X5 - Temple of Death (TSR9069)
X5 - Temple of Death (TSR9069)
X5 - Temple of Death (TSR9069)
Wilderness Module XS
Temple of Death
by David Cook
You stand before the Great Pass, beyond which lies the land of Hule, and beyond that, the stronghold
of the Master known as the Tempie of Death. Can you find the heart of his stronghold and stop his
vicious raids on the Republic?
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DUNGEONS & DRAGONS® Expert Set
Wilderness Module XS
TEMPLE OF DEATH
PART 1: INTRODUCTION
This module JS the second in a two-part series The first part is X4, there be at least one each 8th to 10th level cleric and fighter. All the
Master of the D esert Nomads. This adventure may be played characters should be prepared for a wilderness adventure: they
with or without the first module. However. the players and the OM should have mounts, rations, spellbooks, and water
will find the adventure much more mteres11ng and exciting 1f
Maste r of the D esert Nomads is played first. If you intend to play in this module. stop r eading now. The rest of
this module 1s for the Dungeon Master only. He or she will use this
This module is designed for a party of 6th to 10th level characters information to guide the players through the adventures o( the
There should be six to eight players in the group. Each character module Knowing what will happen Ill this module will rum the
should have from three to four magical items, including weapons, excitement and surpnse for players as they face new and unknown
armor, and mJSCellaneous items. It is strongly recommended that situations
The First Adventure
Ir your players have not played the first module, Master o f the To use this module as the last half of the series, begin the adventure
Desert Nomads, use the boxed paragraphs below as the at the point where Maste r of the Desert Nomads ends. Use the
background for their adventure. Players who have taken part in same player characters and retainers. Players should have the
the first adventure will have their own experiences to use as same equipment and magical items they had at the end of the
background. first module. Their hit points and other statistics should be
whatever they were al the end of the last adventure. Unless
Led by the "Master," the desert tribes of the Sind Desert raise characters specifically take the time to do so, they will not have
the banner of war! To protect itself, the neighboring country rested or cast spells to regain hil points. They may or may not have
issues a call for arms. Your group answers that call and begins information that leads them lo the Great Pass. IC they have
its march to the front. Finally, in a small village on the edge of the information, it will be in the form of a series of signs. These signs (a
desert, you receive a mission of great peril. Your group is to snake, a fish, and a monster swallowing the sun) are not located on
cross the hostile desert and find the Great Pass, for somewhere the map. lf your players have not found these signs, place them
beyond it lies the Temple of Death, evidently the source of the anywhere you wish to guide the party to the entrance of the Great
evil attackers. You are to go there and make your own decision Pass.
about what to do.
If you use the module by itself, and not as the last half of an
Given little aid by the army, you set off up the river, encountering adventure, let the players use either their own characters or those
monsters and agents of the strange power called the "Master" provided from the Prerolled Characters on page 30 of this module.
along the way. Battling foes, dodging armies, and gathering They may equip themselves with any items from the normal
clues, you have journeyed to the foot of the Black Mountains. equipment lists (within reason) or, if campaign characters are
Somewhere in them lie the gates to the Great Pass! And beyond used, with whatever you permit and their budget allows. The
lhe gates lie the Temple of Death and its evil Master. adventure begins al lhe entrance to the Great Pass. The characters
will have their full hit points and spells. You should read aloud the
background section, "The First Module."
Notes for the Dungeon Master The wilderness map provided on page 31 of the module shows the
area the players must cross to find the Temple of Death. This map
Before playing this adventure, you should read the module and also includes areas that are not described in detail in this module.
become familiar with the details and events that appear. Uyou are You may use these areas in your campaign, describing them and
not familiar with a monster, spell, magic item, or rule used in the placing adventures in them as you wish.
module, you should also read the proper D&D9 Basic or Expert
rules. Preparing to run the adventure will make playing more The players are about lo enter the land of a powerful enemy. You
en1oyable and faster for everyone. should stress the need for secrecy and caution to the players. If
their mission 1s discovered, they are not hkely to complete it. If you
The module is orgamzed mto parts. Part l 1s the introduction. Parts wan I, you may suggest that the players devise a "cover" to explain
2 through 5 are the adventure and encounters that wiU occur why lhey are in enemy territory.
dunng play. Part 6 describes the new monsters that appear m this
module. Finally, Part 7 contains pre-rolled characters who may be The players' mission has even attracted the attention of higher
used with this module. beings. Appearing at points in the module is an "Unknown
Benefactor.·· Nobody knows who or what this being is, and the
Some encounters are placed in set locations- in keyed rooms, for players are not able to observe it closely. Do not use the Unknown
instance. These encounters occur when players reach that room Benefactor to rescue the characters from troubles caused by their
or trigger an alarm Other encounters are keyed only to the type of own stupidity or foolishness!
terrain in which they occur. These take place whenever the
characters are in the proper terrain and you decide that an It is possible for the characters to have an amulet of finding or to
encounter should happen. This kind of encounter usually happens find one in the course of this adventure. This item appears to be
in the wilderness. much like other magical amulets. Anyone who wears one of these
amulets may see through the amulet of any person who is wearing
Information in this module is either boxed or unboxed. You should another. The master has several of these amulets and keeps his ma
read boxed sections to the player at the proper time. The unboxed black bag (so no one will see anything through his). He uses these
information is for your use; it contains information on monsters amulets to keep himself informed. Lt one of the characters finds and
and on how to handle encounters. wears an amulet, all his actions will be known to the Master.
3
PART 2: THE GREAT PASS
Beyond one mile from an opening, lhe air is stale. Torches and Random Encounters In The Great Pass
lanterns shed light at half normal distance. Oil does not bum
except near the entrances. Fire spells do normal damage, but, on When the players are travelling through the tunnels, chances for a
the round after the one in which they are cast, also do another dlO random encounter are one in six. An encounter check should be
of damage to all air-breathing creatures within triple the area of the made every two miles the characters travel. If an encounter does
spell. Using a fire-based spell immediately extinguishes all open occur, roll 1d20 and find Lhe result on the chart below:
names and lanterns in the general area of the encounter. If a fire
elemental is summoned, all breathing creatures within 100' suffer Die RoU Encounter
ldlO points of damage each round as oxygen burns out of Lhe air.
1-2 Bat, Normal NA 1-100 (AC 6; HD 1 point each; #AT
The tunnels through the Black Mountains connect to three confusion; D nil; MV 3'/ 40'; Save NM; ML 6; AL N).
different valleys. These valleys are well above the treeline, but lush There is a 50% chance for a second creature (or crea-
green carpets of alpine flowers, lic hens, and mosses cling to the tures) in the same area. If Lhe roll calls for another
rugged rocks and boulders. The ground is moist with the runoff creature, roll again on this table and reroll any result
from the surrounding glaciers. The valleys are locked m by the of 1·2.
mountain peaks. A few small creatures live in the valleys- small 3 Black Pudding*. NA 1(AC6; HD 10; #AT 1; D 3-24;
rodents that gather berries and plants, and falcons and hawks that MV 20'; Save FS; ML 12; AL N; immune to all but
prey on the rodents. Mountain goats dwell near the edges of the fire) .
valleys. Any other creatures m these valleys are hsted under the 4 Caecilia. NA 1·3 (AC 6; HD 6; #AT 1; D 1·8; MV 20';
specific encounter for each valley. Save F3; ML 9; AL N).
5 Carrion Crawler. NA 1-3 (AC 7; HD 3+1; #AT 8;
D paralysis; MV 40'; Save F2; ML 9, AL N).
6 Doppleganger. NA 1-4 (AC 5; HD 4; #AT 1; D 1-12;
MV 30' ; Save FlO; ML 10; AL C; immune to sleep and
c harm). Ii it is not discovered or if it has the initiative,
the doppleganger hides. After the party passes, it
tracks the group, waiting to catch a single player off
guard.
7-8 Geonid Patrol. NA 2-12 (AC - 2; HD 2; hp 10; #AT l ;
D 1-8; MV 20'; Save F2; ML 8; AL C; surprise 14; see
end of module). These geonids are servants of the
Master. They patrol the tunnels of the pass, stopping all
strangers (not monsters) and c hecking for passes. If the
players do not have a pass or are hostile, the geonids
attack.
9 Giant, Stone. NA l (AC 4; HD 9; flAT l : D 3-18;
MV 40'; Save F9; ML 9: AL N). This stone giant will be
trave lling to his home. There is aS~chance that he will
have 13 cave bears (ACS; HD7;#AT3; D 1 8 ' 1 8 1 12;
MV 40'; Save F3; ML 9; AL N) The giant will be carrying
a purse with 1000-8000 gp 75'~. of the time.
10-11 Green S lime*. NA 1 (AC always hit; HD 2; liAT I;
D special, MV I'; Save FI ; ML 12; AL N).
12 Minotaur. NA l 6(AC6, HD6;MT2or l ; D 1-6/ 1·6 or
weapon +2; MV 40'; Save F6; ML 12; AL C}.
13 Ochre Jelly*. NA 1 (AC 8; HD 5: ;;AT l ; D 2·12;
MV 10'; Save F3; ML 12;. AL N).
14 Purple Worm. NA 1(AC6;HD15; #AT2; 02-16 1-8 +
poison, MV 20'; Save F8; ML 10; AL N).
15 Shadow* NA 2-12 (AC 7; HD 2+2; #AT 1, D 1-4 +
special: MV 30', Save F2; ML 12; AL C).
16-17 Shrieker. NA 2-8 (AC 7; HD 3; #AT special; D nil;
MV 3'; Save Fl; ML 12; AL N). If a shneker screams,
make another encounter chec k. The creature that
appears should be determined randomly from this
table.
18 Troll*. NA 18 (AC 4; HD 6+3; #AT 3; D I 6/ 1·6/ 18;
MV 40'; Save F6; ML 10 or 8; AL C; regeneration).
19-20 Weasel, Giant. NA 14 (AC7; HD4+4; 4AT I +special;
D2·8;MV 50'; Save F3; ML 12; ALN). These weasels are
ravenous. They attack any party on sight and normally
fight to the death.
4
Special Tunnel Encounters The cave dwellers are descendants of a band of humans who
entered the tunnels centuries ago. Their skin and hair is dead
This section gives two detailed encounters, neither of which is white. They no longer can see, but they have very good hearing.
placed on the map of the Great Pass. You may use these This hearing allows them lo attack and move normally. They
encounters to keep up interest and excitement tf your players are cannot be blinded with a light spell or affected by the mujina fear
not having any random encounters. These encounters may power. A silence 15' radius will hide the party from them. As they
happen only while the players are in the tunnels. fight. they call to each other to hear where everyone is.
A. The Children of the Caves When the players round the comer, the mujina has the features of
a normal human. He is dressed in armor and appears to be a
As the players near a bend m the tunnel, they hear a roaring sound normal fighter. When he sees the players, he screams for help. The
ahead As I hey gel closer they can hear high-pitched voices and the cave dwellers know the players are present (unless the players are
sound of metal hitting stone. When they round the bend, they see using a silence 15' radius spell). They do not attack but wait to
12 cave dwellers (AC 6; HD 1; hp 5 each; #AT l ; D 1·6; MV 50'; see what happens. If the players side with the mujina and defeat the
Save Fl; ML 7; AL N) fighting a mujina (AC 4; HD 8; hp 37; #AT 2 + cave dwellers, the mujma will try to ioin the party. He will explain
special; D 1-6/1-6; MV 40'; Save F8; ML 9, AL C;see p 29). The that he 1s a fighter who has been lost in the tunnels for many
mu1ina carries a two-handed sword and a short sword. Each cave months. He will not be able to guide the players but will help in any
dweller has two unusual weapons: a bullroarer knife and six fight. IJ the players defeal the mujina, the cave dwellers will stop to
chakrams. The bullroarer knife is a chain that ends in a flat knife, rest. Through sounds and touchmg, they will express their thanks
whirled over the head to make a loud roaring noise. Each knife to the players. If the players can figure out some way to ask, the
does 1-6 points of damage and may attack any creature withm 10' cave dwellers will gladly provide the group with a guide to the next
of the user. A chakram is a steel ring, 6- in diameter, I he outer edge valley. When travelling w1Lh the guide, lhe party will have no
of which is very sharp. These may be thrown up to 30', doing 1-6 chance to gel lost.
points of damage. Each cave dweller wears six chakrams about his
brow. If the players search any of the bodies, they will find lOOOgp on the
mu1ina, and 2-8 apparently worthless stones on the cave dwellers.
This section covers all the adventures the characters will have These stones are actually valuable to the cave dwellers: the texture
while travelling through the Great Pass. It includes a general of the stone determines how much it is worth to them.
description of the Great Pass, a random encounter table, and both
special and placed encounters. B. The Glowing Passage
When the players are 100' from this encounter, they can see a dim
light ahead The light is not the color of a torch, lantern, or sunlight.
but seems to glow a pale icy blue. Excepl for a small trail down the
General Description middle, I he light covers the floor, ceiling, and walls of the tunnel for
240' It 1s bright enough that the characters can see lhis area
The Great Pass lies in the Black Mountains, one of the highest and without any other light. The light seems lo come from everything-
most forbidding mountain chains in the known lands of the the rocks, the fungi, the water. Its color lends a sense of
campaign. Here peaks are permanently ice-covered, and large transparency to all the objects il coats. When the players reach the
glaciers fill many of the high valleys and saddles. From a distance center of the path, the light advances onto the path, blocking both
the mountains appear white and dull blue, but when viewed ends, leaving a 50' strip in the center of the area. The light then
closely, the blue becomes dull gray, barren rock. Most of the continues to close up I his strip at a rate of l' per round. The players
mountain land ts well above the treeline, even above the highest of have 25 rounds to act berore the light covers the trail completely.
the alpine meadows that cover the lower slopes.
