs 25%;if armed with club, priest also has a shield) or
1-10 (two-handed swords 75%);\Vis 14+d4. Spells vary with DlO Roll Scroll Misc. Item
Wisdom score. Use as above: (1) bless, cause fear, com- 1 Magic missile Ring protection +1
mand, darkness, detect evil/good;aid, hold person (x2), Charm person Melee weapon +1
enthrall, hold person; prayer, blackhand, vampiric touch Stinking coud Bracers of defenseAC 6
or ( 2 ) bless, blight, cause .fear,command, darkness; aid, Phantasmal force Potion extra-healing
hold person (x2),know alignment, spiritual hammer;con- Dispel magic Ring of invisibility
...-. .... ... tinual darkness, prayer, turnbane.
.. . . .. .,
, : ’
.. ._ ‘ Lightning bolt Cloak of protection +I
Mirror image Ring of blinking
Magical Items for Priests Web Wand of fear (7 chg)
Spectralforce Ring offire resistance
For each priest, allow a 5% chance for a +1 magical melee Ice storm Boots of levitation
weapon of the type used. For miscellaneous magical items,
real tyrant; none of his underlings will try to escape
Bit Squads while he still lives. If he is slain, make the usual
When a Notoriety check is made and a suitable out- Morale check for the others.
come results from the die roll, a Hit Squad will be
dispatched to investigate the troubles the PCs are Leader: ACO (plate mail +2, Dex); MV 12; Pr9; hp
causing. These parties are determined from the table 58; THACO 16; #AT 1at +l;Dmg 5-14 (ld10+4, two-
below. handed sword +2, Str); Str 18, Dex 15, Con 15, Int
11, Wis 17, Cha 11; AL CE.
HIT SQUAD TABLE Spells: bless, cause fear, command (x2), darkness
(x2), aid, detect charm, hold person (x2), know
Value Hit Squad alignment, spiritual hammer, blackhand, continual
15 Priest squad darkness, prayer, turnbane, enervation, free action,
20 Priest/Orog squad screaming skull.
25 Priest/Mage/Orog squad Magical items: scroll of bloodgloat, hold person,
30 Fiend squad cloak of bravery; necklace of missiles (2 x 7HD left),
35 Black Death squad wand of enemy detection (19 charges), iron bands
40 High Priestess squad of Bilarro.
45 Boneheart squad
To use the highest-value squads to best effect, the Priest/MagelOrog Squad
DM needs the Zuz the Evil sourcebook, where full
NPC stats for major NPCs are given. Two 5th-level priests, a 9th-level priest (leader), two
Leaders of squads will always seek to escape if at juju zombies, two ghasts, three 4HD orogs and a 7th-
least 50% of their underlings are slain (level/HD level mage compose this squad. The priest-leader is
total). Any escaping leader automatically adds two to the same as the one above, save for magical items.
the party’s Notoriety score. Escaping underlings only He has a scroll with flame strike and venomed
add one to the party’s Notoriety score (no additions claws, which he uses to give the ghasts and zombies
for more than one escapee). poisoned attacks, and a ring of the ram. The mage
The arrivals of squads should always be staged by has the following statistics:
the DM to indicate to PCs that they have been called .:\
to deal with trouble-snatches of overheard talk or a Mage: AC 1 (bracers of defense AC 5, ring of pro-
suitable message written on a handout should make tection + I , Dex); MV 12; hp 31; THACO 18; #AT 1; .... .:
#

this plain. Suitable defensive spells for the squad Dmg 2-5 (ld4+1, dagger + I ) or 2-4 (ld3+1, six darts ..
should be precast, although spells of short duration + I , each coated with paralyzing venom, type 0,
(bless, prayer, etc.) will not be used until the squad onset time ld6+2 rounds). Str 10, Dex 17, Con 16,
sees the PCs. Int 17, Wis 9, Cha 6; AL CE.
Spells: magic missile (x3), shield, detect invisible,
Priest Squad mirror image, stinking cloud, lightning bolt, slow,
wall offire.
This group consists of two 3rd-level priests of Iuz, Magical items: potion of invisibility (2 sips; one will
two 4th-level priests, and a 7th-level leader, together be pre-drunk), scroll of hold person, hold monster,
with four juju zombies and six skeletons. Be sure to scroll of polymorph other.
precast all appropriate defensive spells. With this squad, the mage will seek to escape if
Leader: AC 0 (plate mail +1,Dex); MV 12; Pr7; hp reduced to lOhp or less; the others try to escape as
41; THACO 16; #AT 1at + l ; Dmg 3-12 (ld10+2, two- noted for the PriestIOrog squad. If the priest-leader
handed sword +1, Str); Str 17, Dex 16, Con 15, Int or the mage escapes, the PCs gain two Notoriety
11, Wis 17, Cha 10; AL LE. points. Any other escapee(s) earn them one Notori-
Spells: bless, chill touch, darkness (x2), detect good, ety point.
aid, hold person (x3), spectral hand, blackhand,
prayer, turnbane, bonechain. Fiend Squad
Magical items: scroll of enemation, free action, hold
person; net of entrapment. This squad is small but highly dangerous. It com-
PriestIOrog Squad prises one 9th-level priest-leader, one vrock, and
This group consists of four 3rd-level, two 5th-level, four rutterkin. The rutterkin will fly and try to cause
and one 9th-level priest (leader) together with two fear in the middle/back ranks of the party while the
4HD and one 5HD orog fighters. The leader here is a vrock attacks front-line fighters. The priest-leader
i

uses spells and items to attack. The leader seeks to Magical items: potion of speed (drunk prior to com-
escape if reduced to 12 hp or less or if more than two bat), necklace of adaptation, ring of free action.
of the fiends have been destroyed.
The priest-leader has the statistics. as for the Althea’s statistics, in brief, are given below (com-
Priest/Orog squad leader, with the following modifi- plete details are in luz the E d ) . She will always seek
cations: he uses a simple staff treated with oil of to escape if reduced to one-third her normal hit
impact (+3 attack roll bonus, +6 dmg); his magical point total.
items are a scroll of screaming skull, flame strike,
cloak of-fear, a scroll of cause critical wounds, and Althea, High Priestess of Iuz: AC -6 (plate mail +4,
a scroll of free action, brooch of shielding (29 hps), cloak of displacement, boots of striding and spring-
potion offire breath. ing, Dex); MV 12; Pr18; hp 80; THACO 10; #AT 1;
Dmg 5-10 or better (ld6+4, blackstaff + 3 ) ;Str 16,
Black Death Squad Dex 16, Con 15, Int 12, Wis 18, Cha 14; AL CE.
Spells: bless, cause fear (x2), command (x2), curse
This is an elite shock unit from the Legion of Black (reversed bless), detect evil/good, darkness \ aid
Death, in their unmistakable uniforms (lacquered (x3), augury, detect charm (x2),find traps, hold
black everywhere). It consists of six 5HD orog, two person (x2), know alignment, animate dead, black-
7th-level human fighters, a 9th-level priest and a hand, continual darkness (x3), prayer (x2), turn-
9th-level mage. This group does not retreat; it has bane, vampiric touch, animal summoning I, bone-
fanatical (19) Morale and fights to the death. Defeat- chain (x2), cloak of bravery, cloak of feac enerva-
ing it gains the PCs one Notoriety point. Details for tion (x2),free action, poison, animal summoning II,
the 9th-level priest are the same as for the Fiend bloodgloat, screaming skull, slay living, venomed
Squad, save that his magical items are a necklace of claws, animal summoning III, conjure animals,
adaptation, ring offre resistance, wand of fear (8 harm, summon varrangoin.
charges), scroll of screaming skull, cloak of bravery. Magical items: blackstaff, bonewand (fully charged),
Details for the mage are as follows: ring of free action, ring of spell storing (bonechain,
Black Death Mage: AC 0 (bracers of defense A C 5, cause critical wounds, harm, screaming skull),
cloak of displacement, Dex); MV 12; hp 35; THACO phylactery of faithfulness, figurine of wondrous
18; #AT 1; Dmg 7-12 ( l d 6 + 6 , quarterstaff coated power (variant of goat of terror, see Iuz the Evil),
with oil ofimpact, also +3 bonus to attack rolls); Str candle of invocation (can gate a nalfeshnee).
11,Dex 17, Con 15, Int 18,Wis 15, Cha 14; AL CE.
Spells: magic missile (x3), shield, detect invisible, Althea uses venomed claws for the juju zombies
improved phantasmal force, web, dispel magic, and the full range of defensive spells in advance, and
lightning bolt, protection from good 10’ radius, she always remains behind a screen of defenders to
Evard’s black tentacles, minor globe of invulnera- use her most damaging spells to best effect. Don’t
bility, feeblemind. pull any punches! If the PCs meet this woman, the
Magical items: bonewand (11 charges), scroll of ice odds are she will kill more than one of them.
storm, hold monster, scroll of phantasmal killer,
two beads of force. The mage has precast a stone- The Boneheart Squad
skin spell on himself.
This group spells instant death. It comprises High
High Priestess Squad Priestess Halga (from I u z the Evil, otherwise use
Althea’s statistics above), Archmage Null (18th-level
If the PCs encounter this group, their time is upon Mage), together with two nalfeshnee, two glabrezu,
them. This is a ferociously powerful squad. High two 9th-level priests and two 9th-level mages (take
Priestess Althea herself comes to investigate the PCs, priests and mages from squads above). Null’s statis-
together with a powerful retinue! She is accompa- tics are also in Iuz the Evil, though the DM should
nied by two 9th-level priests (use any versions from not need them-the PCs should never meet this
the squads above), a half-orc 10th-level fighter, and group if they hope to succeed in their quest.
four juju zombies.
,..
1
.
. .
. . . ..,. . : _ : . . ....