If players try to use a spell(commune. contact higher plane, or
The entrance to the first tunnel of the G reat Pass is in a narrow box wish) to learn more about this area, answer I heir questions as per
canyon, half a mile long. The mouth o f the canyon is 20 yards wide. lhe rules. This light isahenand new to this world, so even the gods
Cliffs 300' high rise up on either side. The canyon twists and turns know little about 1t. ln fact , the following quote from the Diaries of
at this same width for half a mile and ends ma large open area one Quod is the only existing account of it.
mile across. At the far side of this bowl is a cave mouth 30' from the
ground. A ramp of packed earth runs from the ground to the "Aldisious of Parquossia writes of one of his travels: 'While
opening. traveling through the Mountams of Anthropomagi, I found a
tribe whose god was called the Living Light. At their behest I
However, an halluc inatory terrain covers the mouth of the was taken to their shrine, where 1 observed a well, the walls of
canyon. H the players have directions to the entrance of the Great which were coated with an icy radiance that shifted and moved
Pass, they will reach the mouth of the canyon with no difficulty. A in my presence. Before being conducted to a closer examination
heavily trampled path leads up to the canyon mouth and appears of I he well, Don Hesquirot and his knights prevailed on the tribe
to end in a blank diH wall. If the players are searching without a by force of arms to allow us passage through their lands. What
map, they will eventually find this path. II the cliff wall where the examination I was allowed supports my opinion that the light
trail ends is touched, it disappears, revealing the canyon mouth. was a product of a mixing of mineral oils and rare earths in the
bowels of the earth. Whether the light was living or intelligen1 I
The tunnels through the Black Mountains are natural passages. could not tell. Since my return, I have not been able to copy the
The floors are irregular and cluttered with fallen stone and effect in my workshop."'
stalagmites. Water and ice film the walls. Puddles dot the floor. The
walls and ceilings of rhe tunnels are also jagged and rough. T he If any item touches the glowing areas, the light sticks to it and
tunnels are 11 to 20 yards wide (ld l O+ 10) and 11 to 30 yards high spreads over the item at the rate of l" every round. This 1s fast
(1d20+ 10). Players will not be able to keep an accurate track of time enough to cover a full-grown man in one turn. The light does not
while in the tunnels. Fungus grows in patches throughout the seem to harm the player while ti spreads. However, when he is
tunnels, 7~ of which is deadly poison. If a player eats any of the entirely covered by the light, the player begins to lose one point of
poisonous fungus, he must save vs. Poison or die. strength and intelligence each round. Do not tell the player what is
5
happening, but give him warnings such as "You feel tired. Now you 2. The Valley of the Roe
feel even weaker. Perhaps you'd better sit down," and "You can't
figure out what is going on. Now you are getting distracted easily. This valley is cloudy, cold, and damp. The upper slopes of the
Everything seems very confusing to you. The color all around you mountains are hidden behind a thick bank of foggy clouds. The
is very pretty." If the player is reduced to 0 Strength, he is dead. If snow or frost that settles on the ground every night melts away
he is reduced to 0 Intelligence, he is a mindless vegetable. A c ure during the day. The Hoor of the valley is marred by large areas of
disease will destroy the light covering any simple object or ripped soil. There appears lo be no pattern to the placement of
creature, but will not affect the light covering the floor, ceiling, or these, but the damage usually takes the form of two to six long
walls of the passage. A darkness spell will stop the growth and furrows, roughly parallel to each other. The furrows extend for
effects of the light in the area covered by the spell. When the spell 50' to 100' and end in areas pitted with many holes 1' wide and 3'
wears off or is dispelled, the light will return to its normal behavior. deep. The ground around these holes is tom up and gouged.
Direct sunlight will also destroy the strange glow. Some of the markings appear to be quite old, while others are
recent.
Placed Encounters in the Great Pass Near the center of the valley is a small camp. Living in four small
sod and cloth lean-tos are 10 gnomes (AC 5; HD 1; hp 6 each; #AT
The following encounters match the numbered encounter areas l; D 1-6 or by weapon; MV 60'; Save Dl; ML 5; AL L) armed with
given on the map of the Great Pass. Each encounter occurs when short swords and crossbows. Several hundred gnomes escaped
the party enters lhe general area indicated by the number on the from the Kingdom of Death (Huie) many years ago. However, in
map. doing so, they came under the Master's curse (see Great Pass
Encounter 6) and have never been able to find their way out of the
1. The Dragon of Woe pass. During this time, their numbers have grown steadily less, and
now only this small band is left.
As you cross the open area, heading towards the cave mouth,
you see wisps o f what might be steam drifting !Tom the opening. The gnomes are cautious and take no chances. One greets the
Finally, 30' away, you hear a great rumbling noise and a large players while the others cover the party with their crossbows from
cloud of steam billows out of the cave. Suddenly, the head of a the lean-tos. The gnomes do not let the players camp in lhe
green, dragon·like creature thrusts out of the cave. It says, immediate area and do not warn them about the mysterious wind
"What is this? More of the p uny creatures who run the face of creatures that live in the valley.
the earth? Go away and leave me alone!"
During the late afternoon, the players hear a faint cry that seems to
In this cave are 11 fighters (AC 4; F2; hp 12 each; #AT l; D 1·8: come from a great distance on the wind. It sounds like someone
MV 40'; Save F2; ML 8; AL C) and a magic-user (AC 9; M7; hp 20; calling a name (use one of the PC or NPC names in the group). The
#AT I; D l ·4 +1 or spell; MV 40'; Save M7; ML 9; AL C) carrymg a cries will go on for a time and then fade. This happens several
dagger +1 and a wand of fear . H e has the following spells times, and each time, the cry grows louder. As it does so, the air
memorized: becomes noticeably cold and the wind s tronger. Finally, the cry is
so loud that it can no longer be understood and only sounds like a
First level: c harm person, magic missile, ventriloquism tremendous scream. The winds beat around the character at
Sec ond le vel: invisibility, phantasmal force near-gale strength, knocking over halllings, tents, and blowing out
Third level: fire ball, protection/normal missiles fires. At the peak of this commotion, a huge object, the body of a
Fourth level: wall of fire mammoth, rumbles from the sky. There is a 1 in 20 chance that the
body strikes someone. If this happens, determine randomly who is
The "dragon" is actually a fake, a framework covered with pieces hit. Then allow the player to save vs. Dragon Breath. If he fa1ls to
of dragon hide. This hide has been treated to resist all types of fire. save, the mammoth crashes into him, causing 5-50 points of
Inside the dragon are the fighters and the magic-user, left by the damage. A successful save indicates the character has avoided
Master to guard the entrance. The fighters are working cranks, being crushed.
wheels, bellows and drums. This machinery allows the dragon to
move back and forth, turn its head, move its legs, breathe p uffs of If the characters examine the body of the mammoth, they are able
steam, and make deep rumbling n01ses. One fighter uses a to tell only that it fell from a great height. Whether this caused its
megaphone, allowing the dragon to speak in a thunderous voice. death and how it managed to get in the air are impossible to tell. If
The magic-user stands inside the dragon, near its head. He can see the players question the gnomes about this incident (or what made
out through its mouth and is ready to cast his spells. the huge furrows in the ground), the gnomes say nothing. They
claim they do not know what causes these things, only that they
If the players confront the dragon, the magic-user will use the sometimes hear a screaming in the sky and are struck by great
phantasmal forc e spell to create the image of another, slightly winds. They claim they hide whenever I his happens.
smaller dragon pokmg its head out of the cave next to the first. If
this still does not drive the characters away, the magic-user will lf the players leave the body of the mammoth and return later, the
have the illusion appear to go back into Lhe cave and then will use body will be gone. There will be no sign of what took it away.
his wand of fear on the party. If the dragon is attacked, the However, nearby will be a fresh set of the strange tracks the group
magic·user will cast his fire ball on the party. If any of the players has noticed before.
then enter the cave, the magic-user seals the entrance with the
waU of fire , while the 11 fighters melee those trapped inside. The tracks, the sounds, the wind, and the fall of the mammoth
were all coused by a roe (AC 0; HD 36; hp 160; #AT 3; D 3-18/
Attacking the dragon with spells does not hurt the men inside. All 3·18/8·48; MV 60'/ 480'; Save Fl5; ML 10; ALL). It lives above the
spells (except fire spells) that do 20 or more points of damage clouds that always cover this valley. When the characters search
shatter the framework, revealing the dragon as a fake. If this the valley after the encounter with the mammoth body, they find a
happens, the fighters flee. The magic-user casts his invisibility to huge group of skeletons along one of the cliff bases. These are the
escape. If still pursued, he uses the wand of fear spell on those bones of the roe's dinners and include those of mammoth, lesser
chasing him. He does not become visible to save any of the fighters. sea serpents, and other large creatures.
Each fighter carries 100 gp in a purse. T he magic-user, aside from
his magic items, has three gems, each worth 500 gp.
6
During the night after the party encounters the mammoth, they will Ht he players are captured, they will be taken to a small nearby cell.
be attacked. The players hear the screaming sound and feel lhe This cell is 6' square and its bars are made of stone. Two geonids
cold breeze as before. However, this lime the winds become so always stand guard around this cell. The players will be held for a
strong that all players are blown about like leaves. The winds last week. dunng which time they will not be given food or water. At the
for five minutes, during which hme the players are scattered from end of the week, a man will arnve to inspect the prisoners. This
the camp. When the party reunites, one member (the one who has man isFoequet, a fighter(ACO; F8; hp40;#AT l;D 1·8+2;MV 40';
the greatest combined strength and constitution) is missing. The Save F8; ML 9: AL C) armed with a sword +2 and wearing plate
roe has captured this player and carried him to its nest. It will not mail armor +l. He also has a ring o f regene ra tion. Focquel is
harm the prisoner, but, if possible, will keep him from escaping. the second m command at Encounter Area 9. He carries one gem
worth 2000 gp and a badge on a necklace. The badge allows the
If the others decide to rescue the kidnapped player (and have players safe passage past the Master's guards if they present it. If
figured out where to find him) they must climb the cliff where the the players do not escape, 20 georuds will take them away and
bones were found. This chff is 2400' high. It may be climbed if the execute them. If the players wish to escape, they will have to fight
players have rope and spikes or similar items. The climb takes with their bare hands and with any rocks that they pick up.
almost two days. During the night when the players are on the cliff
face, they find a ledge large enough to rest upon. By this time they 4. T h e Palace of Fungi
are in the clouds, but on the next day, the players break above the
cloud level. Above them they see what seems to be a small forest. When the players are one mile from this encounter, make a secret
As they climb closer, they can tell that this is the nest of the giant saving lhrow vs. Poison for each character. This save is made at a
roe, made from uprooted pine trees and other logs. The roe's nest ·2. Those who fail to save are under the effects of the delusion that
contains no treasure. is explained below. Those that make the save are not affected. In
either case, do not tell the players what has happened. Read the
When the players reach the nest, they find their kidnapped following to all:
companion. The roe sees them but does not attack or harm them
unless they attack first . H the players do not harm the roe, a vague As you near a bend in the tunnel, you can see a faint light ahead.
outline of a shmmg gold figure appears near it. Then the players IL does not appear to be a lantern or torch light. At the same
hear a voice say quietly, "Go. This is all the aid I can give." The roe time, you also notice a faint smell m the air. This scent is not
ruffies its wings and poises to fly away. It expects the players to unpleasant, but certainly is not like anything you have smelled
climb on its back. U they do not, 1t looks at them, then angles its while in the tunnels.
head towards its back. If the characters still do not figure out what
they are 10 do, the roe gently catches one of the party in its beak As the characters advance, the scent grows stronger and the hght
and places him or her on its back It then waits for the rest. When somewhat brighter. When the group rounds the bend, read the
the players finally climb on, Lhe roe lifts oU. It flies them over the first of the following entries to those who made their saving throw
mountains and leaves them at Encounter Area 9 (p. 9). The flight and the second to those who did not.
takes several hours and is bitterly cold and numbing. There IS no
chance that the player characters will fall during the flight. Ahead the tunnel opens into a huge cavern. The scene in the
cavern is hideous-giant fungi dripping with glowing mold,
If for any reason, the players do not at tempt to find and rescue their
kidnapped companion, the roe returns him the next day. The streams of black and green water scummed with white puffy
player has spent the night in the nest unharmed and has little to spores, and moldering little creatures that move around the
report of the experience. floor of the fungi forest. Mold-covered bones lie propped
agamst the base of huge trunks. In the distance stands what
lC for any reason, the players do not have the encounter with the appears to be a tumbled structure of black, green, gray, and
roe, they are approached by the gnomes that live in the valley. The blue fungus . It rises above the surrounding forest, almost like a
gnomes, still not trusting the players, have decided that the best castle.
way to remove the players is to shov.r them an exit. The gnomes
guide the players to one of the three tunnels (not the one the As you round the bend, you see into the cavern. It is huge,
players came in by) and ask the players to leave. The gnomes will maybe a mile or more across. The cavern is filled with a soft light
not harm the party or travel with them. that comes from glowing molds. Streams of water trickle
around the stems of giant mushrooms. Cave newts and insects
3. The People of the Rocks scuttle across the floor. In the distance you can see what might
be a palace built from fungi logs, nsmg above the level of the
As the party enters this section of the tunnel, they hear the noise of forest.
rocks tapped against rocks. Whenever they approach the source
of the tapping, it stops. After the players move on, the tapping The actual scene IS the first- the disgusting forest. Those players
starts again. If they search any area, they find nothing unusual- who see the other scene have been affected by the spores released
only boulders, stalagmites, and stalactites. by the fungi . Do not give hints to the players about which is the
correct scene. They must decide this for themselves. No clues
The tapping noise is caused by scouts of the geonids. They are from how they feel or act will tell the players that they have been
passing on mformahon about the numbers, possible strengths and affected by the spores. A neutralize poison cancels the effects of
weaknesses of the party to the main guard of geonids located the spores. A cured player does not need to save again, no matter
ahead. lf any of the players shows a skill special to his class (casts a how long he remains in the area.
spell, hides in shadows, etc.) or uses a magic item, the scouts
report thlS also. After an hour of game time has passed, the players One tum after the characters enter the chamber, they will be
encounter 16 geonid guards (AC -2; HD 2; hp 13 each; #AT 1: D 1-8 attacked by20 zombies(AC8; HD2; hp 14; #AT l; D l-8;MV 40';
or by weapon; MV 20'; Save F2; ML 8; AL C ; surprise on a 1-4). Save Fl; ML 12; AL C) Those characters affected by the spores
These guards are in their boulder shapes and, having been alerted see them as albino cave-people, cautiously approaching in a non·
by the scouts, cannot be surprised. The guards already know how hostile manner. Clerics affected cannot turn the zombies. H the
many players are in the party, and may know some of the character zombies are attacked, affected characters see it as an unprovoked
classes in the group. The guards will try to surprise the party, attack on possibly innocent creatures. No treasure is on the bodies
surround them, and force them to surrender. If the characters do of the zombies.
not surrender, the geonids attack.
7
If the players defeat the zombies and decide to explore the forest, Within 30 minutes, a group of 15 centaurs, armed with lances,
roll on the following table for possible further encounters. One approach the party cautiously. Their plan is to trap the players by
check should be made every two turns. The chance for an appearing to be friendly, waiting until the "spies" are off-guard and
encounter is 1·2 on ld6. The first encounter is with A below, the then capturing them. They will try to get information from their
second with B, and the third with C. There will be no more than prisoners about the geonids and their plans. H the players show a
three random encounters. pass from the Master at any time, the centaurs greet them (or
release lhem) with courtesy and then leave. lf the players wish to
A.Two Basilisks (AC 6; HD 6; hp32, 25; #AT 1; D 1-8; MV 20'; talk further, the centaurs stay reluctantly. They know little of the
Save F3; ML 9; AL N; save vs.Turn to Stone if players are touched Master's plans and nothing of the Temple of Death. They can tell
or meet its gaze). Those players affected by the spores see these the players that the Master rules a great kingdom that stretches
two creatures as harmless lizards. from the mountains to the far ocean. The people living in the
B. The ground will begin to collapse under the feet of the lead kingdom are very "correct," according to the centaurs.
player(s). Each player must save vs. Dragon Breath. If the player
saves, he leaps out of the way just in time. If the save fails, he falls The centaurs have a group treasure of 600 sp, 2000 ep, a ring of
20' into a small chamber below. This fall does only 1d6 of damage water walking, a potion of speed, and a scroll of infravision,
since the player's landing is cushioned by a bed of yellow mold (AC charm monster, and stone to flesh. This treasure 1s hidden in a
always hit; HD 2; hp 9; #AT special; D l ·6 +spores; MV o·; Save Fl; pit like the grain pils. All the centaurs know the location of the
ML 12; AL C; 50% chance of save vs. Death from spores). All the treasure and can be forced to lead the party to it. If this happens,
players (whether affected or not) see the yellow mold for what 1t 1s. any surviving centaurs try to ambush the players before they can
C. 15 Zombies (AC 8; HD 2; hp 12; #AT l; D 1-8; MV 40'; Save leave the Plain of Horses.
Fl; Ml 12; AL C). Affected players see a group of cave people
advancing peacefully, carrying gifts of mushrooms and mold. 6. The Valley of the Cyclops
Affected clerics cannot turn these zombies.
This area extends off what appe.a rs to be the main valley. It is a
It takes 10 turns to reach the fungi palace. The affected player tumble of fallen cliffs, loose boulders. rockslides. and fault lines.
characters see a well-kept building made entirely from mushroom The ground is very rocky and few plants grow here, except
logs and caps. Those not affected see a tumbled collection of along the banks of the streams that trickle down into the main
rotting fungus that may or may not have been built into a castle. A valley. The valley shows no signs of life.
leaning opening that may have once been a door leads into a
gloomy chamber. To some this seems like a well·fumished hall Living in this valley are three cyclops (AC 5; HD 13; hp 65, 50, 40;
hung with old tapestries. To those not affected, the "hall" is a dark #AT 1; D3-30; MV90'; Save F13; ML 9;ALC). The largest of these
ruin, strung with mold and oozing foulness. H the players enter this cylops is able to cast one curse. This curse affects one character. If
area, they are attacked by a dusanu* (AC 4; HD 9 +2; hp 45; #AT 2 the player fails to save vs. Spells, he cannot leave the Great Pass
+special; D 1-8/ 1-8 +special; MV 40'; Save F9; ML 10; AL C; see unless he has cast a stone into the Well of the Moon and brought a
end of module). Affected players see the dusanu as the friendly cup of water back to this valley (see Encounter Area 7).
leader of the cave people. If the players manage to kill the dusanu, Players who enter this area will find movement difficult. They can
they may find three large lumps of mold hidden in its nest. This
move at only hall their normal rate. After they have travelled a mile
mold is the same as the dusanu's. Any character disturbing the
into the valley, the players encounter the cyclops. The cyclops
molds must make a saving throw as if lhey were in the dusanu's
throw some rocks in the direction of the party, but do not harm
spore radius. Failure to save results in the same effect. H idden in them. Instead, they wait until their leader has cast his curse.on one
the lumps are a necklace worth 3,000 gp, two potions of healing, of the player characters. For reasons unknown to the players the
and a medallion of ESP. cyclops desperately want someone to complete the curse.
No other exits lead from this chamber. If the curse fails or if the players attack, the cyclops fight back and
try to kill them. lf the monsters are badly hurt, they flee into the
rocks. The cyclops have a treasure of four 50 gp gems, two 500 gp
5. The Plain of Horses gems, four 1000 gp gems, and 5000 gp in coins. These are kept in
the main cave, which is very well-hidden and may be found only if
This end of the valley is a broad plain, very level and free of the players follow the cyclops back to their lair or force one of them
stones. The grass appears to have been neatly cropped so that to act as a guide.
it is no longer than 2# in any place. Small brooks criss-cross the
valley. Their banks are very soft and marshy. No trees, If a player under the curse attempts to leave the Great Pass, he
buildings, or other cover are in sight. finds it is impossible until the curse is lifted. If while under the
curse, the player nears an exit, he always makes the wrong turn or
Living at Lhis end of the valley is a tribe of 30 centaurs (AC 5; HD 4; goes the other way. If others attempt to force or carry the person
hp 20 each; #AT 3; 0 1-6 each; MV 180'; Save F4; ML 8; AL N). out, they suffer pains that grow greater and greater as they near
They are fierce enemies of the geonids living in the tunnels, but the exit. If taken beyond the exit, the cursed player dies.
they do not care about the Master or his followers, as long as they
are left to themselves. ln lhe past the centaurs have even served It seems that the cyclops are bound to this valley by a powerful
the Master m return for good pay and the privilege of being le~ force (curse or otherwise). They can only be released from the
alone. Therefore, they suspect all creatures that leave the tunnels valley when some water from the Well of the Moon has been
of being geonid spies, unless the creatures have a pass from the poured on the soil.
Master. They build no shelters, but do collect food and wine and
store it in underground pits scattered throughout their area. 7. The Well of the Moon
The cliffs in this narrow valley are carved with huge faces of
If the characters study the ground near any of the streams, they
strange beings. These carvings are about 100' tall. They are
notice the tracks of the centaurs. However, they cannot tell these
very old, quite scarred and weather-beaten. Scattered about
from normal tracks. As they cross the area they encounter first a
the floor of the valley are bones. Some of these are the bones of
patrol of six centaurs. The centaurs come no closer than 500
animals, but others are the bones of humans, dwarves, and
yards. After observing the party for a short time, they gallop away
elves.
to warn the rest of the tribe.
8
The Well of the Moon is located in a large cave at the far end of the The medusas have only a small treasure, 4000 gp and a wand of
valley. Players exploring that end o( the valley may find the cave trap detection, hidden in the nook in which the stronger medusa
easily. However, living in the cave is an old red dragon (AC -1; waited in ambush.
HD 13; hp70;#AT3 + breathweapon; D l-8/ l-8/ 4-32; MV90'/240';
Save Fl3; ML 10; AL C) who guards the well. The dragon can 9. The Great Exit
speak and knows the following spells:
The tunnel slopes down, slowly at first, and then becomes
First Level: charm person, magic missile (x2) steeper and steeper. Soon a small point of daylight appears.
Second Level: detect invisible, ESP, invisibility The lines of a barred gate blocking the exit come into view. The
Third Level: dispel magic, haste, lightning bolt gate is large and very sturdy looking. A heavy iron rod bars its
other side. Attached to this bar is a chain that goes through a
The dragon guards the Well of the Moon and will attack any small hole in the ceiling. On the left side of the tunnel is a funnel
creature who approaches the Well. The Well is its treasure and has set into the rock.
several special properties:
The gate cannot be opened until the bar is lifted, and no character
l Any player who drinks once from the well once is healed of with less than giant strength can lift the bar. The chain leads to a
all wounds and cured of all diseases (normal and magical). If a small open platform on the mountainside directly over the tunnel.
player dnnks from the well twice, he contracts lycanthropy as if he On this platform are a cloud giant (AC 4; HD 12 +3; hp 60; #AT l;
had been bitten by a lycanthrope. D 6·36; MV 120'; Save Fl2; ML 10; ALN), wearing an amulet vs.
2. Any gem dipped m the well doubles in value 50% o( the time crystal ball and ESP and Focquet, a fighter (AC O; F8; hp 40;
and halves 50% of the time. This effect works only once per gem. #AT l;D 1-8+2; MV 40'; SaveF8;ML9;AL C )armedwithasword
3. Sinking any dead character in the water brings him back to +2 and wearing plate mail armor +1. He also has a ring of
life. This works only once per player. Uit is tried a second time for rege neration. Focquet IS the second-in-command to the cloud
the same player, the body dissolves. giant. (If Focquet was slain at Encounter Area 3, he will not be
4. On nights of the full moon, a ladder of moonbeams forms present at this encounter.) Because of his keen sense of smell, the
between the well and the moon. This ladder may be climbed in one giant knows the players are at the gate. Beside him is a speaking
night. It leads to the Kingdom of the Moon. You must create this tube. Through this, he asks the players for the password ("Victory
kingdom If you do not want the players to go to the moon, you may to the Master"). If they know the password or want to attempt a
ignore this power. guess, they may shout an answer into the speaking tube funnel. If
5. If a flask of water is poured on barren ground, green plants the password is correct, the giant pulls on the chain and raises the
begin to grow from the spot. This growth spreads slowly, and in a bar. The players may pass and will not be bothered.
week will cover a ~ mile radius circle. At this point the spreading
halts. The green area will remain forever. If the water is poured on If the players do not answer or guess wrong, the giant sends
an already green area, the exact opposite occurs- the land Focquet to investigate. The fighter climbs down to the tunnel
becomes blighted and dead. mouth and inspects the players. He demands to know who the
players are and what their business is. If he finds out, he returns to
Except for keeping its fifth power, the water becomes normal the giant. The gate is not opened and the players are ignored. Ii the
drinking water when taken from the well. players kill Focquet when he presents himself, the giant can tell
what happened without showing himself because of h1S keen
If a rock IS thrown into the well, the water shoots forth to the ceiling hearing. After Focquet is dead, the giant offers a deal. He will let the
of the cave, spraying everyone in the cave. Throwing a rock into players through the gate in re tum for payment. Decide the amount
the well has no other effect. of payment based on what the players have. If the players agree,
the giant opel'\s the gate and lets them through. To make sure of
payment, he lifts a boulder (D 3-18), ready to thrOVJ if the players
8. The Choice try to cheat him. If the players try to do so or seem hostile or
dangerous, the giant throws the boulder. then leaps into the midst
This valley narrows slowly. In the distance many white objects of the party, striking with his club.
lie scattered against a field of yellow-green flowers. These
objects appear to be rocks. A closer look shows that the white Any player who has giant strength may open the gate. However,
objects are statues. Finally, an even closer look reveals that the unless the players keep the chain taut, the giant knows what they
statues are of men and creatures. They are cast in amazingly are doing. He and Focquet leave their pos1 and attack.
fine detail and in lifelike poses. Some bear expressions of pain,
some joy, others are twisted in fear, and others calm. Behind Hidden under a boulder beside the giant's post is his treasure of
the statues are two cave mouths. One entrance is carved in the 2000 ep, a potion of diminution, a sword+1, and a scroll of
likeness of a great sea creature's gaping mouth. The other is protection from undead. It requires one tum and a combined
framed with beckoning hands. No sound or smell comes from character strength o( 30 points to move the boulder aside.
either entrance.
The cave framed by the sea serpent's mouth leads to the exit from
the pass. The other cave leads to two medusas (AC 8; HD 4; hp 23,
18; #AT 1 +special; D l-6 + poison; MV 30';SaveF4; ML8; ALC).
The lwo are hiding 100 yards back in the cave. When the players
advance up the cave, lhe medusa that has more hit points hides in a
small nook ahead of the other. This nook is very weU-hidden, and
players can find it only if they state they are searching for secret
doors. This medusa remains hidden until the players pass by and
encounter its partner. When the party does so, the hidden medusa
jumps out of its hiding place with a horrid screech, trying to draw
attention. Any player who turns to see what the noise is meets the
gaze of this medusa unless he states at once that he is taking
precautions (before knowing what is there).
9
PART 3: HULE
After the players have crossed the Greal Pass, they enter the land thinkers." All people who believe in no god or goddess are "wrong
of Huie. The following section describes the land, the government, thinkers." All magic·users are "wrong thinkers," except those
and customs of the country. Because of the different customs and working for the Diviners of the clergy. The second duty o{ the
beliefs of this land, you should read this section carefully. Also, Diviner is to find worthy candidates for government service. If they
allow the players to leam some of this information (the dangers for find a particularly holy person, they bring him before the leaders of
clerics and magic-users, for example) before the players arrive at Huie for testing. Because the Diviners are both dangerous and
any town. Let them talk with travellers and peasants soon after rewarding, the common people both fear and respect them greatly.
they cross the Great Pass.