’ The half-orc has the following statistics: AC -4
(plate mail +3, shield + 2 , Dex); MV 12; h p 103;
THACO 11; #AT 312 ( b u t see below); Dmg 9-16
. . .. .. . _ .: . . .. (ld8+8, longsword +3,frost brand, Str); Str 18/94,
i.
.. Dex 15, Con 18, Int 8, Wis 9, Cha 4; AL CE.
(continued from page 28) the PCs the passwords to activate the elevator room
anything on sight. These animals could b e at #3 to transport them to #33.He does not know the
charmed a n d pressed into service by PCs; they passwords needed to activate the elevator room to
are normal animals so charm person or mammal move to # 7 7 ; only the Blood Bailiff, the half-orc
would suffice. The female has 6HD, the male 7HD. Black Legion assassin Kazarene, knows this. Thus, if
After the PCs have taken them, heavy footsteps the PCs manage to capture Grenkerd, they may be
should be heard approaching-a signal for the PCs to able to activate this alternative route down to the
get out with their gain. If they don’t, set two 5th-level lower jail levels. Grenkerd’s prisoners are thoroughly
fightedorogs with a pair of trained trolls on them; if evil types-murderers, cutthroats and scum of the
the PCs overcome them they gain one Notoriety lowest type, destined for Death Row. The PCs need
point. Some more of Train by Pain’s personnel not extend any pity to them.
should arrive shortly to harass them further. If the
DM does not wish to add this complication, simply Notoriety Point Awards
have the back door shut, triple-locked, and barred.
An average Notoriety point award for this level is
Option: A Welcome Visitor? four points. The following are the major considera-
tions to take into account:
Staging an arrival by Grenkerd the orog, the Deputy (i) Freeing prisoners-especially Wanzeden (#15),
Blood Bailiff, may be timed by the DM to complicate or any “mass liberation.”
things if the PCs have been going around the jail with (ii) “Vandalism”--smashed-down doors,fireball
seemlessly smooth tactical efficiency. As Deputy blast signs, etc.
Blood Bailiff, Grenkerd’s role is to convey those sen- (iii) Mass killings, especially if bodies are left lying
tenced i n Iuz’s grotesque courts for punishment around.
(except in the case of truly important prisoners, who (iv) Killing Kerlenzen earns one Notoriety point, or
are delivered by the Blood Bailiff himself]. His role in two points if the evidence of this is not disguised
the scenario is to provide the PCs with the password (body left in his chambers, signs of obvious struggle
to activate the elevator room to and from area #33. and combat in his chambers, etc.).
Grenkerd will arrive through the main gates (he (v) Killing the fomorian giant earns one Notoriety
has a magical key that allows him to lift the bars from point unless the PCs wholly disguise this. (Disinte-
outside) with a convoy of eight prisoners destined for grating the body is about the only way of doing this.
Death Row (cell block C), together with two orog 4th- Leaving signs of a struggle do not earn Notoriety-
level fighters, a junior priest (4th-level), and an the fomorian’s den is filthy anyway, and struggle in a
acolyte (1st-level) in tow. This group heads for the torturer’s den is hardly unexpected).
elevator room a t #3, unless there is some obvious (vi) Any escapee to the outside of the jail (a priest,
sign of disturbance along the way (dead orcs or ogres Grenkerd the orog) earns two Notoriety points or
in the corridors, escaping prisoners the PCs have let one point if the PCs were very well disguised at the
loose, etc.). If this happens, Grenkerd will investi- time of the encounter that preceded the escape.
gate. If he meets the PCs, he and his party will fight. (vii) Breaching the Bonewall at #29 earns one
Grenkerd is a 5HD orog with 18/00 strength and he Notoriety point automatically unless the PCs use an
will fight with a two-handed sword +3,which causes unholy symbol and the attire of an Iuz priest to
hopelessness on a successful hit. The orog also wears effect this.
a magical amulet that gives himfree action and +6 to A realistic minimum award is two Notoriety
saves versus all enchantment/cham spells. (Of these points; the maximum could be double the average,
items, the sword is CE-aligned and unusable by the even higher.
PCs; the amulet, however, may be taken and used by
them freely.) A morale check should be made if Notoriety Check
. .. .. . .. . .’
, ..,. ’.:
’..
Grenkerd is slain or half his retinue has been over-
come. If any of these escapes, the PCs gain one Noto- A Notoriety Check is made as soon as the PCs enter
riety point, minimum. the lower-level jails via #3 or #29. If a hit squad is
If Grenkerd can be captured and forced to talk (or dispatched, it will arrive in the lower-level jails after
charmed and very carefully interrogated), he can tell ld4+2 turns.
stymied, then you should arrange for a patrol of rut-
terkin or bar-igura (possibly with Zensher or his con-
The mid-level jail houses three different types of sort Shelander) to pass through the door the PCs are
prisoners: those condemned to Death Row, those confronted with, opening it for them. The PCs must
sentenced to special tortures and torments, and wait ld3+1 hours for this, and they gain one Notori-
those who are specifically being driven insane or are ety point every hour. Banging and hammering on
having their insanity patterned to fit them for ser- doors will not gain attention in any beneficial way;
vice in the bizarre citadel of Gibbering Gate in the the fiends mostly ignore this, though guards on the
Barren Plains (see Zuz the Evil for details). Holmer is same side of the door may emerge to investigate the
not among these wretches. noise).
These jail blocks are administered by a fiend, Mar- All doors in this level are locked unless otherwise
quis Zensher, with his bar-igura and rutterkin jailers. specified. Chances for pick locks are normal, except
Zensher serves the Abyssal Lord Graz’zt and has in the case of noted locks, which are tougher to pick
been commanded to serve Iuz for 12 years and 1 2 than usual. Cell doors have spy-holes similar to
days as Iuz sees fit. However, Zensher is an ambi- those on the upper level.
tious fiend and he has arranged a little “side-deal’’ Some rather unpleasant things can happen to PCs if
with a Marilith. He permits nabassu fiends in her ser- they explore overmuch. The PCs should be focused on
vice to visit Death Row and slay some of the prison- the task they have and, if they are, they should not fall
ers there, increasing their powers. In return, the foul of traps that would otherwise slow them down.
Marilith has promised Zensher generalship of an
army of the Abyss, and has already gifted Zensher Dungeon Decor
the Abyss-crafted magical ring he now wears as a
sign of good faith (see #51). Decor here is similar to that in the upper level jails.
This infernal scheming means that Zensher wants The atmosphere here is magically sustained, so that
to avoid trouble in “his” jails at all costs. The last even in the absence of air vents the air is just about
thing he wants is any of Iuz’s loyal priests or similar breathable.
visitors to arrive here and investigate what’s going
on. There is a trusted priest here, the homicidal The Prisoners
maniac Mordlok, who is simply crazy and doesn’t
realize or care that some of his intended Death Row In almost every case, the wretches incarcerated here
victims have died before he gets to them. When the have done something of real note to offend t h e
PCs start to cause trouble, Zensher isn’t about to go priesthood, a general, or some other military or
screaming for help; he’s going to try to cover things fiendish leader, and are thus utterly evil and un-
up. He’ll make some kind of deal if he can’t kill the speakable vermin. Few of them are in any shape to
troublemakers. This offers the PCs the possibility of offer any help or opposition to the PCs, and they are
scheming their way to the deepest jails where they all of evil alignments unless otherwise noted. Class
need to go to find Holmer. The task for the PCs is to and level are rarely important i n the case of ex-
come to some kind of understanding with Zensher hausted, starved, shell-shocked or outright insane
or, failing this, to blast their way through this jail NPCs. There are, however, a handful of exceptions
level (incurring more Notoriety and making their job and these are specifically noted in the text.
far harder).
Patrols
Doors, Locks, and Trays A Wandering Monster check can be made every hour
Getting through this jail level isn’t going to be easy with a 1 in 4 chance that a wandering monster is
for the PCs because of the omnipresent wizard locks encountered; a Wandering Monster Chart can be
a t key locations (cast a t 9th level of magic use). found in the central reference section. There are a
Upon entering a jail, any self-respecting group of PCs handful of true monsters roaming the jails in addi-
should be armed to the teeth with knock and dispel tion to the jailers.
magic spells and scrolls. More exotic options, such
. . .......:.:
... . .
. . .’.. ’ ’
as w a r p wood or stone shape for bypassing doors Some Tactical Notes
(or even stone toflesh, a disgusting but effective way
of getting through the wall around a door), are also The jailers here are of two types: rutterkin, which
possible. If your PCs are distinctly under-equipped are stupid and aggressive, and bar-igura, which are
, _. .:: .( ...
smart, aggressive, but very ready to flee to get help if
with solutions to the wizard-lock problems and get
1 square = 1 0 feet
J

hard-pressed in combat. The rutterkin are simply


mindless combat machines. Unless they have a bar- 34.Rutterlltin Guards
igura leader or Zensher to instruct them otherwise, There are two pressure-sensitive plates as marked in
they just attack PCs on sight and fight to the death, t h e corridors close t o this room; these a r e not
although they are savvy enough to use teleport with- trapped, and find traps (spell or thief skill) will not
out emor to flank and rear-attack a group of foes. locate these carefully-concealed plates. If either is
The bar-igura are much more dangerous enemies. stepped on without the handbell outside the door to
They will always be invisible when encountered, and #34 being rung first, the rutterkin are alerted by a
they habitually detect invisibility when pausing dur- bell ringing within their own chamber. The rutterkin
ing their travels. They use the teleport plaques always investigate if the bell rings within their room;
(areas #3S and #Si) to move around the jails and if the bell outside it is rung, SO% of the time they do
rely on their magic resistance to temporarily negate not bother to come out and see who is passing along
wizard locks on doors. (If necessary, they borrow the corridors. There are four rutterkin in this plain
Zensher’s magical keys with his permission.) If a bar- and bare chamber.
igura encounters PCs and they do not sense the
invisible fiend, it is 2.5%likely to attack, SO% likely to
summon its fellows (from areas #SS and #S6), and 3.5. Telcport Plaques
25% likely to warn Zensher (area #51) of what it has On each of the marked walls, there is a small brass
seen. If the latter happens, then the cambion will plaque some 9” high; each has an engraved hand-
muster all its allies (Shelander, the bar-igura, the rut- print set within an unholy symbol design. If a PC
terkin, the nabassu, but not Mordlok initially) and places his hand upon the handprint, he is teleported
come to investigate under cover of an invisibility 10’ to location #Si. Up to two creatures can be tele-
radius spell. Consult the notes for area #S1 on Zen- ported with that PC; thereafter the teleport is dis-
sher’s general tactics and approach to combat and abled for one turn, so that only two PCs can teleport
negotiation. together, one per round. These teleports are used by
fiends for moving around with prisoners in tow.
Gatin2 and Special Dct’enses
The fiends in this jail level cannot gate. The planar
Ckll Rlocli C (Death Row)
flux in Dorakaa negates their gating ability in this (Locations 36-41)
particular area. Note that the entry door to this complex has a wiz-
All tanar’ri have the following special abilities and ard lock in addition to a complex mechanical lock
defenses: they take no damage from non-magical (-20% penalty to pick locks chances).
fire, and electrical attacks; they take only half dam-
age from cold, magical fire, and gaseous attacks; they 36. The Waxworks
are immune to poison; they can use darkness 15’
radius at will, have infravision, and have a limited Created by a grisly obsession on the part of Mordlok
form of teleport without error. (In the restricted (#4O-41), this chamber contains 18 life-size wax ren-
nexus of this jail, treat this as a dimension door, ditions of the priest’s most famous victims, or those
which fiends use for getting behind or flanking PCs he gained greatest pleasure in slaying. Each human
in combat situations or for fleeing to warn other wax statue is dressed up in its original clothing, and
fiends if they see PCs.) the lifelike quality of these statues is eerie and
faintly disturbing. Blocks of wax and tools litter a
couple of tables herein. Three slow shadows lurk
among the figures, attacking if the PCs enter. The
PCs could take valuable items here (silk cloaks, sil-
33. Elel.ator Room
vered daggers and the like) to the value of 1,500gp. If
This can ascend to #3, or descend to #i7,if the PCs they do, make a wandering monster check since this
know the appropriate command words. The door takes ld2 turns.
here is unlocked. (See Location 3, The Halls of
Wretchedness. 37.The Death Pit

This chamber is where Mordlok puts victims to


death if he doesn’t actually offer them up to Iuz him-
self. Instruments of torture are strewn about this
chamber. The central pit can be commanded 3 times Magical items: ring offre resistance, ring of regen-
per day to produce a searing white wall offlame eration, i r o n bands of Bilarro, bonewand ( 1 1
within its area for 1 turn (damage 6d4hplround charges), scroll offlame strike and turnbane, scroll
within the pit, 3d4hphound within 10' of the pit). of true seeing.
Mordlok can call forth a salamander from the magi-
cal flame in this pit once per week to do his bidding Mordlok's clawed gauntlets are described fully in
for three turns. Charred bones, pieces of bodies, and Iuz the Evil (as are his cult spells and bonewar4,
similar grim detritus litter this awful place. save that the gauntlet on his left hand has a sywibol
of discord etched upon the palm, usable once Per
38. Chamber of Offerings week (at 18th level of magic use for the purpose' S of
dispel magic, etc.). Be sure to take Mordlok's e:stra
, c I .e. ...--- u?o u n n u n , u n ~ \ :
1his is a fully consecratea snrine to luz; any gooa- uerenses ireier LO areas i t ~ o i.t ~ f v t,t * i , V ~ L lnto
)

aligned PCs entering this room automatically gain account as appropriate to the circuimstances of com-
one Notoriety point. It is plain that this place is used bat encounters.
to make offerings of lives to the Old One. If the PCs Mordlok is a homicidal madman. All he cares for is
explore the chamber and remain here for longer o o t o o r l x r o i , n n l x r nf n r i o n n ~ r ofnr 0 7
a ULLLLUJ uuyFAz ,,..yvLAu.y ,,;ecution, usually
than five rounds of game time, the large unholy sym- from Grenkerd the Deputy Blood Bailiff. Years of rit-
bol etched into the east wall above the altar will glow ual slaughter have completely warped an already
green-white and a radiant chill affects each PC psychopathic mind and now the priest simply wishes
within the room for l0+ld4hp of cold damage. This to kill and murder. But h e is wily and cunning
automatically alerts Mordlok to the presence of nonetheless. If he is engaged in combat, he uses all
intruders. and he will cast defensive me"- I-.-'-..- his undead protectors and his spells to keep PCs
away from melee range. If engaged in negotiation, he
is smart and able to see through weak deceptions
unless his specific obsession (murder, gruesome and
painful) is pandered to.
Each of these cells contains a variaDle number of vic- If Mordlok can be interrogated, he can potentially
tims (roll ld10: 1-6, a cell is empty; 7-9, it has one give the PCs the general layout of this jail level and
occupant; 10, a cell has l d 3 occupants), and every tell them of Zensher and Shelander. He knows noth-
cell has full manacle-and-shackle gear. The cells are ing of the lowest jail level save that it is ruled by a
utterly bare, without even beds, and an unpre- fiend. Mordlok considers all those who work and
dictable magical trap operates in each. For each cell administer the upper-level Halls of Wretchedness as
entered, there is a 25% chance that one randomly- fools; if they knew what they were doing, they would
selected PC will be transported through a dimension send the scum imprisoned up there down to him for
door (no saving throw) to a randomly-determined execution. He has to struggle to recall even the
(d12) cell, there to be magically shackled and mana- names of those who are present on the upper-jail
cled. This experience will have the effect of a symbol level, and is indifferent to them.
of hopelessness (duration l d 6 hours). Mordlok will be hard to role-play in an encounter.
He has a one-track mind and is a psychopath pure
40. Mordloli the Executioner and simple. If an encounter with him comes down to
combat, be sure to execute his protective spells first
Mordlok carries out sentence of execution in these (prayer, bless,free action) and then his more aggres-
jails, either by offering to Iuz (#38) or by more infor- sive self-directed spells (notably cloak of fear). The
mal dispatch (#37). His statistics are followed by iron bands will be flung at the most powerful spell-
notes on role-playing this NPC. caster in the PC group. Be sure to use his magical
items to best effect. Since Mordlok cannot cast spells
Mordlok: AC -1 (plate mail + 2 , Dex); MV 12; Pr9; while wearing his gauntlets, he will not don these
hp 64; THACO 16; #AT 1at +1;Dmg ld4+6 plus spe- until he has used spells and wand to best effect.
cial (clawed gauntlets); SMSD spells; SZ M; ML 20. Within Mordlok's living chambers, he has four
Str 18, Dex 16, Con 16, Int 9, \Vis 18, Cha 5; AL CE. ghast guards and two skeletons. There is only inci-
Spells: bless, cause f e a r (x2), command, curse dental treasure in the room (ornaments and trin- . ,. .. . .. .. .. ..;: ..,.
(reversed bless), darkness, aid, find traps, hold per- kets) worth a total of 400gp; make a wandering
son (x2), spectral hand, spiritual hammer, animate monster check if PCs dally to gather up the meagre
dead, cause disease, prayer, speak with dead, bone- treasures. On a peg on the north wall hangs a set of
chain, cloak of fear, free action, screaming skull. keys to #36-#41. ,.~
. ._ . . . .. ... .
. .: .- . .
I 7
. priest’s Shri 42. bonechain passageway
thin this shri rdlok has four commanded This narrow secret passageway has finger and toe
adows, which conceal themselves under the bones placed at 5’ intervals along its entire length.
riest’s opulent fur-laden bed and behind furnish- By simply snapping his fingers, Mordlok can cast a
gs. The following loot can be garnered from the bonechain spell herein (activating up to nine skele-
dchamber: furs worth 800gp, a small locked rose- tons each with a minimum of 5hp, as per the normal
ood box (worth 75gp) containing 1,OOOgp worth of bonechain spell described in Iuz the Evil). He can do
11 jewelry items; within a locked treasure chest this up to three times per day and will use this to
are 675gp and 115pp. The protect himself if he flees through this passageway to
locked drawers, the first of Zensher in the face of attacking PCs.
rd books of executions and
ferings to Iuz. These include notes on invited par-
s of acolytes and more important priests who
43.Staircase Entry
end services of offering. A lengthy set of notes on The bonewall curtain has exactly the same proper-
orture practices and a sketchbook of his wa ties as that at location #29. The exit door is unlocked.