Hermits are those people who claim to have had a vision from a god
or goddess that instructs them to live alone in the wild. Hermits
may live under all manner of conditions-sleeping on thorn beds,
General Description living with beasts, or eating no meat. As a custom, they do not
shave or cut their hair. Peasants often seek out hermits for
The land of Huie (also called the Sanctified Land) is a large country guidance.
located beyond the Black Mountains. It stretches from the edge of
the Black Mountains to the Risilvar Escarpment in the south and Prophets travel the countryside. They are not officials of the
the Dravish Steppes in lhe West. Most of the country is farmland. government, but are recognized for their great wisdom and
In the center of the country is the sacred forest Niwhelm. Beyond judgment. They act as judges in important cases that the local
th1S forest is Lake T ros, also known as the Lake of the Deeps. The authorities cannot solve. Although they have no power, their
population of the country is a mix of humans and non-humans, judgments are almost always accepted. However, like the common
mainly ores, gnolls, bugbears, kobolds, and ogres. All these groups people, they can be arrested or rewarded by the Diviners. As a
seem to live and work together to some degree, although they custom of the land, all prophets travel with a dog and a young boy
often feud and raid one another. The farmland is dotted with small who carries a lamp.
villages and farming communities. These are very small and simple,
and not interesting to the players. Any information peasants can Clerics operate the local temples and shrines. It is their duty to
give is only rumors or guesses. These villages are not located on guide and instruct the people. They naturally try to bring out
the map. However. marked on the map are the locations of several "holiness" m a person and prepare people so that they may be
larger towns. Bustling centers of trade, these towns have all the selected by the Diviners. All clergy have normal clerical abilities as
services adventurers need, including information. regards spells and fighting. They too can be arrested or rewarded
by the Diviners.
Society. Huie is a hagiarchy, a government run by .. holy men" and
clergy. Only humans are active in the government, although the Most commoners follow the religion of the leaders. These
non-humans may act as advisors to a high official. The rulers are commoners may be farmers, soldiers, merchants or craftsmen.
people of greater· than-normal religious faith , from all walks of life. They normally live peaceful lives and most strive towards greater
They lead lives that are the supreme examples of their religious "holiness." Almost all are Chaotic in alignment. A smaller number
teachings. A person does not have to be a cleric to be powerful in of people are either Neutral or Lawful. These people are normally
the government; any person who is shown to be specially favored laborers, servants, or foreign traders. They are looked down upon,
by a god or goddess may rule. but are considered necessary. A few, more vocal than the rest, are
treated as outlaws or traitors by the society. These include clerics
The rulers of the country are Chaotic and serve Chaotic gods. of other religions, most magic-users, and simple bandits.
Most of the common people Jiving in the country are Chaotic or
Neutral in alignment. The non-humans do not fit into this class system. Each tribe of
creatures considers itself to be an independent group, not
The people of the country are divided into different classes. Each responsible to anyone else. However, because the humans are so
class is given more respect and better treatment than those under many and well-organized, nearly all the non-human tribes have
ii. The classes (in order from most to least important) are: allied with the government.
Holy Men Customs. In most ways, the people of Huie are like all others.
Diviners They work for a living, eat. sleep, and have entertainments like all
Hermits other people. The following customs will help you to describe the
Prophets country and the people:
Clergy
Commoners Religious services are held every night. Peasants usually
attend these twice a week.
The Diviners are similar to police. They travel the country freely, Once a week, the local cleric leads a procession through the
often in disguise. When not in disguise, Diviners wear uniforms town or village, searching for signs of local "mirades"-events
that consist of a red robe, a black leather mask, a mace, and an beyond the power of all known magic. These processions are
amulet 0£ crystal. These officials have two important duties. First, usually small celebrations that involve drinking, dancing and
they search for criminals. Criminals include not only murderers music. II a "miracle" is found, a court is held lo deterrmne the truth
and thieves, but people who have "wrong thoughts." Wrong of the "miracle."
thoughts are considered to be those against the state religion or All animals, except dangerous ones, are treated with respect.
those which cast doubt on the "miracles" of the holy men. All The peasants are never sure when an animal might be a holy man in
clerics who do not belong to the state religion are "wrong a miraculous disguise.
10
"Wrong thinkers" can be sentenced to "instruction." Instruc- The war has also removed some of the dangerous non-humans and
tion means the person is given to someone to be trained in the right in the long run will make their lives safer. Few people can speak out
ways of thought. Such training is normally hard labor. Any person against the war safely.
convicted of a crime other than "wrong thinking" can be declared
innocent if he can show that his actions were directed by a god or
goddess. Likewise, any person can be declared guilty or innocent if
the judge has a vision from a god or goddess. Random Encounters for the Land of Huie
Evil non-humans are treated with care and respect, out of fear.
The peasants never know when a tribe might make a raid and do While the players travel through the lands and towns of Huie, use
not want to provoke the non-humans. the following random encounter table. Since the area is populated,
Non-human characters (dwarves, elves, and halnings) are this table does not present the only people the players may meet,
very rare and are objects of curiosity to the humans of H ule. The but only those encounters that are important. The players also
evil non-humans will instantly dislike them, of course. meet peasants working their fields, travelling the roads, or doing
other normal things.
The Temple of Death. The Temple of Death is the capital of
H ule. It lies away from the cities, and people seldom visit it. From Make encounter checks twice a day. The chance for an encounter
here the Master watches over his country and the progress of the is 1-2 on ld8. If an encounter occurs while the characters are in
war. His desires are made known to the people by the Diviners or town, roll ld20 and find the proper listing below. If the encounter
other messengers. If the players ask about the Tempie of Death, occurs outside town, roll ldlO and ld6 to get a number from 1-30.
the people will not know what they are talking about. They call the The d6 will tell whether the number is in the one, ten or twenty
temple Greatrealm. If the players ask for directions, they get only range (1-2;;:1-10,3-4=11-20,5-6;;:21-30). The number rolled is then
vague answers that it lies lo the west on the shores of Lake T ros. found on the same table below.
The War. Ir asked about the war, the people say they support it.
The troops have gone to fight non-believers and false holy men.
1-2 C le rics. NA 1-8 (AC 4; C2-8; #AT 1; D 1-6; MV 120'; 16-17 Soldie rs. NA 3-30 (AC 7; HD l; hp 5; #AT l; D 1-8;
Save C2-8; ML 9; AL C). These are local clerics going MV 120'; Save NM; ML 7; AL C or N). These men will
about their duties. They do not bother the players try to force the players to join the Master's army and
unless they are attacked or see the players do something fight in the war.
against the law. They fight and use their spells intelli- 18-20 Me rc h a n ts. NA 1-4 (AC 9; HD ~; hp2;#AT 1; D 14;
gently. MV 120'; Save NM; ML S; AL N). In town the
3-8 Commo n e rs. NA 2-20 (AC 9; HD !h; hp 3; llAT l ; merchants will travel with a wagon of assorted goods.
D 1-2; MV 120': Save NM; ML 6; AL C or N). If you 21 Black Bears. NA 1-2 (AC 6; HD 4; hp 22; #AT 3;
wish, you may ignore this encounter. D 1-3/1-3/1·6; MV 120'; Save F2; ML 7; AL N).
9 Devil S wine*. NA 1-2 (AC3(9); HD9; hp43;#AT I; D 22 Bugbears. NA 2·20 (ACS; HD 3+ 1; hp 15; #AT l; D 2-8;
2-12 or by weapon; MV 180' or 120'; Save F9; party, MV 90'; Save F2; ML 8; AL C).
claiming to be heading in the same direction. After 23 G nolls . NA 3-30 (AC 9; HD 2; hp 10; #AT 1; D 2-8;
joining, they try to charm the entire party. MV 90'; Save F2; ML 8; AL C).
10-11 Diviners. NA 2-12 (AC 6; F 4; hp 23; #AT 1; D 1-6; 24 Hermit. NA 1 (AC 9; HD ~; hp 4; #AT 1; D 1-4;
MV 120'; Save F4; ML 9; AL C). These men roam the MV 120'; Save NM; ML 9; AL C). A hermit can give
countryside searching for wrong thoughts or exceptional useful answers to questions about the surrounding
holiness. If Lhey find out that any of the players are area. He wants nothing in exchange.
magic-users or clerics of another religion, they arrest 25 Wer eb oars•. NA 1-6 (AC 4{9); HD 4+1; hp 26; #AT 1;
the character. D 2-12; MV 150'; Save F4; ML 9; AL C). lf encountered
12 Ko b o lds. NA 2-8 (AC 7; HD ~; hp 2; #AT l; D 1-4; in their human form (your decision), these creatures
MV 60';Save NM; MLS; ALC). These creatures work attempt to join the party and lead them into a trap.To
as servants to the humans in the town. do so, there may be other wereboars in the area.
13 W ererats*. NA 1·4 (AC 7(9); HD3; hp 18; #AT l; D 1-4 26 Ogres. NA 2-8 (AC S; HD 4+ 1; hp 25; !#AT 1; D 1-10;
or by weapon; MV 120'; Save F3; ML 8; AL C). If MV 90'; Save F4; ML 10; AL C).
encountered in a town, Lhese creatures are in human 27 Ores. NA 10-60 (AC 6; HD 1; hp S; #AT l; D 1-6;
form, posing as commoners. MV 120'; Save Fl; ML 8; AL C). These bands are
14 Mujina. NA 1 (AC 4; HD 8; hp 36; #AT 2 + special; members of a tribe on a hunting expedition or moving
D 1-6/1 ·6 or by weapon; MV 120'; Save F8; ML 9; AL C; to a new territory.
see end of module). This creature will try to join the 28 OutJaws. NA 2-20 (AC 4; F3; hp 15; ltAT 1; D 1-8;
party. MV 120';SaveF3; ML8; ALL). If more than IO outlaws
15 P ro phet. NA 1 (AC9; Cl; hp4;#AT l;D 1-6; MV 120'; are encountered, a 5th level cleric is with them. The
Save Cl; ML 10; AL C). A prophet will identify the outlaws may travel with the players for one day and
players' purpose and give some vague idea as to their then leave.
success or failure. Base this prophecy on the success or 29 Pixies. NA 3-18 (AC 3; HD 1; hp 4; #AT 1; D 1-4;
failure. Base this prophecy on the success of the players MV 90'/180'; Save El; ML 7; AL N; invisible).
so far, and what you think their future chances will be. 30 Tro lls. NA 2-8 (AC 4; HD 6+3; hp 40; #AT 3;
The prophet does not reveal the characters to the D 1·6/1·6/1-10; MV 120'; Save F6; ML 10(8); AL C).
Diviners, considering the characters' actions lo be in
the hands of the gods.
11
Encounters in Magden 2. The T e mple
The first town that the players enter is Magden, no matter which This low, one-story building is partially surrounded by a 10' high
town on the map the players enter. Once the players have arrived wall. The one gate in the wall leads to a small garden area and the
at this town, you may wish to write the name "Magden" next to that entrance to the temple building. This building is simply built, but is
town. This will help you remember where 1t is located for future made or fine materials. The temple is open at all times and 2-8
adventures. At the back of the module is a street map that notes clerics (AC 9; Cl-10; #AT l; D 1-6; MV 120'; Save CI·lO; ML 9;
the location of the stteets, alleys, and important buildings in AL C; 1·6 usable magic items chosen at random) are always
Magden. The following key is to be used with this map. present. They are friendly (unless the players are hostile or openly
of another religion) and answer questions to the best of their
Magden contains about 4000 inhabitants, including women and ability. They know the location of the main temple in Huie (the
children. lt is located on the steep bank of a river and is relatively Master's base), but 1f players ask where to find "the Temple of
safe from flooding. Surrounding the town is a 20' high wall to Death," the clerics become suspicious and inform the Diviners
protect it from the attacks of non-humans. At points on the wall are about the players. If the clerics are attacked, the Diviners (who
30' high towers, manned by 2-4 guardsmen (AC 6; HD I; hp 4; always have someone watching the temple through the secret
#AT l; D 1-8; MV 120'; Save NM; ML 7; AL C or N). passages) come to their aid. The clerics do nol know about these
secret passages.
The town contains a close collection of houses and narrow, muddy
lanes. Most of the buildings are two-story, half-Limbered buildings 3. T h e Shrine o f Hosadus
roofed with thick thatch. A few of the more prosperous buildings
have tile roofs. A number of mud and thatch shacks lie on the outer A 15' high stone wall surrounds this compound. The one entrance
edges of the town. Scattered throughout are small courtyards has no gate and is never closed. Inside 1s a small garden and a
closed off by 6' high stone walls. The courtyards contain gardens, roofed shrine. The building is open on two sides and contains a
duckens, pigs, and occasionally a cow. Refuse is dumped in the small altar and several old panels painted with scenes. Small bowls
street or thrown into the river. containing offerings sit in front of the altar.
Magden is a market town. The local villages and farms bring their
This shrine honors the holy man Hosadus. Although the players do
produce to Magden to be shipped downriver. The merchants of
not know it, Hosadus is the master. If the players examine the
Magden sell the peasants manufactured items not available in their
shrine, !hey may learn several useful facts . The statue on the altar
villages. These include fine cloths, metal items, glass, pottery,
is of a badly scarred young man. In one hand he holds a mace set
spices, salt, and rare goods. Many people gather in the town to
with small bits of mirror (to represent a magical weapon). The
enjoy entertainments such as puppet shows, plays, acrobats,
other hand clutches a bat by its feet. Around the base of the statue
jugglers, musicians, and fire-eaters. Once a week merchants and
are carved Hosadus's name and a dale. This date IS about 400
peasants gather at a market fair to sell goods. These fairs are noisy,
years in the past.
colorful hohdays. When the players arrive, a market fair will be
underway.
The painted panels show scenes from the life of Hosadus. The first
Six locations on the town map are marked by letters. The letter "S" panel shows his birth- a baby is lifted above a smoking cleft by a
notes the location of a smith able to repair the players' clawed hand whtle two humans watch. The second panel shows a
equipment and supply them with new weapons and armor. The handsome young boy battling a shining dragon creature. The third
smith takes 1·8 days to repair or prepare each item the players panel shows the same youth, badly wounded, tended by several
want, if, for example, the players order three items, the time evil-looking beings. One creature holds a book the boy is reading.
required will be from 3-24 days. You may adiust the amount of time The fourth panel shows the boy, now scarred, using spells to defeat
required if you do not want the players in town for a great length of a group of non-human creatures. The fifth panel shows the
time. While in town, the players may rest and gather information. construction of a great palace. The workers are demoruc creatures
who hft great blocks of stone. The next panel shows the same
The letter 'T' indicates the location of a tavern. Each tavern palace, now complete.Two large statues stand to either side of the
provides rooms, food, and drink. The taverns are mostly quiet entrance. They are the same as the creatures shown building the
places. Only humans or hurnan·appearmg beings are at the palace in the previous panel. On a lower above the door stands
taverns. No matter what tavern the players choose, use the Hosadus in a cloud of bats. The eighth panel shows him much
adventure and map for "A Night In Town." older, standing in the prow of a boat, casting a collar about the
neck of a great water beast. In the background are a swamp, a
I. The Diviners' Court forest, and the palace. The final panel shows Hosadus, old and
withered, leaning on a staff, standing before a misty doorway.
This building IS actually a small fortress. It rests on a small nse, Vague shadowy shapes stand in the fog.
slightly above the rest of the town. Two sides face out over the river
and have walls 40' high. Only a few windows lme the tops of these Do not explain these panels to the players; describe them as given
walls. The other sides are protected by curtain walls, each standing above. If the players ask any of lhe townspeople about the shrine,
30' high. The bwlding has one main gate and a smaller door in one tell conflicting stories about Hosadus and his life. If the players ask
side that opens directly onto the river. Only Diviners, their the clerics, tell them how Hosadus IS a supreme example or
prisoners, or those chosen for testing are allowed to enter. All must holiness and how all should model their lives after him. Neither the
be accompanied by a Diviner. To pass each gate, a password must townspeople or the clerics know that Hosadus is the Master. (For
be given. If the wrong password is given, 2· 12 Diviners (AC 4; F 14; more information on the Master, see page 25.)
#AT l; D 1-6; MV 120'; Save Fl-4; ML IO; AL C) come out and
arrest the person. This discourages unwanted visitors. 4. The Hideout
Inside the building are barracks, cells, inquisition chambers, Located on a small, dank alley, is a small, dank house. Although the
hearing rooms, execution rooms, guest rooms for the chosen, and townspeople know the house as the house of Canopa the
records of the Diviners. Secret tunnels (known only to the Boatman, it is actually a thieves' hideout. Canopa is a 10th level
Diviners) connect this building lo the Temple. No mterior map is thief (ACS; TlO;hp28; l*AT 1, D 1-8+2; MV 120';SaveT10;ML8;
provided of this building since players are not expected to explore AL C; normal thieving abilities). He has a swo rd +2, intelligence
the building. 8, find s hifting walls and rooms, find traps, ego 5; leather
12
armor +I ; a ring of protection +1; a potion of gaseous form: The giant is meant to represent the storm giant (Encounter Area
and a scroll of ESP, infravision, and water breathing. He also C3) controlled by the Master. The directions give the players a
has five 3rd level thieves (AC 7; T3; hp 10, 9, 8, 7, 5; #AT 1; D 1-8; general idea of where the Temple of Death may be found.
MV 120'; Save T3; ML 7; AL C; normal thieving abilities) working
under him. Of these, the thief with the greatest hit points has a While any character is watching the puppet show, Matera, a female
potion of speed. These thieves pose as workers on his boat and 6th level thief (AC 6 from Dexterity; T6; hp 15; #AT 1; D 1-8;
stay at his hideout. MV 120'; Save T6; ML 7; AL C; pick pocket 45%; normal thief
abilities), attempts to lift anything s he can from the players. If
The hideout is a two-story building. Inside and out it seems to be a discovered, she first tries to bluff her way out of the situation. U this
normal house where Canopa, his family, and his workers live. fails she flees. Although not a member of Canopa's hideout, she
However, throughout the house narrow secret passages in the has managed to learn its location and will go there, hoping for help.
walls allow for quick escapes. A secret sub-basement serves as a She carries a 1000 gp gem.
planning room. Passages lead from the basement to the street and
several of the nearby courtyards. If the players attract too much attention in their questioning of
Matera (drawing weapons, shouting "Stop, thief," etc.), six
Obviously, no one else in town knows about the hideout. To find Diviners (AC 4; F4; hp 20 each; #AT 1; D 1-6; MV 120'; Save F4;
the place, the players must either trail a thief there or be taken ML 9; AL C) will approach the party. They will take everyone
there (which is not likely to happen). II the players manage to talk involved to the Diviner's Court. U they should discover that any of
to Canopa, he can give them directions to the Temple of Death. He the players have "wrong thoughts," the Diviners will deal with
also knows that the master is Hosadus. He gives this information those players appropriately. You may want to remind players that
only for something in return. If the players do meet with him, they do not want to attract attention to themselves.
Canopa sizes them up carefully. Unless the players take special
precautions to prevent theft and let Canopa know they have, he
tries to steal everything he can from them just before they leave
town. He also gives the party information that he hopes will lead Special Encounters For The Town Of Magden
them to their deaths. He does not care for others knowing his
secrets. This section gives the details for two special encounters in the town
of Magden. All the encounters are set in or around the tavern
Canopa will use whatever means necessary to gain the party's where the player characters are. It does not matter at which tavern
confidence. If he learns or suspects the objective of the players, he the players choose to stay: whatever lavem they choose will be
poses as a neutral in favor of their actions. Canopa is an extremely used as the setting for these encounters. If after an encounter, the
dangerous man to deal with. party decides to change taverns, the remaining encounter (if you
decide to use it) simply occurs at the new location. If the players
should leave Magden before both encounters have been used, use
5. The Marketplace the other whenever the characters stay at a tavern or an inn and
the situation seems appropriate. You may use these encounters in
This large, open area is the market square of Magden. Although either order.
the area has no buildings or permanent constructions, it does
contain a great number of stalls, booths and piles of produce.
Sometime during the stay of the players there should be a market
day. This is best done on the day the players arnve m town or on
the day after. On market day, the marketplace is a bustling center
of activity, filled with mounds of vegetables, squawking geese,
small boys dashing about, pigpens, horses, townswomen, shouting
merchants, beggars, and acrobats. The players will have little
difficulty buying any common item they need, but they will not find
weapons or armor.
The bronzed giant replies, "What, little man, I'll not serve you in
one hundred years! Nor will I go to your temple of deathl"
"Then so shall the length of your service be!" The two puppets fight
and then there is a crash of a tambourine and a puff of smoke. The
bronze giant puppet stands still. "Now go to Greatrealm beyond
the Dark Wood, on the shore of Lake T ros. There shall you serve
me for one hundred years."
"1 will obey you, my master." The giant then drops out of sight.
13
A. A Night in Town 2. Suspicious Diviners
When the players arrive, the tavern seems busy. In front of the This encounter should begin when the characters are in the
building, a small merchant caravan is a rranging to put up its common room of the tavern. While they are sitting at their table
animals and secure its goods. Two merchants are busily greasing eating or drinking, they are approached by a grizzled man,
the wheel of a wagon that sits almost in front of the main door. The apparently a traveller. He seems to want to swap stories and
leader is haggling with the tavern keeper over the costs of gossip. If the party does not reject him, he tells about his travels,
everything, holding up and pointing to goods he will trade for revealing little in particular about where he has been or what he
lodging. Inside, several of the merchants and drivers have settled does. At the same time he asks questions of the players, very
themselves around tables. They seem to be ready to start a long carefully and casually, about where they have been, what Lhey
meal. Apprentices and spitboys hustle about serving platters of have seen, where they are going, and what they are doing in this
smoking meats and bowls of soup. After about five minutes of area. He seems most interested in knowing what the players have
waiting, the tavern-keeper (AC 9; HD 1-1; hp 4; #AT l ; D 1-4; seen on their journeys. He does not press on any of these points.
MV 120'; Save NM; ML 7; AL N) is able to attend to the party. If the
players ask for a room, he replies that there is only one available, The man is actually a Diviner (AC 7; C7; hp 30; #AT 1; D 1-6+3;
but that it should be large enough for the entire group. He offers to MV 40'; Save C7; ML 9; AL C) in disguise. He is wearing leather
arrange for extra bedding and hammocks. He explains that armor under his clothing and has gauntlets of ogre power and a
tomorrow more rooms will be available, since the merchants will medallion of ESP, 30' radius. He has the following spells
have gone by then. He also explains that the players are not likely memorized:
to find a room anywhere else in town.
First Level: detect evil, de tect magic
If the players do not want to accept the offer, the landlord throws Second Level: know alignment, hold person
some small extra into the deal - a little free wine or a few coins off Third Level: locate object, c urse
the rate. If the players still do not accept, he shrugs and leave. Fourth Level: sticks to s nakes
Those who check elsewhere find tavern prices raised unreasonably F ifth Level: disp el evil
high. The town seems to be very busy.
If the players have been watchful, they will notice that the man has
The room the players finally get seems like a decent one. Its two been talking to several other travellers in the tavern. 1£ they have
small windows are shuttered and heavily barred. The door has a been very watchful, they will have noticed that the man, although
sturdy lock and cannot be locked or barred from the outside. The he acts drunk, has not been drinking. The Master has warned the
players can find no secret doors or trapdoors in the room. They do Divmers 10 be on the lookout for strangers. If the characters were
find adequate bedding, even if the room is a little cramped. observed through the amulet of finding m X4, Master o f the
However, if any thief examines the lock on the door (and makes a Desert Nomads, the Diviners will also have a good descnption or
successful Open Locks roll), he notices that a secret catch allows them. By questioning the players about where they have been and
the door to be opened from the outside. where they are headed, the Diviner hopes to pick up revealing
thoughts with his medallion. After learning what he can, the
If the players eat or drink in the tavern that night, the landlord Diviner leaves the table. Soon, he slips out of the tavern.
secretly drugs their food. Make a secret saving throw vs. Poison for
each player. AU players who fail to save eventually feel sleepy and If the Diviner has learned what he needs to know, he runs at once
tired. If such a player tries to stay on watch, he falls asleep. At to the Diviners' Court. In three turns he returns with eight other
about two in the morning, lhe landlord opens the door and lets five Diviners (AC 2; F3; hp 15 each; #AT l; D 1·8; MV 40'; Save F3;
gnolls (AC 5; HD 2; hp 12 each each; #AT 1; D 2-8; MV 30'; Save ML 9; AL C). These men are dressed in armor and enter with
F2; Ml 8; AL C) into the room. lf all the players are asleep, the weapons drawn. The spy points out the players immediately and
gnolls gag and bind them one at a time. If only one or two of the the Diviners move lo arrest them. They will not stop at killing. If any
players are awake, the gnolls attack as silently as possible. If more players are captured, they are held in the cells of the Diviners'
are awake, the gnolls flee. If the players are captured, the gnolls Court. Clencs and magic-users are bound so they cannot cast
carry them oul of town into the countryside. There they join a band spells. After a w~k, the prisoners are sent downriver to Great·
of 15 more gnolls (same statistics as above) in a small wood. The realm. There the Master questions and executes them.
players will have been stripped of all their gear. Here the gnolls
make the mistake of untying and ungagging the players to see and If the players leave the tavern before the Diviners arrive and leave
hear their agonies. The players have 30 minutes to make their town at once, nothing happens to them. If they fight the Diviners
escape after this. If they do not, the gnolls kill them. If the players and escape the tavern, they find 10 guards (AC 7; HD 1 ·1; hp 5
defeat the first five gnolls, they find 50 gp. If the players defeat the each; ltAT l; D 1 10; MV 120'; Save NM; ML 8; AL C) armed with
entire band, they will find 200 gp. polearms at each gate. The guards try to prevent the players from
escaping. If the players hide elsewhere in town, there is an 80%
The tavern-keeper has been working with the gnolls for almost a chance that they will be found that day by Diviner patrols (use the
year. His part of the deal is to supply the gnolls with suitable same statistics given above). After one day of searching, the
victims, in retum for which they leave him, his tavern, the town, Diviners quit, although townspeople and guards will be on the
and possibly travellers on the nearby roads alone. If the players lookout for the players.
capture him, he quickly confesses and then pleads that divine
inspiration guided him to this method of protecting himself and his
fellow townspeople. If the players turn him over to the Diviners,
they will hear his case and pronounce him innocent, but forbid him
to continue his practice. If the players dispose of him, there will be
an investigation, so the players should be discreet. If captured by
the Diviners, the players will be treated as explained in "The
Marketplace."
14
PART 4: THE DARK WOOD
By the time the players leave the town of Magden, they should have As the players gel closer, they are able to see that the obelisk
some sense of the way to the Temple of Death. If they do not, either stands about 100 yards from the edge of the wood. Nothing is
because of mistakes on their own part or bad luck, they encounter around it and no creatures are in sight. The obelisk appears to be
a prophet. This prophet knows the group's purpose without being made of stone. It has no openings or secret doors.
told. He tells the players the general course to take. He answers no
questions and will not stay with the group. His instructions should Players may draw near the obelisk and examine it without harm.
include the direction lo travel through the Dark Wood The stone appears to be normal marble. The obelisk radiates
magic, but not evil. If players touch the obelisk, a golden beam of
light from its top shoots into the sky. Nothing else happens
immediately. Over the next three turns, the sky grOl.lls cloudy in a3
General Description mile radius around the obelisk. The clouds are black thunderheads.