: if the door is opened by anyone other than a


s t of Iuz or a fiend, a pool of darkness of 5’ The fiendish guards are alerted if either of the pit
is created around the portal and any passing traps at #45 is sprung. They are also alerted 33%of
through it must make a successful saving throw ver- the time if PCs (or other creatures) pass by the doors
sus spells or be affected by a darkness spell (at 9th- to their rooms. Note that a PC group with silence 15’
level of magic use). Each time the door is opened by radius will automatically alert the rutterkin if the
anyone other than Mordlok, the pool of darkness is fiends fail a Magic Resistance roll in either chamber,
eated and remain ct for 3d6 rounds since they will become alerted to the spell’s effect
near the door to their chamber. Neither group of
guards has anything of interest or value; there are
four rutterkin in each of these chambers.
becomes unwell and nauseated, developing a tran-
45. Pit Traps sient psychosis for 3d6 rounds, during which time he
Each of the marked squares on the map has a con- hallucinates (seeing his friends as hideous monsters
cealed trap, each of which is magically attuned so or the walls full of grinning fiendish faces, etc.). Each
that it is not triggered by any creature of evil align- round a wisdom check must be made or the PC will
ment. Magical obscurations in this area reduce find regard the “enemies” as terrible enough to attack,
traps chances to 50%of normal (e&, there is a SO% and the afflicted PC will then behave accordingly (as
chance that afind traps spell will simply fail to the DM determines). For example, at least 50%of the
reveal a pit-determine individually for each pit). time the PC might use up defensive spells or attack ....:::.:..u::
*
: :
* ::. ..:
,,....
..”.’ ... .. ..,...
.. ... .... ..
Any PC falling into a pit suffers 2d6 hit points of his fellows.
damage for the 18’ drop and is then attacked by a
barrage of bony projections stabbing and lunging
49. The Screaming Pit
from all the walls of the pit (THACO 8 for these
attacks, #AT 1per round, Dmg ld4+4, double dam- This interdicted sublevel is only reachable from the .*
.. ..
age on any roll of 18+).A thief using Climb Walls to deepest jail level (see #89) but is located here in the
escape the pit suffers a -10% penalty per hit point of event the PCs use passwall spells, etc., which could
damage suffered during the round. Other PCs can breach the pit’s boundaries. Any PC entering the pit
only escape if a rope is lowered to them; a successful must make a saving throw versus spells or become
dexterity check must be made to ascend ld4+4 feet immediately insane. Tactics such as the use of a
per round. Levitate, fly, and other air-movement telekinesis spell are obviously the best approach for
spells also permit escape. rescuing any PC trapped herein.

46-47. Sealed Doors SO. Bronze Doors


The great brass, double doors here are wizard-locked The great bronze-clad doors here are 6” thick and
and double-barred (from the inside). Two knock are wizard-locked and double-barred (again, from
spells will be needed to breach them. inside). Each bears an etching of a fiendish cambion
face and can generate magical effects if so com-
manded by Zensher (area #51). The left-hand door
Cell Blocli D (Location 48) can generatefear within 30’ (extending within #S1 if ,..
,.
This great cell block is personally administered by Zensher so commands) while the right-hand door ..
Zensher, and the victims here are subjected to insan- can fire l d 6 + 6 bronze teeth from the grin of the
ity-inducing treatments. (Determine the number of cambion. Both effects can occur only once per turn.
cell occupants by rolling ld10: 0-1, no prisoners; 2- Each tooth from the right-hand door has a THACO of
8, 1prisoner; 9-10, l d 3 prisoners.) Zensher regularly 12, strikes for ld4+4 points of damage, and is treated
employs illusiodphantasm spells, especiallyfear, on as a magical missile +2. The “tooth-firing” only
these pathetic wretches to induce madness. In the operates down the southern corridor.
case of “tough nuts,” a high-level priest or mage is Zensher can command these effects from behind
summoned to use a suitable symbol to accelerate the the doors while they are still closed; if he is fore-
process. “Treatments” that produce gross physical warned of the PCs’ approach (by using his wizard
damage are not used, however, and a feature of eye spell, for example), he can use these doors as a , ., ,
- .. ... ... ... . .. ...:. .
_.
imprisonment here is that the cells are reasonably potent defense. . .
comfortable. The hay on the pallet-beds is not
always flea- and bug-ridden, and body wastes are
51. Lair of the Caiiibion
removed through small chutes leading to the sewers.
Some prisoners have bread, water, and even iron This opulent, richly-furnished chamber is a mock
bowls of gruel or thin soup in their chambers. When throne room; the doors here are wizard-locked. Zen-
a prisoner has been driven suitably insane, he is sher the cambion (Zensher is not his true name, of
delivered by Zensher to the Deputy Blood Bailiff for course) holds court here with Shelander his consort,
removal to Gibbering Gate. making mock of courtly ritual with his nabassu
These cells have a malign magical radiance which “guests” (#59) and commanding the rutterkin and
is deeply disturbing. If a spell such as ESP is used bar-igura. Zensher wears chain mail and a heavy
here, there is a 10%chance that the spellcaster is at black cloak; Shelander wears a fur-trimmed cloak and
once driven insane. For each cell entered, there is a heavy, silver, gem-encrusted bracers over her armor.
5% chance that one PC (determined randomly)
J
f f
Zensher, Cambion Marquis: AC -3 (chain mail + 4 , Dealing with the Cambion
Dex); MV 15; HD 6; hp 57; THACO 15; #AT 1 at +3;
Dmg 10-17 (longsword +2, Str); SMSD casts spells If any form of combat arises, be sure that Zensher
as 7th-level mage, charm person, fear at will, levi- summons help from #55, #56 and #58 at once; pre-
tate 7lday, breath weapon (see below); Climb Walls pare the fiends therein to aid Zensher as needed
95%, Hide in Shadows 80%,Move Silently SO%,never (tactical notes are given for these monsters in the
surprised; MR 30%; SZ M (6’); ML 14. Str 19, Dex 18, appropriate location keys below). Combat may take
Con 16, Int 16, Wis 17, Cha 19; AL CE. place in Zensher’s lair or in Mordlok’s chamber, if
Spells: magic missile (x2), phantasmalforce ( x 2 ) , Mordlok escaped the PCs and alerted Zensher. Com-
blur, detect invisibility, stinking cloud, dispel bat could also take place if a jailer patrol spots the
magic, lightning bolt, protection f r o m good 10’ PCs and reports to Zensher. In this case, Zensher will
radius, slow, feat wizard eye. roam the jail corridors hunting the PCs. The DM has
Magical items: unique ring (see below), scroll of tactical notes (above) for combat actions, but should
Evardk black tentacles, cone of cold (cast a t 9th implement these depending on the circumstances of
level). combat. Broadly, there are two ways of dealing with
Zensher: slaying him or attempting some kind of
Zensher is something of a mutant, possessing a negotiation. If Zensher is slain, then the PCs will
unique breath weapon ability. In addition to normal either have to discover Holmer’s whereabouts from
attacks, he can attack once every three rounds (up to the fiend’s records ( # 5 2 ) or guess where Holmer is
three times per day) by breathing over one enemy in after dealing with Grenkerd (see #30 and notes a t
melee range with the following random effects (roll the end of this chapter).
ld6): 1-2,fire breath as per the potion; 3-4, as dust of Zensher will negotiate if he is overcome in com-
sneezing and choking; 5-6, as a stinking cloud). bat, faced with a display of overpowering strength, or
In addition to his magical armour and sword, he rendered helpless (by a hold spell, for example, that
has a silver ring (crafted with the image of a marilith’s overcomes his magic resistance, etc.). H e will be
head) that gives him the ability to cast spells as a loathe to abandon his own rooms to escape the PCs,
mage one level higher than his normal ability. It also though if caught in combat elsewhere he may use his
doubles his 3rd- and 4th-level spells. This ring is teleport without error to flee to this area or else-
highly magical and a very evil thing; any PC foolish where (as noted above). If cornered and at a disad-
enough to take it and place it on a finger a t once vantage, the fiend offers to make a deal.
alerts the marilith (an Abyssal Lady, no less), with Since Zensher only wishes to preserve his own
campaign consequences that the DM will have to life, this is what he wants from the PCs. They have to
plan for himself! guarantee not to slay/banish him. In return he will
In combat Zensher gives priority to protection offer information. Zensher will broach the matter of
f r o m good and blur; this combination gives him a his side-deals (with the Marilith) in a roundabout
formidable AC. He then uses his offensive spells from fashion; e&, “I have my own reasons for not wishing
behind a screen of fiendish underlings, being ready undue attention to be drawn here. You have caused
to use the Evard’s black tentacles spell to prevent much trouble, and my desire is to simply cover
fighters from engaging him in melee. If hard-pressed, things up. I’m sure we can come to some arrange-
the fiend will use teleport without error to get rein- ment.” If pressed, he will say that h e is forced to
forcements (from #40, #44, # 5 5 , #56, or #58, as serve Iuz but reiterates having his own reasons for
appropriate). However, if he has already recruited as not wanting hordes of priests, other fiends or such
many helpers as he can, the cambion will not try to investigators in his jails. “Politics of the Abyss and all
teleport further afield but will seek to negotiate. that, you know,” he will add with a meaningful grin.
Shelander is a normal alu-fiend (see Monster Sta- This should be enough for the PCs to consider that,
tistics Chart; use the alu-fiend I11 profile therein) save while they can’t trust Zensher, he is probably telling
that she wears chain mail +2 for AC3 and fights with the truth on this score.
two weapons-a short sword +2 and a dagger +2, +3
os. good-aligned creatures. She suffers a -1 penalty What Zensher Can Say
to her attack rolls for fighting with the dagger, but has
....,..
,,,
.:.: . . . ”, . ’ no THACO penalty for fighting with the sword. Zensher can give the PCs full information about this
This chamber also has two rutterkin footservants, jail level, though he is unclear about #49 for obvious
absurdly dressed in formal, red, padded livery suits, reasons a n d is very vague about this room. He
which fight at Zensher’s command. knows the broad layout of the upper-level jails and
.. .. :.. . ,

the people therein (information the PCs can use to

-M
44
check his accuracy and possible honesty). Zensher ers are worth 900gp, and ornaments and trinkets
can tell the PCs that there is a third, deeper dungeon worth 500gp can also be garnered. Zensher will take
level ruled by a hezrou, Palmardek, and that this is robbery as a major affront, which will affect his
where important prisoners are kept. Zensher does negotiating. The value of cloaks may be reduced at
not enter that level, but he knows of two ways to get the DM’s option if they are damaged as a result of
there. The first is via the elevator room at #3/#33. combat.
Zensher knows that Grenkerd uses that room to
bring prisoners to these jails, while the Blood Bailiff,
52. Living Chambers
Zensher’s master, uses the same room to get to the
hezrou’s jails. The cambion knows the password to Opulently furnished (750gp of loot can be taken
activate the elevator room from #3 to #33, but here), the major features of interest here are three-
doesn’t know the password to get to #77; he reveals fold. First, there are Zensher’s keys, which hang on a
that Grenkerd doesn’t know either. The only person
who does know is the Blood Bailiff and he lives in
wall peg. They open all locks on this level, bypassing
wizard locks automatically. Second, there is a 6”
:\
.’.
...
the Boneheart Citadel. Zensher knows where this is diameter bronze ball on a shelf, etched with many ..
and can give directions, although he has never fiendish visages. This may be used once per day as a
entered i t (and shudders a t the thought of the dimension door to transport up to ten creatures to
beings therein). #60, but automatically summons Palmardek to that
The other way to enter the lower-level jails is used location at the same time (see #60). It can also be
by Zensher at the behest of the hezrou, who occa- used to sound the silver bell in #25. If tested, this
sionally summons Zensher for an audience by globe radiates both evil and alteration magic. Finally,
employing petty magic to send an illusion to Zen- there are the cambion’s record books, which may
sher’s chambers. Both fiends then use their teleport contain some information useful to the PCs if they
without error abilities to enter the interdicted cham- have not successfully negotiated with Zensher. These
ber at #60. Zensher knows the position of #60 rela- are rather disorganized, and their only points of
tive to this level and will point out that magic could importance are as follows:
be used to breach it (passwall,etc.). He knows there
is some kind of magical portal from #60 to the lowest (i) They do not mention Holmer or any other
jails but, having never been to the hezrou’s domain, notable NPC, save that the elven prisoner in #59D is
he doesn’t know exactly how this works. specifically referred to as an unusual arrival (few
Finally, Zensher knows that Palmardek has babau elves actually make it this far). Her arrival was two
fiend guards and that monsters, shipped in from days ago, which should suggest to the PCs that she
“Train by Pain,” roam the lowest-level jails. Although might still be in fair shape should they seek her out.
he isn’t sure, he thinks that a bulette and some man- (ii) They refer to meetings with Palmardek in “the
ticores are among the hezrou’s “pets.” interdicted chamber.” These are very infrequent,
How much of this the PCs learn depends on how and it is clear that Zensher hates and fears his sum-
they negotiate with Zensher. Bullying the proud moner. There does not appear to be any business
cambion will elicit a sulky and angry response involved; Zensher writes as if the hezrou’s goal was
(“Well, if you’re going to kill me anyway just get on simply to frighten him. Palmardek is described in
with it, why should I tell you anything?”). Zensher terms that make it clear that he is a greater tanar’ri;
actually has a cold respect for anyone overpowering any PC with a suitable skill or proficiency (e.g., Reli-
him; if he is addressed in a straight-forward manner gion) might realize that Palmardek is a hezrou if a
(“Look, we’re not here to kill you; we’re here to free check is made. The location of the interdicted cham-
one particular prisoner and that’s the only goal we ber is not made clear, but at the DMs option a locate
care about”), he will be much more reasonable in object spell (focused on the portal to the lower-level
negotiation. Exactly how the PCs then contrive to jails) might be able to pinpoint it.
disable or restrain him (if they don’t trust him not to
sound the alarm when they progress to the lower-
53. Bedchamber
level jails) is up to them. The cambion’s magic resis-
tance makes many magical solutions hard to The bedchamber of Zensher and Shelander is grossly
implement, though hlordlok‘s iron bands of Bilarro carnal and requires no lengthy description here.
are a possibility. Available treasure includes furs on the bed (1,20Ogp),
rare perfumes and scents in silver and platinum bot-
There is treasure in this room: Zensher’s cloak is tles (total value 600gp), and tawdry cosmetic boxes
worth 300gp, Shelander’s is worth 750gp, her brac- (total value 100gp). The wall hangings here are made
of silk, but their decoration is too repellent for them targets (rogues and mages) present themselves.
to be of any value. These bar-igura have keys to Cell Block E.