At the end of the three turns (during which the players may be
T he local people fear this large forest . Humans do not hve in it and testing the obelisk in different ways) a single stroke of lightning
many of the evil non-humans avoid it. If you wish, you may tell the slashes out of the clouds and blasts the face of the obelisk,
players wild and obviously untrue stories about what will happen to crackling and leaping about it for a full three rounds. Any player
them if they enter the wood or what wonders might be found there. within 5' of the obelisk suffers 6-36 points of electrical damage each
The one fact that players learn from the locals is that the Dark round he stays in the radius. After three rounds the lightning
Wood is used to test candidates for the government. disappears and the clouds begin to break up. Where the lightning
hit, glowing red letters appear, written in a language the players do
The most common trees of the forest are oak and aspen. The not understand:
underbrush in ttus forest is very thick. Thom bushes abound.
Players move through the woods at hall their normal daily On the shores of the lake
movement rate. Beings who live in the wood move normally. Lies one with a power
Animals found in the wood include bears, boars, deer, small game, That men sought to break
owls, crows, ravens, toads, and bats. Players have the sense that From his strong-built tower.
these creatures watch them as they travel.
So seeking one master,
The river becomes enchanted when it enters the wood. Each time They found yet another.
a player drinks the water, he must save vs. Spells. Whether or not Triumphed o'er the lesser
he saves, the player notices nothing different. If the character fails Yet lost to the other.
four saving throws, he is transformed into a boar or a deer. He has
no memory of his past and takes on all the statistics (except hp) of Like brother, still nat so,
the new creature. Obviously, the transformed player fears the rest Aliue and yet dead,
of the party and will attempt to run off into the woods. The four The man, one, as two goes
failed saving throws required for the transformation need not be With all things dread.
consecutive. A player could drink five times, saving on the third
drink, and still be transformed, A remove curse restores a For those who have entered
transformed player. Through this wood beyond
No faith so well tendered
There are no random encounters in the Dark Wood. Could shatter the bond.
15
and nothing can be learned about it through a commune spell. like hounds, although they are very pale and somewhat unusual.
The altar bears no markings or carvings. There are six of them. They are spectral hounds* (AC -2; HD 5;
hp 30 each; #AT 1; D 2-12 + special; MV 150'; Save MS; ML 12;
The altar is actually a magic jar of Gallus the magic-user (M 10; AL C). If the players stand and fight, the hounds attack. If the
ML 10; AL C). No statistics for hit points, armor class, movement, players escape the spectral hounds, they will not be disturbed for a
etc. are given since it is not possible to fight the magic·user in his time. However, since the hounds are excellent trackers, they
own body. The magic-user has the following spells memorized and reappear on the trail of the party every day just before sunset. T his
may use them if he controls a body: continues until the players slay the creatures, are slain by them, or
escape them five times.
First Level: c harm person, magic missile (x2)
Second Level: detect invisible, invisibility, mirror image 4. The Ship
Third Level: fly, haste, lightning bolt
Fourth Leve l: confusion, polymorph self, polymorph othe rs In a lightly forested area of the wood, a creaking and fluttering
Fifth Le vel: c onjure e lemental noise comes from the sky. Gradually the sound grows louder.
Suddenly a shadow passes over the area and stops. What
As soon as the players sight the altar, the lead fighter must save vs. seems to be the keel of a small boat floats 50' above. A rope
Spells. If he succeeds, nothing happens. U he fails to save, Gallus ladder unrolls from its side, dangling within reach.
controls him. Immediately the player falls down as if struck by a
great vision. After standing up, Gallus makes the player tell the The ship is a magical flying ship, owned by the Master. It is manned
others in the group that he saw a vision that this place holds a great by 20skeletons (AC 7; HD 1; hp4; #AT 1; D 1-6; MV 20'; Save Fl;
evil ML 12; AL C). If any player climbs the rope ladder, he finds the
skeletons busy trimming the sails, at the wheel, and maintaining
Gallus's body has been buried under the altar for centuries. It is the ship. They do not attack. tr all the players climb up to the boat,
rotted and useless. If Gallus is forced into his original body, he dies. the skeletons pull up the rope ladder and set sail.
Gallus desperately wants a new strong body and so does nothing
to raise suspicion. He will listen, learn who he is, who the other If the players attack the ship while they are on the ground, the
characters are, what they are doing, etc. At some futu re point he skeletons sail the ship away and do not return. The ship travels to
will leave the party, killing all who oppose him. Explain the situation the Temple of Death, docking at Area C l 9. The trip takes one day.
to the player of the possessed character and allow him to play D uring this time, the skeletons do not bother or even notice the
Gallus. The player absolutely cannot give hints to the other players players. They cannot be turned, but they will not attack; if
about what has happened] You may overrule any action on the attacked, they do not defend themselves. However, if 10 or more
grounds that "that is not what he wants to do." Gallus will not skeletons are destroyed , the players cannot control the ship. lt
travel with the party longer than is necessary: he has business starts to sink rapidly and then crashes. Each passenger takes 2-20
elsewhere. If the player is still possessed when Gallus leaves, he points of damage from the crash.
should create a new character-his has been lost forever.
When the ship docks, the Master will be waiting for the players.
3. The Hounds Somehow he has learned of them and has sent his ship to collect
the party. He will try to persuade the party to join him in his cause.
The encounter begins when the players hear the sound of a If he cannot, he will try to destroy them.
hunting horn in the distance. Shortly they can make out a faint
baying sound coming from behind them. These noises repeat,
slowly growing louder. After three hours, the players see creatures
running through the underbrush towards them. The beasts look
16
PART 5: THE TEMPLE OF DEATH
General Description Those that enter this section alone are always stopped by one of
the guards before they are allowed to enter. They sleep in the first
The Tempie of Death (known as Greatrealm to the people of Huie) section of the temple.
is located not far from the shores of Lake T ros. It is built on the
slope of a small valley. The temple is a number of buildings inside a The holy men are able to move freely through the first and second
walled comPound The land around the temple is surrounded by sections of the temple. They are not questioned by guards and are
fields. Workers wearing yellow and white robes tend these fields. I{ treated with great respect by others. Walkmg with them will
the players take reasonable care, they can watch the temple for sometimes be one or two masters and at rare times, a small group
several days without being discovered Encourage this if at all of initiates. They are able to enter the last section of the temple, but
Possible. are stopped and questioned by the guards before they are allowed
to pass through the gate. They apparently sleep in the second
A large path leads from the temple compound to the shore of the section of the temple.
lake, which is out of sight of the temple. Lining this road area are
statues of various deities and saints revered by the people of Huie. The Diviners, in their red robes, appear everywhere in the temple
Just before the main entrance, on either side of the path, are six compound. They act as guards at all the gates and randomly patrol
huge statues of dragonlike horses. These have yokes and harnesses the temple grounds. Neither the initiates nor the masters stop
and are made to look like they are pulling the temple. Adding to this them or question them and the holy men only stop them
appearance are eight large wheels carved on the outer walls, and a occasionally. However, they, like the holy men, are stopped before
huge man standing on the roof of the Temple Gatehouse (Area being allowed to enter the third section of the temple. The Diviners
C3). This man, apparen1ly a statue, holds a chariot whip in one are active both day and night, and it is not possible to tell where
hand. The entire building complex gives the impression of a huge they sleep.
chariot.
A large number of initiates and masters in the temple are quite
Wide moats surround the buildings inside the compound. Water ordinary. Therefore, their statistics are not listed in the module
flows constantly from four fountains at the far end of the when they appear. When initiates or masters are listed without
comPound, falls over a 20' high waterfall, and seems to flow out given statistics, the following may be used: AC 9; HD 1-1; hp 3;
through a hidden drain at the other end. 1f players watch the #AT 1; D 1-2 or by weapon; MV 120'/ 40'; Save NM; ML 6; AL C.
activity of the temple, they see people throw things into the water, Holy men and Diviners are always given statistics in the encounter
attracting something that lives in it. key. They always carry a mace and a sling in the temple.
The temple buildings are made from white stone. All the buildings The characters may also notice certain features of the daily
are heavily decorated with statues, friezes, elaborate eaves, routine. The day's work begins at 5:00 in the morning when the
towers, banners, and paintings. Several of the buildings are two initiates go to the fields and their copyrooms. At the same time a
stories high. Rising from lhe first building are four thin towers, one group of 20 initiates, four masters, and two holy men walk to the
at each corner. These towers have small minarets on the top and lake to bathe. At this time, they are out of sight of those at the
appear to be guard towers. The last building is a cluster of beeh1ve- temple. At noon, a bell sounds, and everyone stops work for five
shaped towers. The center tower of this group rises above all the minutes. During this time, they appear to be in prayer. In the
other buildings in the compound. evening, this is repeated and the main meal of the day follows. Most
of the people eat outside or under the shelter of a veranda. After
You should show the players the picture of the temple compound the meal, everyone (except the Diviners) retires to his chambers
found on page 18 to help them visualize the arrangement and for the rest of the night.
appearance of the buildings.
Watchful characters should see that many people stay in this
If the players take time to observe the temple, they see that there temple. They should realize that if they use brute force, they will
are certain regular activities and behaviors observed by the people surely be killed. If the players do not realize this, you may find it
there. The people of the temple are divided into four classes, each necessary to Point this out lo them. Therefore, the best chance the
identified by the color of its robe: the initiates wear white robes, the players have to get in is by using stealth. The following ways are
masters yellow, the holy men purple, and the Diviners red By methods the players may use to enter the temple and find the
observing, the players can tell the following facts about each group. Master.
The initiates work in the fields and the first section of the l. If the players spend several days searching the land away
comPound (those buildings marked by an "A" on the map). They from the temple, they find the secret passage that connects to the
seem to be laborers and scribes who navelittle or no authority. dungeon under the main tower.
Few people in white robes ever enter the second section of the 2. If the players enter the temple while invisible, they can enter
temple (those buildings marked by a "B"}. When they do, they are most areas without detection. However, precautions have been
either accompanied by a master or a holy man. They sleep at night set up to keep invisible characters from reaching the Master.
in the first section of the temple. The initiates appear to be the 3. Uplayers can get robes without drawing attention, they may
largest group. enter and move around parts of the temple. However, once inside,
they must behave in an appropriate manner. They must hide
The masters seem to work as supervisors of the initiates, both in weapons and armor.
the fields and in the temple. They are common in the first section of 4. If the players allow part of their group to be captured, the
the temple and move freely about it. Some can be seen entering the rest of the group may be able to follow invisibly. This is, however, a
second section, either alone or in the company of a holy man. very risky method
17
The Temple of Death
., J
Once inside the temple, players must be very cautious. They are as daggers. At night, the people are gone, but nine stirges (AC 7;
not supposed to be there. If they are involved in a fight o r other HD 1; hp 5; #AT 1; D 1·3 +special; MV 30'/180'; Save F2; M L 9;
activity thal reveals their true nature, lhose who live in the temple AL N) flit about the ceiling. lf anyone enters the room, lhe stirges
will react appropriately. One of lhe first things the defenders do is attack. If the person flees the room, lhe stirges pursue. No treasure
to raise an alarm. In places where no specific instructions are given is in this room.
for reactions to an alarm, check who is in nearby rooms. Those
who can fight rush at once to the danger point to help. AS. Initiates' C hamber s
These are not the only ways to enter the temple. Clever players Each of these small chambers is the quarters of six initiates. Two
may discover other methods. Remember that the players are three· tier bunks are crammed into each room. The little remaining
supposed to be able to reach the Master somehow, and do not space is filled either by a number of cushions or a table and a few
make things so hard that the players have no chance at all. chairs (your choice). The initiates keep their few personal pos·
sessions under lhe bottom bunks. During the daytime, these
rooms are empty. At night six initiates are in each room. These
Encounter Key for the Temple of Death rooms contain no treasure.
A6. Moat
The wall that surrounds the entire compound is 20' high. It is not
patrolled since the moat on the opposite side is considered defense
The moat has smooth stone sides and bottom. It is 20' deep at all
enough. The outside of it is carved in geometric patterns and the
points. The water is warm and moves slowly from the fountains to
great wheels that form part of the chariot.
the drain under the bridge at Al. This drain is four feet square.
Metal bars, ~" thick, set 4" apart, block the mouth of the drain.
A. The F irst S ectio n: T he Court of the Initiates Beyond the drain is a tunnel that goes to the shore of the lake. This
tunnel is ~ a mile long and is 4" in diameter.
Al.Temple Entrance
The unguarded steps lead up a broad walk that stretches the width To keep people from swimming across, lhe moat is stocked with
of the temple. This walk is made of white stone, smooth, polished, giant piranhas (AC 6; HD 3+3; hp 18 each; #AT I ; D l -8; MV 50';
and clean. At the center point, a bridge stretches across the moat Save F2; ML 7; AL N). Each tum (or part of a tum) a person is in
to connect with the island of buildings on the other side. This the water, he is attacked by 1·6 of these creatures. No more than
bridge is solid. Under the bridge and out of sight is a large drain (see 30 piranhas attack a single player al any given time.
A6). During the day, 3-18 initiates and 2-8 masters are in sight.
A7. C o vered P rome na d e
A2. G uard Posts
The center section of this small walk is covered by a pointed arch
These stations are always manned by eight Diviners (AC 4, F4; roof. It is open at both ends and at points along the sides. The long
hp 22 each; MT l; D l -8; MV 120'; Save F4; ML 10; AL C). They pillars that support the roof are deeply carved on all sides with
watch over all who enter the temple and will stop any who do not scenes of holy men and the different temptations and obstacles
belong (are not wearing robes or are behaving strangely). Their they overcame. The roof is made from bright orange layered tiles.
instructions are to stop any undesirables from entering or delay At lhe front end (facing the entrance to the temple) isa large face of
them long enough for help to arrive. At each guard station is a a creature. It has fangs, a long mustache, four eyes, and thick
horn. If ii 1s sounded, 12 more Diviners (same statistics as above) stringy hair. It is positioned so that it glares down at all who enter
arrive in one tum . As soon as these reinforcements have arrived, the promenade. This face is the magic jar of Alrethus. It is
all drawbridges are raised. These men have no treasure. currently empty as Alrethus is occupying another body. The ridge
of the roof is made from ceramic tiles shaped like the spine of the
A3. Masters' Q uarters creature. The eave at the other end forms the tail and legs of the
creature.