54. Hidden Treasure Chamber 57. Teleport Plaque


The secret door here is well-disguised (behind a lac- This functions in exactly the same way as t h e
quered screen) and wizard-locked. In the small plaques at #35; the teleport here can transfer three
chamber behind the door are two wizard-locked creatures per round to any of the #35 locations.
chests. The first of these contains 2,OOOgp, 800pp, (Since PCs are not as familiar with the layout of the
and minor jewelry items ( 2 , 0 0 0 9 ~value). One jails as the fiends are, the DM may decide to have the
bracelet here is a bracelet of free action, which the PCs dispatched to a randomly-chosen #35 plaque if
cambion and alu-fiend cannot use due to their this plaque is activated.)
magic resistance. The other chest contains two
spellbooks. The first of these is Zensher’s, which is
bound in naga hide with pages are of spider silk
58. Kabassu Chamber
inlaid into skin. The writing is in an Abyssal tongue The fiend lairing here is a nabassu close to full
and both read magic and comprehend languages strength (HD 7+14hp) after being allowed to slay
are required to study it. The time scale of this creatures in #39 and #59. Although the creature is a
adventure does not permit PCs to read this, though greater tanar’ri and regards Zensher as a lesser being,
they might be able to decipher it after the adventure it remains in its chamber due to its fear of its Abyssal
( though reading a fiend’s spell book should cer- mistress. If summoned by Zensher to defend the cam-
tainly have malign effects on a PC wizard, as the DM bion, it will do so by using its darkness 15’radius
determines). powers against spellcasters and by fighting other PCs.
The other spellbook is clearly a travelling spell- The nabassu will only attempt to use its death gaze if
book of elven design and contains the following combat is going very badly, since it prefers slaying
spells: charm person, magic missile, protection PCs and devouring them (allowing it to grow) rather
from evil, read magic, sleep, blur, improved phan- than turning them into ghouls or ghasts.
tasmal force, knock, stinking cloud, web, dispel If the nabassu is badly wounded (reduced to lOhp
magic, fly, invisibility 10’radius, dimension door, or below), it will seek to escape, using its teleport
Evard’s black tentacles, ice storm. This is the spell- without error ability to leave the jails. The nabassu
book of Ambara (#59D) but if she is not freed, a PC has no friends or contacts in Dorakaa and will, left to
mage with read magic can potentially use this book its own devices, simply decide to return to the Abyss
for memorization or as a source of scrolls (in the lat- after some hours. It is actually in the PCs’ interests
ter case, erasing the spell read from the book). A to let this horror go, rather than slay it, since the lat-
small leather pouch of material components for the ter action gains Notoriety (other fiends notice when
listed spells lies within the chest as well. a greater tanar’ri is slain in Dorakaa!).

55. Camhion’s Body@iard Cell Blocli E (Special Torment Block)


(Location 59)
This stark chamber houses a single bar-igura, who is
a brute of really enormous size (fights as an 8HD Each of these cells holds a single prisoner undergo-
monster with 60hp). Its combat tactics are elemen- ing special torments which home in on a weakness
tary-it tries to pull enemies’ heads off in melee, or vice identified through some form of magical
using fear touches to drive off some fighters to divide interrogation or torture. Each cell has its own cus-
and weaken its opposition. tomized set of illusory torments, designed for those
who have weaknesses of avarice, miserliness, vio-
lence, gluttony, etc.
56. Bar-Igura Jailers
Whenever one of these cell doors is opened, there
This room, bare save for basic furnishings, houses is a 10%chance that any surviving bar-igura in #56
two bar-igura, who torment the creatures in Cell will come out to investigate. There is an additional
- . . Block E. They are much more cunning and smart 10%chance that l d 2 PCs will be transported via
than their fellow next door. They employ spectral dimension door into a randomly-determined (d20)
force and telekinesis attacks to disrupt and confuse cell and actually become part of the illusions per-
enemies. They also use teleport without error to ceived by a prisoner, who may thus see a PC as a
move around and attack the rear of a group if soft steaming joint of prime beef, a pile of fabulous trea-
J

sure, or a delightful courtesan. The PC may not real- enter here, the hezrou Palmardek will be present as
ize this, of course, which should make for some the PCs arrive. He certainly won’t hang around,
amusing moments if he or she gets within grabbing instantly exiting via the portal to summon defenses,
range of the prisoner. unless the PCs have Zensher with them. Refer to the
The one cell of interest here is #59D, which con- location key for #SOD on how this arrival area can
tains the prisoner Ambara. She is an elven fighter/ become trapped if Palmardek has been met and
mage sent from the Vesve Forest as a spy in the ser- accosted here.
vice of Kashafen of Flameflower (see The Mark- If the PCs enter here with Zensher, or if a gener-
lands). She was overcome by a hold person spell ated illusion of the cambion is used and successfully
from a priest of Iuz and brought to Dorakaa on his fools the hezrou (a very unlikely event!), Palmardek
whim; within these cells, she is suffering the torment will bellow and demand what the PCs are doing. This
of witnessing the slaughter of all she holds dear at will allow them one round to attack, if they so
the hands of priests and orcs. She is disorientated choose, or to open negotiations. In the former case,
and nauseous, and suffers -3 penalties to attack and the hezrou will still try to escape through the portal
damage rolls and saving throws. These penalties are (if the PCs overcome him in a single round, congrat-
reduced by one point for every turn of quiet rest she ulations are due to them!). In the case of negotia-
receives. An emotion (calm) spell or equivalent can tions, refer to the chapter “Court of the Hezrou.”
restore her at once. She currently only has 17hp.
She very much wishes to join the PCs and help
them, although she needs equipment and her spell-
Reaching the Court of the Hezrou
book. The latter is in #54, but her equipment is not There are two ways the PCs can do this as noted ear-
in the jail and she will have to be equipped with lier in this chapter. One route, via #60, is the more
items the PCs may have taken from priests, etc. obvious possibility. However, if the PCs slay Zensher
Ambara’s statistics are below. Of her original and are reluctant to activate the bronze ball in #52,
spells, she has the following still memorized: magic they will not be able to take this route.
missile, sleep, blur, web, invisibility 10’ radius, The alternative is to travel across Dorakaa to the
Evard’s black tentacles. If she studies her spellbook Boneheart Citadel and obtain the password to the
to regain other spells, this is “down time” and one elevator room at #33 from the Blood Bailiff, a truly
Notoriety point is gained per hour for this (unless daunting possibility. However, this course of action
the other PCs are active; leaving a guard with Am- will only become a possibility if the PCs have inter-
bara in a safe spot while the other PCs explore else- rogated Grenkerd, the Deputy Blood Bailiff, and dis-
where is a good strategy). covered from him the person who knows the pass-
word to activate the elevator room to get to #77. If
AmDara: HL; 8 cuexi; iviv 12; HD F7/M7; hp 39; you did not use an optional encounter with him on
THACO 14; #AT 3 / 2 ; Dmg by weapon + l ;SA/SD the upper level, you must use one now as he arrives
sleep/charm resistance, combat bonuses with with some new prisoners OII this level. Grenkerd can
swords and bows. suells: SZ M ( S ) ,AL CG. Spells: tell the PCs where the Blood Bailiff Kazarene lives
el, two 3rd-level, one within the Citadel. This option is covered in the fol-
lowing chapter.
Finally, the lowest-level jails are some 120’ below
the Halls of Torment. It is technically possible to use
multiple passwall spells, or the like, to reach it; the
This is the spot where Zensher and Palmardek meet DM should have the PCs arrive somewhere in the
if and when they need to. The chamber is decorated vicinity of the eastern end of #SO if this happens.
with stone visages of fiends, but is otherwise bare The PCs still have to find a way back, of course.
save for the magical portal, which appears as a glow-
ing screen of blue-green light. Any creature entering Notoriety Point Awards
#80D, but “unauthorized”
ie PCs) will suffer adverse An average Notoriety point award for this level will
two saving throws versus be 4-5 points. The following are the major considera-
spells per YL. i r me rirst save is failed, the PC suffers tions which apply: ... -
, ’ , ., .. .....
. , ... .
8d4hp of cold damage (a save allows half damage); if
the second save is failed the PC is paralyzed for (i) If Zensher is slain rather than overcome, one
ld10+10 rounds (this save is made at -2 if the first Notoriety point is automatically gained.
, . . . .. . ‘.. _ . ...
_
save is failed). If the bronze ball at #52 is used to (ii) If the nabassu is slain, one Notoriety point is
i

automatically gained; this can be avoided if the Notoriety Checks


nabassu is merely forced to flee.
(iii) Major destruction of temple or shrine in Cell A Notoriety check should be made if Zensher is slain
Block C gains one Notoriety point. and if the DM determines that the PCs have used a
(iv) Mass slaying of minor fiends (50% or more) heavy-handed, violent approach to this dungeon
gains one Notoriety point. If the PCs slaughter the level. If they were forced to defeat the cambion but
lot, two points are gained. otherwise played carefully and well, the DM may be
. . .,.:,;;*.:.
.... u
;: ,f: :.,
(v) Major freeing of prisoners gains one Notoriety
point.
generous. When the PCs exit this level in any direc-
tion (via #33, # 6 0 , or #43), a Notoriety check is
. . . . . . .. . . .'..,_
.....
(vi) Clear signs of a major fracas (fireball singes in made with the appropriate hit squad arriving as soon
several locations, splintered doors, dead bodies in as the PCs start moving into the upper-level jails (if
corridors, etc.) gain 1-4 Notoriety points. they are heading for the Boneheart Citadel) or after
(vii) Smashing down rather than using magic to ld4+1 turns if they head down into the Court of the
bypass wizard-locked doors gains one Notoriety Hezrou.
point.
(viii) Confronting the hezrou i n #60 gains one
Notoriety point. Killing him there gains three Notori-
ety points.

...

. . . . . . . . .
. . . ... ..... .. .. .. .. .. ..

... .... .. ..... ... ... .... .. ... . .

. . . . . .... .,, . . .
:

. .. '. ... .. . .. .. . .. . .
. . .
..:. , . _
:.. , ..
60’ of any of the following locations shown on Map 1:
SuIXlmZU. the Armory (fiend guards), the Legion of Black Death
The PCs will head here if they are forced to find the barracks (ditto), Iuz’s Palace, the Grand Cathedral.
password to activate the elevator room in order to After the PCs have acquired 1d3 Notoriety points
descend to the lowest jail level. They need to find the you may allow the wisest PC a wisdom check and, if
Blood Bailiff, Kazarene, and get the password from successful, that PC realizes that suspicious eyes have
him. There are three stages to this: first, crossing been looking in the direction of the PCs, and that
Dorakaa to get to the Boneheart Citadel; second, they should try another approach.
actually getting into the Citadel (dealing with the An indirect route, heading through the Artisans
guards); and third, finding Kazarene and extracting Quarter north and east and then arcing back west to
the password from him. the Citadel, is the best. If the PCs take this (or some
This part of the adventure is exceptionally danger- other indirect route) then have the following planned
ous. The PCs may gain many Notoriety points or encounter take place (even if the PCs are invisible);
simply stir up such a hornet’s nest of trouble that wandering monster encounters are not appropriate
they will be forced to flee the city. Intelligent use of to this part of the adventure.
disguise and bluff will be absolutely essential here.
For the DM, this is a taxing part of the adventure
The Drow Extortionist
since you will have to make many calls on the play-
ers’ skill in getting through this tough test. Err on the A drow elf using an invisibility spell challenges the
side of generosity-at least to begin with. Played PCs. He hides in a back-alley, defensive spells pre-
well, this stretch of the adventure can be a real test pared (mirror image, shield, etc.), after having
of nerve. If the PCs succeed, the players should feel tracked them and hisses out, “I don’t know what
that they’ve done their job well getting through this. your game is, but either you pay me or I‘ll yell for the
That means they may be a little relaxed with their guard!” The mage uses ventriloquism to mislead the
guards down, which will enable the DM to hit them PCs, unless they are using detect invisibility and can
hard in the Court of the Hezrou. see him (don’t forget that to see him, even with this
spell, the spellcaster still has to defeat the mage’s
magic resistance!). Use the Drow Mage statistics
Getting from the Monster Statistics Chart if necessary. The
The players mignc wonuer 11 rhey can reach the drow will settle for 2,000gp or equivalent as a bribe,
Citadel via the sewers. They cannot actually enter and if paid off, will leave the PCs alone; he’s a loner
the Citadel itself this way, and they would have to go with no more love of Iuz than the PCs have. He won’t
beyond the area on their sketch map (Map 2 ) . If they negotiate or haggle. The DM should determine his
try this, make a Direction Sense proficiency check spell list as he chooses, but the spells noted above
for any PC with this ability (allow a -1 bonus to the should be included.
dice roll if the PC is a gnome or dwarf) and, if suc- If the PCs don’t buy the mage off, he will use his
cessful, the PCs can manage to negotiate the sewers .ventriloquism spell to shout furiously for guards,
and arrive in the Artisan’s Quarter (Map 1) just east causing a party of 1d4+6 orcs, two 4HD orog, a 3rd-
of the citadel. If the proficiency check is failed, or if level and a 5th-level priest with two trained tyrgs will
no PC has this proficiency, then the PCs get lost in arrive in 1d4 rounds. Confronting this party will
the sewers. They waste an hour of game time (gain- automatically gain the PCs one Notoriety point or
ing one Notoriety point) and can either arrive back l d 2 points if the encounter takes place during day-
at the jails (#1)or else at some other point in a back- light (together with a 10%chance for yet another
street equally far from the Citadel. Going through encounter with an identical squad of enemies, again
the city, the PCs should already have directions on incurring still more Notoriety points!).
how to get to the Citadel. A direct approach is not
the best one. Map 1shows the layout of Dorakaa, and
Other Encomiters
between the jail and the Citadel there are important
landmarks where creatures capable of detecting the Map 1lists the major sights of this hideous place;
PCs and penetrating their disguises are located. The “dress up” details of the city from Iuz the E d .
PCs gain one Notoriety point if they approach within Impress on PCs the tormented slave gangs, the gloat-
e ne
ing fiends, the plate-clad orogs of the Legion of Black Bluffing with the Deputy Blood Bailiff: If the PCs
Death, the pall of fear and horror hanging over this have Grenkerd with them, and are themselves suit-
ineffable fortress of evil. Unless the PCs do really ably attired or disguised, Grenkerd can get them past
dumb things, don’t confront them with any hostile the guards. However, if he is not charmed Grenkerd
encounters. A bunch of drunken orcs can fall into will certainly cheat on any deal with the PCs here,
them, a squad of orc and orog fighters can march yelling to t h e guards t h a t t h e PCs a r e enemies
along the road on the opposite side; frighten the PCs, (unless the PCs have taken appropriate precautions
make them grovel to drunken orcs, but they should against such behavior).
be able to reach the Citadel safely. If serious combat
breaks out, the PCs will be forced to flee as fiends, Bribery: This has no chance whatever for success.
orogs, fighters, and priests begin to appear from the The guards attack at once.
Legion of Black Death, the great Cathedral, Watch-
houses and other locations to confront them. This Charm: This is highly unlikely to succeed since the
means the PCs have failed and brings the adventure PCs can’t charm everyone. Even with a mass c h a m
to a disappointing and premature end. spell, some NPCs will make their saving throws and
the guards are very well aware of charm being used
by renegade cambions, alu-fiends and t h e like.
Entering the Citadel Charmed guards may not fight the NPCs, but the
The Citadel is walled off with massive iron railings as other guards will certainly realize that their col-
shown on Map 1, and the only entry point is via a leagues have been magically influenced (this covers
southern set of gates. (Trying to clamber over the rail- the use of a potion of human control, a domination
ings is foolhardy; they operate as a wall of force, spell, or any magic of that nature) and will sound the
defeating such strategies as levitation,flying, etc., and alarm.
anyone grasping a railing suffers 6d4hp of electrical
damage, no save.) It is a massive, four-towered build- Bluff and Disguise: The PCs may try this-for exam-
ing with very thick stone walls, lacking any windows. ple, two might pose as fully attired priests of Iuz
Varrangoin (Abyssal bats) can be seen nesting on the delivering prisoners. The other PCs must appear as
towers from ground level. This is a forbidding place prisoners going to the Blood Bailiff (e&, be wearing
that radiates intense evil. Make this plain to the PCs, chains and manacles, or have an effective illusion of
to reinforce the message that they really must get in, this). The DM has to adjudicate the bluff according
get what they need, and get out again with as little to how sound h e thinks t h e cover story is. The
trouble as possible. This is not a place to explore. guards here are not easily fooled and they are suspi-
The Citadel has magical protections, which defeat cious by nature. This strategy may work best if com-
attempts to use dimension door and other such bined with the Stunt option below.
spells to get into it; the PCs have to get past the
guards a t the gate. The gate guard comprises two Stunt: TIle PCs may stage some stunt or distraction
human 7th-level fighters (wearing armor of the , . ,, .
(using illusionipnantasm magic or other skills or
Legion of Black Death), two 1st-level priests, a 4th- devices) to try and lure the guards from the gates. If
level mage, two 5th-level priests, and two chain- this happens, and the DM judges that the diversion is
barded tyrgs. There is also a Type IV Varrangoin a good one, the guards will go out to investigate. One
(refer to From the Ashes) perched on a set of iron 1st-level and one 5th-level priest will remain behind
bars just behind the gates. with one of the tyrgs and the Varrangoin (which
Details for these guards can be taken from the Mon- doesn’t leave under any circumstances). This re-
ster Statistics Chart and the central reference sec- duces the odds and allows bluff, magical coercion or
tion, save that the priests will always have detect a similar strategy to succeed that much more readily.
charm spells and also know alignment. Use of spells Depending on the nature of the diversion, the DM
such as delude on the part of the PCs (and keeping may have the guards leave their posts for up to two
Grenkerd out of spell range if he is with them) will be turns, so the PCs will have to act very swiftly to take
absolutely essential here. Tactics useful to the PCs are advantage of this temporary absence.
discussed below, followed by notes on what happens if
they succeed, or fail, in trying to pass the guards.
IThe Boneheart Citadel 1=
-I-

dv
6 f
_-...... ...u:.............
’:
.:
*.:;
..... . ........... .. .......
....

I:

Secret door [ Chair - Railing hPew

L
Combat!
Bed

Table
@ Barrel

Stool -
Alter

Curtain I
$6
I
Fire

I II Stairs

further, even after you throw the occupants of the


mapped portion of the Citadel at them, simply have
If a fight breaks out with the guards, the PCs are them encounter a tough patrol (three 5th-level
sunk unless they manage to dispatch the guards (or priests, 1 2 zombies, and two 5th-level mages with a
wholly disable them) within two rounds of combat. major cambion, for example), which should discour-
Extra guards pour out of the Citadel if the gate age any such exploration. An encounter with this
guards flee into it, scream for help, or if the Varran- patrol gains the PCs one Notoriety point if they flee,
goin flaps its skeletal wings and enters one of the two points if they slay the patrol. (Have other patrols
spires of the Citadel. Simply tell the PCs that they of the same, or greater, strength arrive each turn to
are now confronted with overwhelming odds and investigate what is happening, with consequent
cannot face the enemies who are emerging from the Notoriety gains, until the PCs get the hint and
Citadel; they must leave Dorakaa as best they can leave!) .._ . . .. .. _
.. . _. ... . . ..
(see “Escape from Dorakaa”). If they remain and try . . . . . . . . .
to fight, simply tell the players that their PCs are
overcome, despite the hest heroic efforts thev make
Location Key
at defending the] If Only the very briefest detail is given of locations
the PCs’ careers. other than those the PCs are most likely to enter.
The DM may need to improvise some minor details if
the PCs stray from the likeliest route for their mis-
Getting Past the Guards
sion here.
The odds are against it, but smart play can achieve
this. The PCs can enter the Citadel at #61.
61. Door Guards
Only a small part of the Citadel is mapped in Map
8. It is obvious to the PCs that the place is vast, and As the PCs approach these great bronze-valved
the DM should not need to map any more of it than doors, two 5HD orogs within open them and, if given
is provided in the map. If the PCs insist on exploring a wave by the guards at the gate, allow the PCs to
pass freely. If the PCs have decoyed the guards or
67. Shi-ine of Iuz
overcome a subgroup after a stunt, the orogs will
have to be overcome since they will fight immedi- This is decorated as normal for a shrine to Iuz. In
ately and scream for help (which should come from attendance at all times are six 1st-level acolytes,
areas #62, #63, and #65). Unless a spell such as three 2nd- and three 3rd-level priests, and a 5th-
silence 15’radius is used, help will arrive almost level priest, together with 10 zombies, 15 skeletons,
immediately (see descriptions of those locations). and eight juju zombies.

62. Orog Guards 68. Bailiffs’ Secretary


Eight 3HD and two 4HD orogs dwell here and will This guard chamber is occupied by the secretary to
emerge to challenge the PCs if any alarm is raised the Bailiffs, a 5th-level mage named Dwarnen. He
within earshot of their door (which is always ajar). inquires after the nature of the PCs’ business (though
if they have Grenkerd with them this will be but a
perfunctory query) and, if he is suspicious of them
63. Rlage-Wardens
for any reason, he presses a button under his desk
A group of mages (two 1st-level and two 2nd-level that magically alerts the Blood Bailiff to possible
juniors, together with a 4th-level and a 5th-level trouble. (See location key #73 for details of the
senior) live here and act as auxiliary guards. They Blood Bailiffs possible preparations for trouble.) The
emerge to fight if the orogs at #62 summon them, or mage himself will sit tight until the Blood Bailiff
if they hear obvious sounds of disturbance. arrives, blustering and buying time and inviting the
PCs to wait in the waiting room (#71). Note that it is
proper protocol for any guest or visitor to wait in
64A-D. Bonechain Coriidors
room #71 while the Blood Bailiff dons his ceremonial
Fingerbones are littered along the edges of the floors vestments and attends to them. If PCs try to circum-
in all these corridors and have been enchanted so vent this then Dwarnen will certainly use his “alarm
that any spellcaster of 4th level or higher in the ser- button,” even if Grenkerd is with them.
vice of Iuz can activate them as per a bonechain
spell three times per day. Each corridor section is a
69. Grenlierd’s Chamber
separate spell effect. The skeletons created by such
activation all have 8hp and are turned as wights. This is the living chamber and bedroom of the
Deputy Blood Bailiff.
65. Black Death Priniogens
70. Cloakrooms
The term “primogen” is applied to outstandingly
tough Black Death fighters of any race. They guard These two small chambers are places for guests
the stairs leading up to the higher levels of the about to wait in #71 to deposit their cloaks, robes,
Citadel (and are alerted immediately if any PC sets etc.
foot on the stairs). Room #65A contains six 5th-level
orog fighters, all with 18/00 Strength, while #65B
71. M’aiting Room
contains four 7th-level human fighters, who likewise
have 18/00 Strength. Each of these warriors has a Priests of Iuz or others concerned with the affairs of
10%chance per HD/level of possessing a magical the Bailiffs wait here for the Blood Bailiff to attend
weapon (roll ld10; 1-8, +1weapon; 9, +2 weapon; them. The room has comfortable armchairs and a
10, +2, +4 versus good-aligned creatures). Two- pleasant selection of brandies, liqueurs and the like.
handed swords are used by 75% of the primogens If the PCs wait here, the Blood Bailiff will appear
while 25%use longsword and shield. after ld6+8 rounds to see what their business is. If
his secretary has smelled a rat and the Blood Bailiff
has been warned of some possible trouble this delay
66. Guest Room
is increased by an extra ld4+4 rounds and Kazarene
This is currently empty. will arrive with a suitable selection of guards from
#62, #63, #65 and perhaps #75 and #76, as the DM Kazarene can only be compelled to reveal the req-
determines. uisite password if he is faced with certain, imminent
death. But the PCs have one thing on their side:
Kazarene doesn’t believe that they have a hope of
72. Holding Cells dealing with the forces of the hezrou in the deepest
The cell complex here is used for holding sentenced dungeons. For this reason, he is prepared to spit out
criminals for delivery to the Court of the Hezrou. the password ( I u z dekennek, “Iuz descending”). . .. :: u;.. :’ .
,....:
......:... ... .... . ._.
.- ..-..
~

:
Currently, there are no prisoners kept here, and the However, he will initially attempt to lie to the PCs by ’
..._e’.

door is wizard-locked. saying the password is Iuz gekderd (“Iuz gloating”).


A spell such as detect lie must be used to make sure
the PCs are getting the truth.
73. The Blood Bailiff
The PCs are hardly likely to have time to loot this
This chamber is the office of Kazarene the Blood room, but if they do the half-orc himself has 140gp
Bailiff, a dangerous, highly skilled, and unspeakably in a purse, minor trinkets worth a total of 130gp, and
evil half-orc. His statistics are followed by notes on a carefully-hidden coffer with 530gp and 300pp in
role-playing and combat with this NPC. small bags.