These chambers have no doors; lhe entrances are covered only by
a light curtain. Inside each chamber are two bunkbeds, a table, four During the daytime, this area is patrolled by 2-12 initiates, 1-4
stools, four small trunks, cooking equipment, and various unim· masters, one holy man (AC 9; M6, hp 13; #AT l; D 1-4+1; MV 40';
portant personal items. During the daytime, nobody is in any of Save M6; ML 7; AL C), and three Diviners (AC 5; F3; hp 18; #AT l;
these rooms. If players search any of these chambers, they may D l-8+l;MV 40';Save F3; ML8;ALC). Both the holy man and the
find any of the foUowing: yellow robes, a non-magical weapon Diviners have +1 magic weapons. The holy man has the following
(dagger, sword, mace, bow and arrows), 0-5 (ld6-l) gp, and a spells memonzed:
chronicle. This chronic:le (in the form of a scroll) describes the daily
life of the temple in days past, giving information about the
relationships of the different groups in the temple. It also gives the
First Level: light, s le ep
Second level: d etect invisible, levitate
player a rough idea of what functions are done in each building and
Third Level: haste, p rotection/evil, 10' radius
what some of the notable rooms are. (The first section handles all
the clerical work required by the government; the second section
is the law court, chambers of lhe holy men, and the funerary hall; At night, three Diviners (same statistics as above) are in this area.
lhe final section is the great temple, throne room, and chambers of They stop and quesllon anyone who is out after all others have
the current leader of the land.) At night, four masters sleep in each gone to sleep, except holy men and Diviners.
room. If attacked, they try to escape and sound an alarm.
AS. Storage C ha mbe r
A4. The Public Kitc hen
This room is lined with shelves. On the shelves are pots of ink,
This chamber is the main kitchen for the first section of the temple, quills, rolls of parchment, sealing wax, candles, lamps, and ribbon.
although most of the rooms also have their own cooking equipment. Three chests sit in the center of the room. Jn lhe chests are unused
In the chamber are several large hearths, a Jong table, cooking sandals and robes, both white and yellow. Each player will be able
equipment, and peat moss for burning. During the daytime, 1-3 to find one robe of either color that fits him. Nothing else is in this
initiates and one master are here. If forced to fight, they use knives room.
19
A9. Meditation Closet If the players search the scrolls and books, they may find some
titles that may be of help. However, to get any information from
The door to this room 1s locked from the outside. The Master of these papers, the characters have to study them for a day. Roll
Scribes(AlO. The Scribes' Hall) has the key. Inside the Door of the ld6·2 to determine how many bits of information the players gain (1
closet is a bed of close-set spikes, like a bed of nails. The room has and 2 become 0, 3 becomes 1, etc.). The facts gained should be
no wmdows and the air is hot and stuffy. Stretched out in one assigned in the order given (for mstance, if players get three facts,
comer of the room 1s Airas, an initiate (AC 9; T4; hp 12; #AT l; they should be given the first three listed).
D by weapon; MV 40'; Save T4; ML 6; AL N). He has been placed in
this chamber to meditate on his errors. If the party rescues him, at I. The Commg of the Master. This scroll describes how the
first he does not trust them, thinking his rescue is some type of test Master arrived at G reat realm as a wrinkled and scarred old man
of his loyalty Uthe players can make hrm believe that his rescue 1s Once there, he commanded great powers to raise the third
genuine and explain their purpose, he gladly volunteers lo join the building, the tower building. When this was done, he disappeared,
group. He knows much useful information on the layout and after giving orders to obey a youth who would come and speak m
operation of the temple. Allow the players to ask Airas any his name. This youth arrived many months later and brought with
questions they desire. He can answer any questions that deal with htm the crystal casket of Hosadus. This was then placed m the Hall
the first section of the temple, some questions (layout, who can of Laws along with the other great holy men. This youth is now the
enter, what 1s done there) about the second section, and very little Master
about the last sect ion He does know that the Master 1s considered 2. The Deeds of Hosadus. The chariot driver standing on the
the mcarnahon of Hosadus the Holy Man. If A1ras is allowed to gatehouse to the third section is really a giant enslaved by
move about with the players, he is a useful guide. He can instruct Hosadus. The demonic caryatids are actually guardians of the
players in the proper customs, what lo say and what not to say, temple.
what they can and cannot do. If the players help him escape the 3. Architect's Plans. These are actually descriptions of the
temple, he will give them any help he can in planning a way to reach secret doors that lead to the various towers in Area C and a secret
the Master. He has heard rumors of a secret entrance somewhere entrance outside the temple that leads to the dungeon (Area DS).
that leads to the temple. After giving this aid, he leaves the group to 4. The Bargain. This document (sent to this library by
go home. mistake) records the bargam made by the Master with creatures
from another dimension In exchange for certain servants he has
AIO. The S c ribes' Hall given his years of life and like a corpse must live forever
This large hall is arranged like an auditorium: 1t has five tiers of A 14. The Chancellor's C hambe r
stone benches and desks. At its bottom sits a large table and chair.
The table IS piled with scrolls and writmg supplies. Sitting at the This small room contains only a table and one chair. The table is
table is the Master of Scribes (AC 8; F2; hp 10; #AT 1; D 1-6; strewn with papers. The room is lit by a continual light spell.
MV 40'; Save F2; ML 8; AL C) He has a mace hidden on the table Dunng the daytime, the Chancellor of the Initiates, a holy man
beside tum and wears a ring of pro tection +l He is overseeing (AC3;C8;hp32;MT l;D l-6+2;MV40';SaveC8; ML lO;ALC),
the work of 35 initiates who are s1tt1ng on the tiers, copying old 1s in this room He has plate mail armor, a mace +2, a ring of
manuscripts and other papers. If the party is dressed entirely as water walking, an amulet of finding (see introduction), and a
initiates, or some initiates and some masters, the master of the scarab of protec tion. He has the following spells memorized
scribes hustles those dressed as mitiates to empty seats, thrusts
old scrolls mto their hands, and tells them to get to work. If they still First Level: c ure light wounds, darkness, cause fear
protest, he threatens to send them to the meditation closet. Uthere Second Level: know alignment, silence 15" radius
are any dressed as masters, he thanks them for bringing him the Third Level: cause disease, striking
workers he requested and then ignores them. If a player dressed as Fourth Level: c reate water, c ure serious wounds
a master can give a good reason (i.e. these inibates are ordered fifth Level: finger of death (raise dead reversed)
elsewhere), he will let them go. If the initiates try to force their
escape or ignore his orders, he calls four Diviners (AC 4; F4; hp 20; The Chancellor of the Initiates 1s a very unpleasant person. He has
#AT l; D 1-6; MV 40'; Save F4; ML 9; AL C). One o f the Diviners a bad temper and an evil outlook. If the Diviners cannot handle the
has a ring of spell storing that contains the following spells· party, they summon the Chancellor to deal with the situation. He
charm p erson , ESP, hold person U the players do not try to shows no mercy, but tries to take captives alive for later
escape, they remain at the copymg work for the rest of the day. questioning. He carries a gem worth 2000 gp
The matenal they are copying gives them no information.
If players examine the papers on the desk, they can tell that most
deal with ordinary affairs of the initiates. However, a few seem to be
A 11 & A 12. Clerks' Offices
special commumcauons to the Chancellor of the Initiates. U these
are taken and later read, the players learn that he has been
Each of the small offices contams two initiates on stools at desks.
appointed to a field command with the army in the East. He is
The larger offices contain four m1tsates under the same conditions.
These mihates are clerks compiling a code of law for the land of supposed to assume command of the main army of the Master m
Huie. They ignore any who pass by and absenhrundedly answer the grand attack on the heartland of the Republic. The party can
tell that the Master's armies are almost ready to attack. The
any questions asked. This may allow the players to learn useful
information 1f the right questions are asked Othel'Wlse, the clerks players do not have much time left.
mind their own business. The papers they are writing give the
players rio useful information about the temple, although knowledge At night there will be no one m this room.
of the laws and customs of Huie may help them when they leave
this land. AlS. instructional Chamber
20
giving false information if necessary. If possible. they try to trick the to enter this section, the hill giant will stop them and ask, "Whom
players into entering The Testing Chamber, Al6. At night the do we serve?" The correct answer is "Hosadus." If this answer is
Instructional Chamber is empty. given, the hill giant will let the person or group pass. If the answer is
not given, the hill giant will cuff the player and send him or her back
A16. The Testing Chamber across the bridge. lf the player resists, the hill giant will attack. If he
picks a person up, he will try to throw him into the moat.
The door to this room is closed at all times. It is a one-way door and
may only be opened from the outside. Unless a player looks at the 82. Guardhouses
inside of the door, he does not notice this fact. Once the party is
mside the room, the door springs shut and locks The only way to These two rooms flank the entryway and are identically manned.
open the door from this side is to chop ii down. The door has 100 Each room contains bunks, a table and other common items. ln
hit points and may be damaged only by edged or heavy blunt each chamber, day or night, are four Diviners (AC 5; F4; hp 24;
weapons. tfAT 1; D 1-6; MV 40'; Save F4; ML 9; AL C). They use the magic
items they share if they are attacked. The items are an axe +1. a
The chamber is bare except for a small bowl of water on the Ooor. mace +1, two shields + 1, a ring of fire resistance. a scroll or
The bowl and water are magical. If any player looks into the water, protection from magic, and a flying carpet. You should decide
he must save vs. Spells. If the player saves, nothing happens, what items each diviner has. Each chamber contains an alarm
unless he thinks about a specific place or person. IF he does, the horn. lf this horn is sounded, the Diviners and holy men from Area
water will cloud and a mist will begin to rise. In the mist, as in a B4 come to help. They arrive in five rounds.
crystal ball, lhe player will see that place or person. The water may
be used, therefore, lo fmd the Master and learn what the room he is 8.3. The Hall of Laws
in looks like, although this may not tell where this room is. If the
player fails to save, the water clouds, mists, and surrounds him. He Running down the center of this building is the Hall of Laws, an
finds himself standing in a strange landscape. The colors are all unusual mausoleum for the great holy men in the pasr ages of Huie.
gray and black and everything is twisted. Approaching htm are four Clear crystal caskets are set in the walls on both sides of the hall. In
shadows* (AC 7; HD 2+2; hp 10 each; #AT l ; D 1-4+ special; these are the perfectly preserved bodies of the past rulers of the
MV 30'; Save F2; ML 12; AL C ; surprise on a 1-5). The players country. Under each casket is a small stone plaque that states the
watching see the person surrounded by an ever·darkening mist but leader's name and the dates he lived. During the daytime, l ·6
cannot see the shadows. In one tum the mist hides the person masters pass through this hall and 2 Diviners (AC 1; F6; hp 38
totally, then begins to clear. When it clears, the player who was each; #AT 1, D 1-6; MV 40'; Save F6; ML 9; AL C) stand at a large
hidden IS gone. He has been trapped in the same dimension with opening. Each Div1ner has a shield + 1. They attack any who try to
the shadows. Any player who enters the mist must save vs. Spells. enter the tower section (Section C) or to destroy any of the
If the save is successful, he may pull the player out of the mist, caskets.
cancelling the effect of the magic. If he fails to save, he also begins
to enter the dimension of the shadows. If a player is totally lost to One of these caskets is marked "Hosadus." In it lies the body of a
the dimension of the shadows, he may still be returned if a remove badly scarred old man. This casket radiates magic. Hosadus (the
curse or dispe l evil is cast withm three turns. After this time, the body in the casket) is the Master. The man, seen by everyone in the
trapped player may not return by any normal means (although a temple (see Section C) and called the Master, is an avatar, an
wish is still effective). No treasure is in this room. earthly form, of Hosadus, the body in lhe casket here. The mind
and spirit of Hosadus work through the body of the avatar,
This room is used by the masters and holy men as a final test for governing Huie and directing the war. However, the mind and
each initiate before he is elevated a grade. No treasure is in this spirit are still housed in the body of H osadu~ in the casket.
room. Although Hosadus appears dead, his mind is still alive. Uany player
uses ESP on the body of Hosadus, he discovers the thoughts of the
Al7. Guard Towers Master. II the body of Hosadus is destroyed, the avatar of Hosadus
disintegrates at once; the players have defeated the Master.
The four circular staircases in this section climb up the inside of
four towers. At the top of each tower, 100' from the ground, is a If the avatar is destroyed, the body of Hosadus comes alive
small guard post. This post is nothmg more than a circular However his body begins to decay at once. When the players
chamber that has a 4' high wall surrounding its edge. Six slender encounter htm, he has all the spell abilities that remained when the
pillars support the roof. ln each tower are two Diviners (AC 7; F2; avatar was destroyed. However, his other statistics will be as
hp 12; #AT 1; D 1-6; MV 40'; Save F2; ML 8; AL C) and two goblins follows : ACS; hp 50; #AT 2; D 1-6 with his hands, MV 120'/ 40';
(AC6; HD 1· l ; hp4; #AT 1; D l -6; MV20'; SaveNM ; ML 7, ALC). Save Cl4; ML 12; AL C . He will art empt to find and destroy those
Each lower also has a horn for sounding the alarm. These guards who killed his avatar.
watch the countryside for signs of intruders or attack. If they hear
any unusual noise in the buildings below them, one human and one 84. The Court of Greater Judgment
gobhn go to investigate. They do not attempt 10 fight, bw try to
return to a tower and sound the alarm. Each guard carries 1-4 gp. In this large chamber sits one of the most important law courts in
Huie, The Coun of Greater Judgment. Along the far wall sit four
holy men. Two are normal humans {AC 9; HD 1; hp 3 each; ltAT l ;
B. The Second Section: The Courts of the Holy Men D by weapon; MV 40';Save NM; ML 7;ALC), one is a cleric (AC 9;
C6; hp24; !*AT 1; D 1-6+1; MV 40' Save C7; ML8; AL C), and one is
Bl. Gateway a magic user (AC 8; MB; hp 22; #AT 1; D 1-4+ 1, MV 40'; Save M8;
ML 7; AL C). The cleric has a mace +1, a ring of spell turning, a
This gateway may only be reached by crossing the moat that displacer cloak, and the following spells:
surrounds the building. The drawbridge is kept down during the
daytime. At night and during alarms, it is kept up. Standing in the First level: detect evil, darkness
passage beyond is the Questioner, a hill giant (AC 4; HD 8; hp 40; Second Level: know alignment, hold person
#AT l; D 2-16; MV 40'; Save F8; ML 8; AL C). The creature is Third Level: remove curse
heavily bundled in rags. Its face and body are hidden from sight. All Fourth Level: neutralize poison
that can be seen are the diny tips of its fingers. When anyone tries
21
The magic-user has a dagger + 1, a ring of protection + 1, a wand this balcony is deserted. At night, one Diviner (AC 2; FS; hp 32;
of iUusion, and the following spells: #AT l; D 1-6+1; MV 40'; Save F5; ML9;AL C),armedwith a mace
+1, stands at each comer of the balcony. They stop all who try to
First Leve l: charm pe.r son, read languages, sbjeJd enter the upper building.