Kazarene, the Blood Bailiff: AC 0 (plate mail +1 of


74. The Court
f e a r , Dex); MV 12; F13; hp 94; THACO 8; #AT 2 at
+3; Dmg l d 1 0 + 1 1 (two-handed sword +3,frost This parody of a courtroom has many icons of Iuz
brand, Str); SMSD none. Str 20, Dex 16, Con 17, Int and repellent evil wall-hangings. A judge’s throne-
8, Wis 9, Cha 5 ; AL CE. chair behind a screen of bone railings is always
Magical items: ring offree action, ring of immunity flanked by four “court clerks”-juju zombies. Pews
to charm, chime o f h u n g e r (10 charges), net of and a ghastly dock for the condemned (no one ever
entrapment. gets acquitted here) complete the decor. Judge Stre-
ichen’s infamous black cap hangs on a wall peg
The PCs are here to extract the password from behind his throne. This is placed on his head when
Kazarene, which enables them to use the elevator pronouncing a sentence of death. However, if worn
room (#77) to descend to the lowest-level dungeons; by anyone other than a priest of Iuz, it casts feeble-
for this reason they cannot kill him. (If they do and mind on the wearer. It then becomes cursed and
use speak with dead, he will metaphorically spit in cannot be removed without a remove curse spell.
their faces.) Thus they need to use disabling spells,
or, if possible, compel him to yield in the face of
7.5. .Judge Streichen’s Chainbers
overwhelming force. However, the Blood Bailiff will
not be persuaded to give the password, no matter The doors to this chamber are locked (-15 to Pick
what the PCs try (even if Grenkerd is with them). Locks chances) and only Streichen himself has the
Eventually, this encounter will come down to com- key. This is an opulent living room filled with Stre-
bat. ichen’s trophies, his voluminous court records
When combat ensues, Kazarene will immediately (bound with the grisly reminders of the fates of those
seek to muster all the allies he can. Unless a silence, condemned here), and the rich black robes and
15’radius spell is used to block sound, guards from woolen wig of a high-ranking judge. Streichen him-
#62 (who will alert those from #63), #65 and #68 (if self is a corpulent brute, with lank greasy hair and
appropriate) will be summoned. No matter what hap- pitted skin, but he is a formidable enemy for the
pens, unless Kazarene is instantly disabled withfee- PCs. If alerted, he will certainly seek to recruit all
blemind, polymorph other, flesh to stone or some the protection he can get for himself from adjacent
similarly drastic spell (which may also make it hard locations. . ,... . .. ... ... .;,:.; .
for the PCs to interrogate him), the half-orc will be
able to summon Streichen from area #75 (who will Judge Streichen: AC 0 (ghastrobe, ring of protection
in turn summon aid from area #76). Kazarene’s own + 3 , Dex); MV 12; P r l l ; hp 67; THACO 14; #AT 1;
. . .
combat actions are simple-after trying to sound his Dmg ld6+4 or better (bZackstaff+3,Str); SA/SD .... .. .. . ., .. . _. . .. .
chime and throwing his net, he fights with his sword! Spells, ghastrobe (see Iuz the Evil), priest powers;
Str 16, Dex 15, Con 16, Int 14, Wis 18, Cha 4; AL Notoriety Point Awards
CE. Spells: bless, command (x3), darkness (x3),
aid, augury, enthrall, hold person (xZ),spiritual These are highly variable here. A PC group taking a
hammer, a n i m a t e dead, blackhand, continual roundabout way to the Citadel and using charm and
darkness, prayer, speak with dead, bonechain, illusion spells, etc., to penetrate the Citadel and get
cloak of fear, enervation, tongues, dispel good, slay what they need might incur only 2 - 3 Notoriety
living, death touch. points. A blundering party could get well into double
Magical items: ring of free action, necklace of adap- figures. The most important points to consider, in
tation. addition to those specifically listed above, are the
following:
Streichen is a repellent, craven bully who will sur-
render totally if reduced to 12hp or less (unless the (i) Slaying Kazarene or Streichen gains one Notori-
PCs are clearly getting the worst of it and the judge ety point per slaying. Leaving either of them behind
still has many allies standing); he will offer anything in the Citadel, still alive, and using only normal or
for his life. He doesn’t know the command word to weakly-disguised appearances to leave, gains the PCs
the elevator room but, at the DM’s option, he will an average of three Notoriety points. This can be
break down and grovel for his life so completely that reduced by one if the PCs were well-disguised. (No
Kazarene, disgusted by the sight, might just reveal matter how carefully the PCs conceal these two they
the password to the PCs. Again, PCs are unlikely to will be discovered and will tell all they know.) There-
have the time to loot the judge’s room; if they do, fore, polymorphing Kazarene into a small rodent and
cloaks, furs and ornaments worth 3,OOOgp can be taking him out of the building is a highly effective
garnered here. strategy!
(ii) Slaying occupants of rooms other than #73-#76
gains one Notoriety point per room. If nlayhem has
76. Judge’s Bedchambers
been caused in the Boneheart Citadel, then a hor-
The judge’s succubus companion lives in opulent net’s nest of trouble has been stirred up.
luxury in this chamber. She will fight to aid Stre- (iii) Slaying gate guards gains one Notoriety point,
ichen if so commanded (using suggestion and charm but this may be reduced to zero if the PCs were very
spells), b u t if reduced to 12hp or less, s h e will well disguised.
attempt to escape by becoming ethereal. She tries to
avoid melee unless a PC intent on engaging her in Notoriety Checks
melee approaches within range. Treasures can be
gathered here to a total value of 4 , 0 0 0 9 ~(furs, vel- A Notoriety check is made as soon as PCs return to
vets, silk robes, highly dubious works of art, etc.). the jails from the Citadel. Any hit squad dispatched
to deal with the PCs will track them magically to the
jail and a confrontation will occur ld10+1O rounds
Escaping the Citadel after the PCs enter the jail building.
It is possible for the PCs to leave here with Kazarene If t h e PCs gained more than seven Notoriety
or Grenkerd in tow (e&, if a successful charm has points in the Boneheart Citadel, they will also have
been used), or possibly with Streichen as a passport to face a group of three 5th-level priests, two bar-
for a clear, safe passage (this doesn’t work as well, but igura, and eight zombies waiting outside the main
gets the PCs past the guards). Again, gate guards have entry to the jail when they return. If they try to
to be dealt with and the PCs may be forced to fight to bypass this group by entering sewers, then this
escape, although getting out is easier than getting in detour takes extra time and the PCs gain one addi-
(provided the PCs didn’t attack the gate guards origi- tional Notoriety point. (They may even get lost, as
nally). In this case, the PCs must use covering illu- noted in the section “Getting To The Citadel” at the
sions to get out safely, or otherwise appear very start of this chapter, thus losing time and gaining still
different than they did when they entered. The DM more Notoriety points!)
may stage encounters on the way back to the jails as
before, taking into account the Notoriety point rules
for passing certain locations in Dorakaa.
When the PCs enter the dungeon, Holmer will
Summary be in a randomly-determined cell in Block F or G.
This, the deepest jail level, is absolutely deadly. From Map 9, roll l d 4 to determine sub-block (top
Shrouded in illusion, the jails boast few defenders, left, top right, bottom left, bottom right) and then
but these are of great strength. The goal here is for l d 8 to determine which individual cell. The DM
t h e PCs to find and extricate Holmer and then may also add l d 3 Knights of Holy Shielding and
escape as quickly as possible. Sir Jalmain Meredeth, a knight of Mitrik; these
This dungeon level is ruled by a hezrou, Pal- NPCs should also be randomly placed within the
mardek (not its true name, obviously), that re- individual cells here.
joices in breaking the wretches sent to it through All these prisoners are effectively non-combat-
t h e use of fear, hopelessness a n d similar dark ant since their minds and spirits are too broken
e m o t i o n s . I t s p r i s o n e r s a r e mostly shells of for them to fight (or use magical items, etc.). They
humans, without hope or feeling left within them. present a shocking sight. Emaciated and filthy, ..
Palmardek is n o t in Iuz’s service but actually none can mumble more than one or two coherent
delights i n spending time here. The hezrou is words and can barely even obey orders unless
arrogant and vicious, despises mortals, and will yelled at. Each has AC10, is manacled and shack-
not give or seek quarter if opposed. Neither will it led, and has one-half normal h p maximum (the
bargain 01 r negotiate in a ny manner. maximum being 80hp for Holmer, 60hp for the
Knights, and 50hp for Jalmain). They have a max-
i m u m MV of 6 ( t h i s is i m p o r t a n t f o r g e t t i n g
ocltr. Trans
Holmer out of the jails). If saving throws must be
All doors in this dungeon level are locked and are made, all may be treated as 5th-level fighters, and
6” thick, bronze-shod hardwood. All cell doors they have Con 9 for the purposes of system shock
(#83, #84) are also wizard-locked as are the doors rolls, etc.
to the cell blocks themselves. The cell doors have
spy-holes for observation. The fiends here are
\V>i nclcring hkonsters
attuned to the magic of the place and can bypass
illusions a n d t r a p s with i m p u n i t y ( t h i s also There are wandering monsters of a type in these
applies to Blerouac in #Sl). dungeons. These are all prowling demi-shadow
monsters (see the Monster Statistics Chart). The
exceptions are manticores. A couple of these with
Dungeon Lk c o r
well-clipped wings are allowed to roam the corri-
This is similar . m e upper levels, save that the
., LO L1 1
dors by the fiends and are trained to attack any-
entire jail complex radiates a faint background of t h i n g o n sight. A Wandering Monster C h e c k
semi-illusory magic, laced with traces of evil, should be made every two turns, with a 1 in 6
hopelessness, a n d despair. However, detection chance of an encounter.
chances for revealing illusions and traps are as
normal, except where otherwise noted. Again, the
Thctical Notes
quality of air here is magically sustained, though
-’-”’
it is fetid, damp ani l l 011111. The fiends here will fight to the death, except for
the hezrou Palmardek. See the notes on #89 and
#90 for a full description of its tactics.
The Prisoners
An absolutely crucial element of this final leg of
Prisoners in Cell Blocks F and G are a mix of peo- the quest is when Palmardek becomes aware that
ple-some are kept as hostages, some Iuz hates the PCs are in his dungeon. If they enter via #60
but does not keep in his own palace dungeons, and #SOF, Palmardek will already know that they
some a r e servants of the Hierarchs of Molag or are heading this way and a full reception commit-
Shield Land knights. A handful of servants of tee will be waiting. Merouac, the full force of rut-
good, some brutish barbarians who slaughtered terkin, and the babau (#86) will be waiting within
many of Iuz’s forces, and a few priests who have #SO while the hezrou stays in #89, watching the
incurred Iuz’s wrath are also found here. party.
i

The PCs may enter via #77, the elevator room.


78.Teleport Trap
If they do, Palmardek will not know initially that
they are within this dungeon level. Because the The trap here is only 50%likely to be revealed by
hezrou is well attuned to the magic of this place, f i n d traps or detect magic since it is concealed by
t h e c h a n c e t h a t i t realizes t h a t i n t r u d e r s a r e an illusionary invisibility effect. A true seeing
around increases with time and the number of spell will reveal a c u r t a i n of vaporous b l u e -
locations the PCs enter. Take an initial probability carmine haze. A successful dispel m a g i c cast
of 0%,plus 5% if the PCs have slain Zensher. Add against 12th-level magic dispels the trap. If the
5%for every creature the PCs kill on this level, 5% magic is n o t dispelled, a n y PC trying to pass
for each numbered (not lettered) location entered, through the “curtain” must make a saving throw
and 5%for every cell opened. Roll dlOO when the against spells. If this is successful, the PC passes
cumulative chance reaches the following figures: onward normally. If the saving throw is failed, the
25%, SO%, 75%. If the cumulative figure reaches PC is teleported into #85. This is a one-way trap;
’ , . . _ . . .. ..
’ . . . ,. . .,,. . .. ,.
.:. .
100%the hezrou is certain to know that intruders PCs fleeing back along the corridor don’t have to
are around. make another save to pass safely eastwards.

Gating and Special Defenses 79. I<uttci-liinGuards


Refer to the “Halls of Torment” chapter for notes Five rutterkin stand guard in this sparsely-deco-
on gating and tanar’ri special defenses; see details rated chamber. If attacked, two will at once turn
for #90 below as well. and flee south to warn the hezrou in #89 of in-
. . . truders while the others use fear to keep invaders
..... .. . *:....,, , . ... ,
at bay. They will interpose their bodies to prevent
ocation Key pursuit of their fleeing fiends-in-arms.
77. Elcvator Btooin
. . .. .. ’ .. ..: . . ,
. This is where the PCs arrive if they have obtained
. . . . . . . . . .. ..
,
I .
.
the password from the Blood Bailiff.
archway portal, which is filled with a blue-green
80.The Great Corridor
haze, and ascend to #60. Any creature walking
This complex location has stone walls with a mon- through the portal from #60 arrives here. If Pal-
strous array of snarling fiend and gargoyle faces mardek was fought in #60, the hezrou will change
sculpted along its entire length. Any PC entering this portal so that any creature entering from #60
this area must make a saving throw versus para- is 50% likely to exit at #80D and 50% likely to be
lyzation o r become d i s t r a u g h t by feelings of teleported into #85 (no saving throw), unless
depression, lethargy and incipient despair (-1 to accompanied by a resident fiend.
Str and Dex, -1 to all surprise and initiative rolls)
until he or she leaves this jail level. A suitable SOE, Stinking Clouds: These are permanent
spell, notably emotion (hope), may counter or dis- and must be countered in the usual manner (dis-
pel this. Aguards and wards spell operates along pel magic, gust of w i n d , etc., cast against 12th-
the entire corridor length also. level magic).
This corridor has many sub-locations with a
variety of important effects associated with them. SOF, Cell Block Doors: These are disguised by
a hallucinatory terrain spell and appear to be
SOA, Illusion: A simple distance distortion solid walls. Only careful tactile exploration or a
operates h e r e , making t h e eastward corridor true seeing spell reveals them for what they are.
appear to be 80’ long to the east, with a pair of
illusory doors in the eastern wall. The wall seeps a
81. The Jlaster Illusionist
highly corrosive acid. If the PCs walk into the
dead end, any PC coming into contact with the This is the living chamber of Merouac the illusion-
wall suffers 4d4hp of acid damage, 6d4hp if not ist, who is an “apprentice” of the infamous Bone-
wearing metallic armor. Nonmagical metal armor, heart illusionist Jumper. The DM has a choice
shield, or hand weapons are 25%likely to be badly here. Merouac is not a permanent occupant of
:I
/;
corroded and useless after such contact. this jail level, he only comes here from time to

SOB, The Chill of Despond: A 20’ diameter


time to work on the illusions and share a pint or
two of spiced brandy with t h e hezrou. A very
unlikely friendship has sprung up between the
-\.
:

..
...
.*.
*..
..
....
sphere of black gas (also counting as a darkness I

spell, blocking vision) fills this area. Any creature two, the core being that they both regard almost
entering the gas suffers 3d4hp of chill damage per everyone else they know as inferior to them-
round (or any segment thereof) within the area, selves. The choice is simple-if the PCs have been
and unless a saving throw versus spells is made, brave, reasonably smart, and is now getting dan-
the feelings of lethargy and despair felt within this gerously low on spells and hit points, don’t put the
corridor are increased (double the penalties to illusionist here; he’s away studying in the Bone-
Str, Dex, surprise, and initiative or apply the orig- heart Citadel. Only if the PCs are in good shape
inal penalties if the PC made the original saving for a heavy-duty showdown here should the DM
throw). A fire-based spell (flaming sphere, fire- place Merouac in his lair. Whether he is here or
ball, etc.), or a gust of wind cast into this area not, however, the magical treasures in his cham-
will disperse this cloud, but it reforms after 3d4+3 bers are therein. Finding them may be vital for
rounds. The sound of an exploding fireball adds the PCs.
15%to the PCs’ chances of alerting Palmardek. Merouac’s statistics are followed by notes on his
tactics and the items PCs can take from this room
SOC, Webs: When a PC first enters either of if they have the opportunity.
these squares a web flies from the adjacent wall. A
saving throw versus wands must be made to avoid Merouac, Illusionist: AC 0 or better (magical ring,
getting trapped. Once a web has been generated, see below, and Dex); MV 12; M12; hp 32; THACO
the corridor cannot generate another for 3d4+3 17; Dmg ld4+3 (dagger +3);SNSD magical ring,
rounds. spells; SZ M; ML 15. Str 8, Dex 18, Con 11, Int 18,
SOD, Portal: Any creature heading north from Wis 9, Cha 11;AL LE.
the main corridor can pass safely through this Spells: magic missile, p h a n t a s m a l force (x2),
protection f r o m good, sleep, blur, hypnotic pat- ist, and two items the mage was keeping in the
t e r n , i m p r o v e d i n v i s i b i l i t y , levitate, m i r r o r hope of effecting a magical trade at some suitable
image, dispel m a g i c (x2), f l y , invisibility 10’ opportunity. The first is a l o n g s w o r d + 2 ; t h e
radius, wraithform, fear, improved invisibility, other item is a potion of stone giant strength.
minor globe of invulnerability, shadow monsters There is a false bottom in the coffer. If this is
(x2), d e m i - s h a d o w m o n s t e r s , f e e b l e m i n d , detected, there is a fire ruby worth 5,000gp in a
shadow door, shadow magic (x2), project image, small recess in the bottom.
veil.
Magical items: potions of extra-healing (x2), ring
Ccll Blocks F (#83) and G (#84)
of shielding. (Merouac’s ring casts a permanent
1. shield spell upon him. If he is overcome, this is a
useful item for any PC mage to possess.)
Each cell contains a single prisoner. T h e DM
should determine randomly where Holmer and
other notable NPCs may be found. There are two
Initially, if given any warning, Merouac uses trolls acting as guards in e a c h main c o r r i d o r
improved invisibility at once and then other pro- between the cells. If the PCs find Holmer and are
tective spells (mirror image, minor globe, protec- able and ready to go, move to “Escape from Dora-
tion f r o m good, project i m a g e ) . In combat, h e kaa.”
always uses his demi-shadow monsters to form a
protective screen around him; their types can be
85. lnterdicted Chamber
taken from the Monster Statistics Chart. If he is
with fiends, Merouac blasts away with his shadow One or more PCs may appear here from areas #78
magic spells, then targets a spellcaster withfee- or #80D. The east and west walls both contain
blemind before deploying his other spells. Fly and magical portals as shown. If either is entered, a
shadow door are used for escape. Merouac has PC is 50%likely to appear in the middle of #80B
few hit points and seeks escape swiftly when h e and 50%likely to appear in the cells at #86.
suffers damage. If he is with fiends, he will delay
his escape for a little longer (until reduced to 8hp
86. Rahau Cells
or below). If Merouac is fought in this location and
escapes, he will try to reach the hezrou. If he is This small cell complex is the province of t h e
bested in combat with the hezrou beside him, he babau (#87) that initiates new prisoners into the
will seek to flee the jail entirely, using the elevator horrors of what to expect in this dungeon. Any PC
room to do so. teleported here from #85 will appear i n a ran-
This chamber is Merouac’s study, containing domly determined cell, manacled and shackled
the appropriate furnishings as well as his notes on and with little clothing on. His equipment will be
the illusions of the jail and on illusion spell exper- teleported into an adjacent cell. A kindly DM may
iments h e is conducting. An illusionist PC who allow a PC thief some chance for slipping his man-
spends a week reading these gains 2,000 XPs. The acles and shackles, but this should be a very low
. . ..,. . , . , .
. . . . . ’... . . :. notes then vanish, much as a scroll would. If there percentage chance. Each turn a PC is here, roll
isn’t an illusionist PC in the party, the notes can ld12; on a roll of 12, the babau (#87) enters the
be sold to an illusionist NPC for 4 , 0 0 0 9 ~Inciden-
. cells and will spot the PC, with consequences as
tal ornaments and the like can be gathered to a the DM determines.
total value of 800gp.
87.E&au Lair
82. Eedchamhcr
The occupant here is Palmardek’s brutal right-
. . . . , .. . . . This room is humbly decorated. The one feature hand fiend. It is violently agressive in combat,
of note is a locked coffer (disguised with a veil causing the DM to roll a Reaction Check every
spell) underneath the bed. This contains jewelry round it faces enemies. If the result is Threaten-
items worth a total of 3,500gp, a scroll of t h e ing or higher, the babau seeks to engage in melee
spells shadow magic and project image, a potion at all costs. Otherwise it will be clear of mind to
of extra-healing carefully hoarded by the illusion- use its most intelligent option. Tactical scripting is
C e

not given for this fiend because its behavior is not the throne are four juju zombie servants. At Pal-
rational. Once it begins to fight, nothing will stop mardeks left hand lies a well-trained (ML 18) and
it (ML 20). It will pursue its opponents to the end. incredibly vicious bulette. To t h e right of t h e
throne is a small well, within which a red misty
haze flickers and drifts. This is a portal to #49.
88. The Court Doors
The hezrou will always try to remain within
The doors here are disguised with a form of illu- this chamber during combat since its throne has
sion that makes them appear to be plain wooden magical powers, and it can swiftly escape to #90 if
doors with handles. If perceived accurately (with necessary. Only if it sees PCs slaying many guards,
a spell such as true seeing), the doors have huge, entering cell blocks, etc., will it come forth to
fiend-faced d o o r k n o c k e r s , with g r e a t b r a s s fight. Playing the hezrou well in combat depends
knocker-rings through the noses of the sculpted on reacting to thc strategies used by players, but
grinning fiends. A knock spell is only 67% (4 in 6) the following notes are important:
likely to open these doors. A great booming sound
is heard from within if these doors are breached Magical Throne: Using the throne’s dweomer,
in any way, magical or otherwise. the hezrou can cast a darkness spell into the eyes
of anyone inside #89 or of anyone within 30’ of
the doors at #88. Once per day, the hezrou can, if
89. Court of the Hemmi
seated on the throne, bring down aflame strike
Beyond t h e doors, the hezrou Palmardek sits on a n y o n e c r e a t u r e standing on t h e podium
unsleeping on his mighty throne. Sculpted from around the throne. Casting time is one segment
iron, bone, ebony and malachite, the throne is for either effect. The throne also gives detection
, . .. . <... .
’ .;,
some 12 feet above general ground level in this 30’ and dispelling power. , ’

vaulted chamber. Hovering to one side of t h e


throne is a 9” diameter crystal sphere that Pal- D e t e c t i o d D i s p e l l i n g : The hezrou perma-
m a r d e k c a n use t o e x a m i n e a n y a r e a of t h i s nently detects magic and detects invisibility so .... .. .. . . .. . -_. .... . ~

dungeon level with complete true seeing. Before long as it is within 5’ of its throne. It can dispel
m a g i c (at 1 2 t h level) twice a day when seated
The Key
upon t h e throne. Its detect m a g i c has a 100%
chance of identifying the school of magic to which A single silvered key hangs on the south wall here.
a spell belongs. The hezrou will use its dispel This can be used to open any doors in the entire
m a g i c power t o c o u n t e r powerful spells, like level, negating any wizard lock spells. Holding it
haste, if the PCs are using them. inflicts ld8hp of chill damage per round on a PC.
This cannot be negated by protecting the hands in
Unholy Word: The hezrou is not over-eager to any way. But using a pole, wand, etc., to take and
use this special defense since this affects both the carry the key on its key-ring does not incur dam-
juju zombies and the bulette. Palmardek will not age. The key radiates cold, which can be sensed
use this power until the PCs have inflicted major within 5’. Spells such as unseen servant or tele-
damage on its guards or they inflict serious dam- kinesis do not permit a wizard to use this key dex-
age very swiftly on him. terously enough to open locks.

Wall of Fire: The hezrou use s wall offire spells le Treasure Ctiest
. n- P P F 1 .,
ro cut YLS 0 x 1 rrom eacn orner. It will rarely sus-
tain concentration on such an effect, but any
1 . .
le nezrou nas a large treasure cnesr, wnicn is
1 . 1 .
it creates will remain in existence for nine roi iple-locked, stored in the corner of this room.
(unless dispelled, etc.). le silver key opens it but this takes three rounds;
Pick Locks attempt incurs a -30% penalty when
The Well: If the hezrou actually strikes i led to open the chest. The chest can be smashed
with its “bear hug’’ within 10’ of the well, it ) e n , b u t all potions a r e b r o k e n a n d scrolls
try to fling the hugged PC into the well. The lined if this is done. The chest contains bags
tim must make a strength check, with a +1penalty with S,OOOsp, S,SOOgp, 1,7OOpp, jewelry and gems
modifier for each point of damage suffered from worth a total of 21,OOOgp, and the following magi-
the hug (2d4). A failed check means the PC is cal items the hezrou has taken as payment from
flung into the well and through a magical portal to Iuz for its service here: a w a n d of f e a r with 44
room #49, suffering 6d6hp of falling damage and charges, four potions cast a t 16th-level (extra-
possible additional magical effects (see #49). Res- healing, vitality, flying, invisibility); four scrolls
cuing such a PC will be very difficult. ( p o l y m o r p h other, eyebite, forcecage, statue,
incendiary cloud, and disintegrate; a scroll of five
Palmardek tries to use its powers as often as spells cast at 12th-level (adwanced illusion, fear,
possible before melee. It will actually ignore any- permanent illusion, programmed illusion, and
one fighting it if it thinks that using a power will shadow m a g i c ) ; a suit of elven c h a i n mail +5,
have better effects. which will fit any true elf (but not half-elves); a
ring of spell storing containing the spells heroes’
feast, heal and cloak of bravery.
. . . . . . . . . 90. The Gate
. . . ... .:
.. .. . .. . . . .
* I .
This bare a n d bleak chamber contains only a
Notoriety Points a n d Checks
gate, the final point of flight for the hezrou if hard
pressed in combat. If reduced to 20hp or below, The PCs gain two Notoriety points for entering
Palmardek will seek to escape. It flees here and this level, one Notoriety point for freeing any pris-
attempts to enter a special gate. Only the hezrou oners (irrespective of t h e number freed), two
can employ this gate. If prevented somehow, it Notoriety points if Merouac escapes the jail level,
will try to teleport without error out of Dorakaa. and three Notoriety points for slaying Palmardek
. . .. . . . .. . Entering the gate unleashes a nasty surprise: if (only one point if he is forced to flee). No Notori-
..............
. . . . . . . . ety checks are made while the PCs are still within
the hezrou enters it, the gate suddenly implodes
behind it, and then explodes as afireball, causing this level, unless they attempt to rest and heal,
6 d 6 h p of damage to a n y c r e a t u r e within t h e regain spells, etc.
. . . . . .. .. .. .. .. . whole of #90 (saving throw versus spells for half
damage).
he first thing the PCs have to do is to get out of 3. The Wharf-Fiends
this jail level, up to the Halls of Wretchedness
and into the sewers. They should be able to reach Lurking in and around the warehouses will be a small
the Halls of Wretchedness by retracing the steps detachment of fiends, which will use all its powers of
disguise and concealment to ambush the PCs. This
taken to enter t h e Court of the Hezrou. Make a
force comprises one alu-fiend with the spellcasting
Notoriety c h e c k as t h e PCs e n t e r t h e Halls of powers of a 6th-level mage (spell list: magic missile
Wretchedness (unless they have already met the [x3],wall of fog, detect invisibility, stinking cloud,
Black Death squad, in which case further hit squad dispel magic, slow),a bar-igura and four rutterkin.
encounters are already on a pre-set time track). The ah-fiend will attempt to pick off stragglers with
Any encountered hit squad will attempt to cut the charm person before ordering an assault from the
PCs off from the sewer exit point. They should be well-concealed bar-igura and rutterkin.
well-prepared with defensive spells, etc.
From here on, the PCs have one choice to make
once they enter the sewers and effect an escape-
how far they go before they plane shift. (Note: if they The PCs now have to travel many miles cross-coun-
have many people with them, they should still have a try to get to a safe place to plane shift. Two planned
spare plane shift scroll and, providing the party encounters should be used during this overland
includes two priests, plane shifting en masse should travel in addition to others generated by Wandering
still be possible). The party should be at least 20 Monster checks.
miles from Dorakaa before they plane shift. Don’t for-
get that Holmer cannot move at an MV rate greater 4. Orc Warband
than 6, unless the PCs use magic to assist him.
7 The PCs are spotted and approached by a warband of
250 orcs (220 lHD, 15 2HD, 10 3HD orogs, two 4HD
Getting Out o orogs, two 5HD orogs, and a 7th-level half-orc
The DM should harass the PCs with the following fighter). The orcs know nothing of events in Dorakaa
pursuit encounters in the sewers: and they are simply curious about the PCs. This
should be an encounter in which the PCs sweat as
1. Random Encounters they are surrounded by a sizeable orc band and
twitch as they role-play a way past this formidable
Wandering Monster checks should be made with nor- group. A small bribe or a successful charm on a
mal frequency. leader will do the job here. This should not become a
combat encounter unless the PCs initiate aggression
2. Spellcaster Pursuit or behave very stupidly.

Within the sewers, the PCs will be chased by a group 5 . The Legion of Black Death
of junior priests and mages who have been roused to
action by their superiors. Stronger forces will be cov- This encounter should be placed at a distance of
ering better-known escape routes (astral plane, etc.), 15+ld6miles from Dorakaa. The PCs see a huge cav-
so this encounter should not be too harsh. However, alry force a mile away, in the direction of Dorakaa,
the strength of the opposition depends on the PCs riding full pelt after them. This is the signal to plane
current Notoriety score. shift fast. This is a force of 100 elite troops on heavy
warhorses, including at least 15 7th-level and 10 9th-
Notoriety 28 o r below: The PCs are chased by a level human and half-orc fighters. (Other troops can
5th-level priest and a 5th-level mage, together with be chosen by the DM.) If the PC party is as exhausted
two 5HD orog fighters and l d 3 + 3 juniors (50/50 as they should be at this point, they do not want to
chance for priests of levels l d 3 or mages of levels get caught by these troops!
ld3).
The Final Plane Shift
Notoriety 29 or above: The above group is led by .
a 7th-level human fighter with a longsword +1, If the PCs end up in the Abyss, they should be able
flametongue and a ring of infravision and has a fly- to get out with their spare scroll. Otherwise they are
ing tyrg hunting down the PCs with them. stuck here. Specifics are left to the DM. Consult MC8
for suitable NPCs.
f the PCs return without Holmer, but give Aggressive factions within Furyondy will be pla-
1account
Belvor and his advisers a full and honest
of their best shot, then their failure
cated. Holmer is in no shape to be a ruler-in-
exile. He will remain in Chendl, in Belvor’s
will not be held against them. However, they palace, for “security reasons” after he has been
will certainly lose some face among the power- exhibited to the people of the border lands.
ful of Furyondy and among their own temple After a few months, an edict signed in Holmer’s
hierarchies, peers, etc. hand will announce that he has renounced
If the PCs return with Holmer, then they will leadership of the Shield Lands to Countess
be paid as agreed and granted their knight- Katarina. His edict will state that it is time for a
hoods. The order of knighthood is a new one, so younger warrior to stand in his stead and pro-
it won’t impress any of the established aristoc- vide the great leadership his people need as
racy of Furyondy (or Veluna). The King will they plan the recovery of their homelands.
hold a feast in honor of the PCs, at which he
will present Holmer for the general applause of
Suckered?
his nobles. This is where the PCs will begin to
taste the bitter-sweet nature of their “triumph.” Gradually, the PCs may come to realize that
their triumph was not all they might have
thought it was. Indeed, third-hand rumors may
Holmer and Politics
begin to reach them-if Belvor had really
Holmer is clearly and permanently a broken thought the rescue was vital he’d have sent in
man. His mind is shattered, and he is nearly 65 Artur Jakartai, Master Priestess Cataryna, some
years of age. Years of malnutrition, torture, and of the Chamber of Four, perhaps even Baron
torment have ruined his body and his mind Kalinstren or his daughter.
beyond recovery. The best healers and the If this begins to happen, then two NPCs
most powerful magic can not heal him. The become important-Karzalin and Sir Kiprien
awful truth is that Iuz had virtually finished Rahlden. Either will approach the PCs and brief
with Holmer anyway. Holmer is an empty man, them on the realities of the situation, and try to
and at the feast he will say but a few words, draw the sting of the disappointment or even
very carefully cued and amplified by Belvor bitterness the PCs may feel. Either will explain
with a triumphal flare. Belvor’s position; he will talk as if neutral to it,
What Belvor has achieved, politically, is sum- but accepting the reality of the King’s political
marized below. If the PCs are close to well- position. The PCs have achieved much good.
informed and powerful men and women (the They have given heart to the Shield Landers,
Chamber of Four, senior Knights of the Hart, they have strengthened the position of the King
the Seven Families, etc.) then they may learn of Furyondy (Rahlden is a little uncertain as to
something of this. Some may even be obvious whether this is entirely a good thing, since the
from careful observation. It is for the DM to Knights of the Hart do have their disagreements
determine how much the PCs learn. with Belvor from time to time), and they have
First, Belvor has scored a “public relations” rescued a good and decent man from a dreadful
triumph that will improve the morale of Fury- fate.
ondy’s defenders, especially the Shield Land In the campaign world, not very much will be
exiles who form an important part of the king- changed. Iuz will be discomfited and a few
dom’s armies after the war. Word of Holmer’s heads will roll in Dorakaa, but he will not seek
recovery will spread; Belvor will make sure that revenge against the PCs. This may be pointed
heralds cry it out along the length and breadth out to PCs by Rahlden or Karzalin.
of the land. Holmer will be exhibited in the How the PCs react to this is important for
.... ,,.,..
. :.. ,. . . ., . . ’
northern and eastern border provinces so that the future of a campaign. If the PCs grin rue-
people can see for themselves that the true Earl fully and consider themselves wiser for their
of Walworth is returned from Dorakaa. dangerous quest, then they will find that Belvor,
.. . The second matter of major importance is the Knights of the Hart, the Chamber of Four,
. .. . . . .. . . . . .
, ,

that the political status quo will be maintained. and Countess Katarina (and through her the
Shield Land exiles, including a Furyondian
Experience Point Awards
provincial ruler in Artur Jakartai of Crystal-
reach) will respond positively to them. The PCs In addition to XP awards for overcoming mon-
will find themselves invited to social functions, sters and enemies, and gaining treasure, the
court balls, advisory counsels of the King, and DM may award the following XP awards for
the like. They will be seen as people who can be role-play and attainment relating to adventure
trusted in affairs of state by the great and goals in this quest:
mighty of Furyondy. This will lead to further
contacts, patrons, adventures, and commis- For rescuing Holmer: 5,000 XPs per PC
sions-and next time around, the King (and (this is the major adventure goal, and receives a
any other NPCs within these select groupings) large XP award accordingly).
will know that the PCs will have learned from For rescuing each of the named NPCs in
their experiences and will not be readily de- the Court of the Hezrou: 1,000 XPs per PC.
ceived, or given half-truths, again. For rescuing Ambara: 750 XPs per PC.
For each Notoriety point below 30 total
Specific Consequences points t h a t the party had a t the end of the
quest: 500 XPs per PC (up to a total of 5,000
How PCs gain social kudos from their particular XPs per PC for a Notoriety score of 20 or less at
peer groups depends on the nature of the indi- the end of the quest). This variable XP award
vidual campaign, but some guidelines are in directly incorporates higher XP awards for PCs
order here. The pregenerated PCs can be used who have used stealth, wit, and diversion to
4s examples in this regard, even if they were accomplish their goals.
hot used in this adventure. The following notes
should aid the DM in guiding campaign play These are suggested totals, but they reflect
with other PCs: the fact that treasure gains in this adventure
Morraine, as a member of the King’s House- are not particularly high in comparison to the
hold Regiment, has done her duty to the King strength of the monsters that had to be over-
well and will be rewarded with promotion and come in the quest.
placement as commander of a defensive garri-
son along the Flare Line. Parrais will gain polit-
ical kudos in Furyondy and Veluna, and will be
promoted from the rank of attache. He may be
retained in Furyondy, seconded to the house-
hold Regiment, or recalled to Veluna and pro-
moted to rank of Major at least. Kendrel will
find his priesthood is angry at Belvor’s semi-
deception; he will not lose face or rank, but nei-
ther will he gain position or kudos. Lorden will .....-. ......._ _.
._ .... * , .
.....
.

gain his money and knighthood, and will bene-


fit accordingly. Carlenna will gain favor with
Belvor, and with Karzalin and the Chamber of
Four; she can expect to be consulted by the lat-
ter and will gain status and prestige. Kirshar
will not have gained very much knowledge so
his position will remain mostly unchanged. Ler-
re11 will gain some prestige for her cult simply
because it is a small one and her role will gain . . ... _ ,. .;. ....: ......
. : ..:
some extra publicity for it. She will gain status
within the ranks of her own priesthood.
.. .:.. . .~
. . .
, _
Monster Statistics Chart
Monster AL AC MV HD hP THACO #AT Dmg SA sz ML Book
Bulette N 21416 14(3) 9 47 12 3 4d12/3d6/3d6 Y L 11 MCI
Bulette, DS* N VAr 14(3) 9 19 12 3 Variable Y L 20 PH
Carrion Crawler N 317 12 3- 1 19 17 8 1 d2 Y L SP MCl
Dog N 7 15 1+1 5 19 1 1 d4 - M 5 MCl
Drow Mage CE - 1 15 8d4 22 18 1 W (ld4) Y M 13 MC2
Fighter (7th), Human CE 0 9 7d10 50 13 3h W+3(d10-3) - M 14 MC 1
Fighter(7th), H- Orc CE 1 9 7d10 57 13 3h W +3 (dl 0 +3) - M 13 MC 1
Gas Spore N 9 F13 1hP 1 20 0 0 Y M 8 MC2
Ghast CE 4 15 4 19 17 3 1 d4/1d3/1d3 Y M 14 MC 1
Giant, Hill CE 3(5) 12 12 + 65 9 1 2d6+7 or ld6 Y L 13 MC 1
Giant-Kin,Fomorian NE 1 9 13+3 94 9 1 2W +8 (2d8 +8) Y H 16 MC2
Grell, DS' N Var F112 5 9 15 11 1 d4((TS)lO)/1d6 - M 20 PH
Jermlaine NE 7 15 X 3 20 1 Id2 or ld4 Y T 12 MCl
Lurker Above N 6 1, F19 10 48 10 1 1 d6 Y H 11 MC2
Manticore LE 4 12, F118 6+3 35 13 3 1d3/1d3/1d8 Y H 14 MCI
Manticore, DS' N Var 12, F118 6+3 14 13 3 Variable Y H 20 PH
Mobat NE 2/7/10 3, F115 5 28 15 1 2d4 Y L 12 MC1
Neo.Otyugh N O 6 10 57 11 3 2d6/2d6/ld3 Y L 17 MC2
Ogre CE 5 9 4+1 20 17 1 W +2 (Id8 +2) - L 12 MC 1
Ogre, DS* N Var 9 4+1 8 17 1 Variable - L 20 PH
Ooze, Gray N 8 1 3 +3 22 17 1 2d8 Y M 10 MCI
Orc, IHD LE 6 9 1 5 19 1 W (ld8) - M 12 MCI
Orc, 2HD LE 6 9 2 10 19 1 W (Ida) - M 12 MCl
Orog, 3HD LE 3 6 3 16 17 1 W +3(1 d8 +3) - M 14 MCI
Orog, 4HD LE 3 6 4 22 17 1 W-3 (ld10+3) - M 15 MCl
Orog, 5HD LE 2 6 5 28 15 1 W+4(ld10+4) - L 16 MCl
Otyugh N 3 6 7 34 13 3 ld8/1d8/1d4 + 1 Y L 14 MC2
Rat, Giant N 7 12, Sw6 '/2 3 20 1 1d3 Y T 6 MCl
Shadow CE 7 12 3+3 16 17 1 ld4+1 Y M SP MCl
Shadow, Slow CE 8 12 4 21 17 1 1d4 Y M SP MC5
Skeleton N 7 12 1 4 19 1 W (ld6) - M SP MCl
Slime, Green N 9 0 2 14 19 0 0 Y S 10 MCl
Snake, Poisonous N 5 15 2+1 10 17 1 1d3 Y S 8 MCl
Tanar'ri:
Alu-fiendI CE 5 12, F115 5 25 15 1 W (ld8) Y M 11 MC8
Alu-fiendII CE 4 12, F115 5 22 15 1 W (ld8) Y M 12 MC8
Ah-fiend 111 CE 3 12, F115 5 29 15 1 W+2(ld8+2) Y M 12 MC8
Babau CE -3 15 8+14 54 13 3 1 d4 +8/1d4 +8/2d4 +7 Y M 16 MC8
Bar-lgura CE 0 9, F115 6+6 32 15 3 1d6/1d6/2d6 Y M 14 MC8
Major Cambion I CE 3 15 4+8 30 17 2 W+3(ld8+3) Y M 14 MC8
Major Cambion II CE 2 15 4+4 27 17 2 W+1 (ld8+1) Y M 13 MC8
Major Cambion 111 CE 5 15 4+12 36 17 2 W +6 (Id8 +6) Y M 14 MC8
Hezrou CE -6 12 9 58 11 3 1 d6/ld6/4d4 Y L 20 MC8
Manes CE 8 6 1 5 19 3 1 d2/1d2/1d4 Y S SP MC8
Nabassu I CE 4 12, F115 7+2 32 13 3 2d4 + 7I2d4 + 7/3d4 + 7 Y M 15 MC8
Nabassu II CE -3 12, F115 7+14 48 13 3 2d4 + 7/2d4 + 7/3d4 + 7 Y M 15 MC8
Rutterkin CE 0 12 4 20 17 2 ld6+ l/ld6+ 1 Y M 12 MC8
Succubus CE 0 12, F118 6 34 15 2 1 d3/1d3 Y M 13 MC8
Troll CE 4 12 6+6 34 13 3 ld4+4/ld4+4/ld8+4 Y L 14 MCl
Troll, DS* CE Var 12 6+6 14 13 3 Variable - L 20 PH
TYrg CN 0 18 617 35 15/13 1 ld12 Y L 14 MC5
Varrangoin, Type IV CE 0 3, F118 5+5 31 13 3 Id411d4/ld6 Y M 17 FTA
Weasel, Giant N 6 15 3+3 25 17 1 2d6 Y M 20 MCI
Wererat LE 6 12 3+1 14 17 1 W (ld6) Y M 11 MCI
Wolf N 7 18 2+2 11 19 1 ld4+1 - S 10 MC 1
Zombie N 8 6 2 9 19 1 1 d8 - M SP MC 1
Zombie, Juju NE 6 9 3+12 29 17 1 3d4 Y M SP MC 1
Notes: DS' = derni-shadow monster: FTA =From the Ashes

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