Second Level: ESP, locate object, web
Third Level: {ire ball, haste Bl 1. Quarters of the Holy Men
Fourth Level: confusion, wall of ice
Each or these chambers is the room o f two holy men. The rooms
There are also four Diviner guards (AC 6; F3; hp 15 ; #AT l; D 1-6; range from neat to messy, depending on the habits of those who
MV 40'; Save F3; ML8; AL C). One of lhese guards has a potion of live there. Each room has the usual assortment of furnishings
djminution and another has a potion of healing. The holy men - two beds, a table, chairs, clothing, personal items, and cookware.
are currently hearing a case read from reports by an initiate and a During the daytime, these rooms are empty. At night, two holy
master. ff there is any disturbance elsewhere in the building, the men are in each room. Use the following table to determine which
holy men and the Diviners go to investigate. holy men are present:
C 2. The Gate house Standing to either side of the entrance co this area is a huge statue
of a red and black streaked creature. These creatures have broad
The gatehouse IS a two story structure, topped by what appears to elephantine faces and sport horns and fangs. Their chests are a
bea huge statue of a chariot driver. Here, on the bottom floor, isa mass of wiry, matted tentacles. Th€ir arms end in huge pincers.
narrow drawbridge that connects to a raised landing in section B. Their feet are clawed and webbed. These statues are actually
The controls for this drawbridge can be seen in the passageway. mall eras* (AC 3; HD 9; hp 45, 40; #AT 3+special;D1·10/1-10/ 1-6;
Standing m this passageway are two ogre guards (AC 5; HD 4+ 1: MV 20'; Save F13; Ml 11; AL C; see end of module). The malferas
hp20, 15,;#AT I; D 1-10; MV 30';SaveF4;Ml lO;ALC). They halt attack only if the players attempt to enter the tower invisibly or do
all who try to enter this area, asking for the password. This not say the proper prayer before entering. This prayer may be
password is 'T he Master reigns." lf this password in not given or is learned if the party spends a little time watching others before
incorrect, the ogres attack. entering or if they manage to trick the ogre guards into telling the
prayer. (For example, if the players ask them, "What is the prayer
To either side of the passage are two rooms. One of these is the of the day?" the ogres may not realize that the prayer never
quarters of the ogres. It contains straw, bones and many broken changes.) If the malferas are slain, their bodies dissolve into mist.
pieces of junk. Hidden under the foulest pile of straw are 4000 gp.
T he other room is the guard station of two Diviners (AC 1; F5; Inside the entrance haU, the passage is flanked by elaborately
hp 30, 28; #AT 1: D 1-8+2; MV 40'; Save F5; ML 12; AL C). Each carved panels of holy men and creatures from other dimensions.
Diviner has plate mail armor +1 and a sword +2. Ir there is any On the other side of these panels are secret passages, hiding two
fighting in the passageway, they try to surprise and attack any orcs(AC 6; HD 1; hpSeach; #AT 1; D 1-0; MV 40';SaveFl; ML 9;
intruders. If they cannot do this, they try lo surround the players. Al C) on each side. Each ore stands in front of a concealed arrow
These Diviners never surrender. Each carries 500 gp in a purse at slit, watches the entrance way, and opens the slit and fires arrows if
his waist. The room itself contains nothing of interest. fighting breaks out in the entrance way. Because they attack
through arrow slits, the ores have an armor class of 2 and save at
C3. Gatehouse Second Floor +4.
23
C6. The Maste r of Protocol's Chambers unpleasant late at the hands of the Master. He will gladly 1oin the
players whether he is given equipment or not. Obviously, he will be
These small chambers have tables, chairs and stools. Nobody is in more useful to the party if given at least a weapon, if not armor also.
either room. Both rooms are lit by a continual light spell. The He seeks revenge on the Master, and will go out of his way to
tables are piled with papers. If players search the tables, they find a obtain it.
map of the tower section. This map shows all the chambers on the
first floor except for the secret staircases and the secret closet in Cll. Alrethus's Chamber
this room.
The door to this chamber is wizard locked. If the players enter
In the comer of one room is a secret door. This door may be this chamber secretly, they see a young man dressed in long,
opened by sliding a baseboard. Inside is a small bare closet- a flowing blue robes, bent over a table, poring through some ancient
special escape route for the Master and others. Once a person is in tome. Propped up in a coffin next to him is the body of an elderly
the room and the door 1s closed, the chamber teleports him to any man who has a long gray beard and hair. Around the room are
place he visualizes. If the person enters the room and does not shelves ol books and scrolls, a bed, stuffed animals and odd things
think of a specific location (that he has seen) in five rounds, he hanging from the walls, and several large chests. Shutters cover
teleports to some random point 1-100 miles away from the the windows tightly.
temple. [(more than one person ism the room, they all arrive at the
same place. The young man has been magic jarred by Alrethus (Statistics for
Alrethus: AC 9; Mll; hp 26; #AT I ; D 1·4+2; MV 40'; Save Ml l;
C7. The Public Shrine ML 7; AL C; Statistics for the youth: AC 8; hp 40; #AT 1; D l 4+2;
MV 40'; use Alrethus's statistics for the rest), the second-in-
This large chamber is the main shrine used for public occasions.
command and personal assistant to the Master. The body next to
Standing guard here at all times are two trained displacer beasts
the youth belongs to Alrethus. Alrethus has the following spells
(AC 4; HD 6; hp 30, 25; #AT 2; D 2-8/ 2-8; MV 50'; Save F6; ML 8;
memorized and can cast them while his life.force is in the youth's
AL N; -2 to be hit and +2 on saving throws). They attack only on the
body:
command of the Master or the Diviners. The walls are painted with
the Ten Devotions to Holiness that every initiate and master is First Level: charm person, light, magic missile (x2)
expected to pray when entering this chamber. In the nook Second Level: ESP, invisibility, levitate
opposite the entrance sits a long narrow table holding various Third Level: fire ball, fly , lightning bolt
relics of past holy men. These are common, non-magical items Fourth Level: charm monster, confusion, polymorph others
such as staffs, books, clothing, and battered weapons. They have Fifth Level: conjure elemental, pass-wall
been magically trapped so the items detect as magical. Any
Sixth Level: flesh to stone
person who takes an item from the table must save vs. Spells or be
polymorphed into a common snail. Behind the table is a secret In addition, Alrethus carries a dagger +2, =3 vs. elves, dwarves,
door that leads to the Preparation Chambers. and halflings, a potion of fire resistance, a potion of poly-
morph self, a wand of cold, and a scroll containing light, detect
CB. Diviner's Barrac k s invisible, infravision, dispel magic, and transmute rock to
These chambers are the quarters of the Diviners who guard the mud.
temple. In each chamber are 2-8 Diviners (AC 9; F3; hp 16 each;
#AT l ; D by weapon; MV 40'; Save F3; ML 9; AL C) off duty. They If caught unaware, Alrethus fights m the body of the young man
without concern for its safety. He first casts the c onfusion and
do not have armor on or weapons in hand ii no alarm has been
then uses his magic miss iles and polymorph others to remove
sounded. II there has been an alarm, they have an Armor C lass ol 4
any remaining foes.
and are armed with various weapons.
The chambers themselves are crowded with a long table and many If the players make their presence known while trying to get
bunks, four tiers high. Under the bottom bunks are the storage through the door, Alrethus, in the young man's body, protects his
c hests ol the men. U all these are searched (28 chests are in each real body by covering it with a curtain. He then drinks the potion
room). the players find 5000 gp in coins and gems of various sizes of polymorph and changes into a small mouse. Once the party
(none more valuable than 100 gp). Along the walls are racks of enters, Alrethus waits until the best time (when his attacks have
weapons. None of these are magical, but any type of normal the most eflect) and then changes into his true form, casts a spell
weapon may be found here. and then polymorphs again into another small creature to hide.
He continues to do this until the potion wears elf or he has
C9. Kitchens d isposed of the players.
located above the Diviners' barracks are the kitchens for this end If the body or the young man is slain for any reason, Alrethus's
of the temple. Each kitchen is a dark, smoky c hamber. Working m spirit leaves it and returns to his magic jar at A7 (p. 19). If half or
the kitchens are eight goblins (AC 6; HD 1-1; hp 3; #AT l; D 1-4; more of the players have been defeated, Alrethus returns to his
MV 20'; Save NM; ML 7; ALC) and two bugbear overseers(AC5; own body and continue the attack. lf this attack goes badly for him,
HD 3+1; hp 16 each; #AT 1; D 2-8; MV 30'; Save F3; ML 9; Al C) he retrea ts to Cl2. lf the chance of his winning is not good, he waits
They are busy preparing meals for the inhabitants of the temple in the magic jar to capture another suitable body.
area. If attacked, the goblins fight with kitchen knives and the
bugbears use whatever is available. They do not investigate sounds Aside from the items listed, no other treasure 1s in this chamber.
of fighting elsewhere. Neither chamber contains treasure. The books, while old, are of no particular value.
This small hallway is fitted with four cells. Three of the cells are This small chamber is bare except for some shelves that line the
empty. Locked in the fourth cell is Narellus, a fighter (AC 9; f7; walls. A giant weasel (AC 7; HD 4+4; hp 30; #AT 1 + special;D2·8;
hp45; #AT 1; Dbyweapon; MV 40'; SaveF7;ML8;ALL;S 12; 110; MV 50'; Save F3; ML 9; AL N) is chained near the entrance. The
W 1l;D13; C 15; CH 12). He is one of the original mission sent to shelves are loaded with odds and ends that a magic-user might
spy on the Master. Now, captured, he awaits an unknown and collect to practice his trade. None of this material seems to be
24
valuable. However, invisibly hidden on one shelf is a small chest of Third Level: continual light, cause disease, remove curse,
gems. In this chest are 20 gems worth a total of 10,000 gp. If curse, striking
Alrethus has fled to this room, he continues to fight here, releasing F o urth Leve l: c reate water, cure serious wounds (x2),
the giant weasel to help him. Alrethus fights until he is slain. c ause serious wounds, neutralize poison
Fifth Leve l: dispel evil, insect pla gue, finger of death (x2)
Cl3. Spy Chamber
He has the following magic items: plate mail armor + 1, shield +1,
This small chamber may only be reached by the secret doors a war hammer + 2 , a potion of undead control, a potion of
leading to the passage by the stairs. Inside, two stools are growth, a scroll containing protection from e vil and insect
positioned in front of a small peephole. The room is lit by a hooded plague, a ring of spell turning, boots of levitation, an amulet
lantern. During limes when there is an audience in the Reception of finding (in a black velvet bag), and a House of Zebulon. The
Hall, several scribes sit here and record what is said and done. At amulet of finding is explained at the beginning of the module. The
the moment, the chamber is empty. House of Zebulon is a small stone cube, painted with a door and
windows. W hen the owner desires, he may cause a doorway to
C 14. Reception Hall appear. Stepping through this doorway carries the person and
anyone or anything with him inside the cube to a small apartment
A large throne-like chair sits at one end of this long hall. At the of six rooms. Here the person may stay for as long as he wants. H e
other end a large pair of double doors open onto a balcony directly may leave the house at any time by slepping out through the same
over Areas CS and C6. The walls of this chamber are covered by a door. Once a week, he may project the doorway to any location he
layer of beaten silver. This silver reflects everything in the room is familiar with as in the spell teleport. Module X4 contains a map
and causes confusion. Standing in the room is a holy man (AC 0 of this cube (in the Evil Abbey) that may be used, or you may create
from Dexterity; F9; hp 55; #AT 1; D 1·8+3 from Strength; MV 40'; your own map of the rooms in one cube.
Save F9; ML 10; AL C). The players see 3 different images of the
holy man and must fight him just as if a mirror image spell had Resting at the feet of the Master are two tigers (AC 6; HD 6; hp 34,
been cast on him; however, his reflections do not disappear when 30;#AT3;D 1·6/1·6/1·12;MV 50';SaveF3;ML 12;AL N ), wearing
hit as they would in the spell. The holy man is used to this room and collars of animal c ontrol. These collars work like the potion of
is not confused by the reflections. He carries a gold tablet of safe the same name; their effect, however, does not wear off. Also at the
conduct bearing the Master's seal. This tablet is worth 500 gp. feet of the Master is the trigger for a trapdoor that is in front of the
staircase.
C15. Storage Chamber
If the master has been caught unprepared, he first tries to drop as
This room holds many of the supplies needed in the day to day many players as possible through the trapdoor. This trapdoor
running of the building. T hese include candles, brooms, buckets, opens into Area Cl4. Any player who falls through the trapdoor
parchment, ink, quills, sand, and incense. Nothing of particular suffers 2· 12 points of damage from the 20' fall. After triggering the
value is in this room. trap, the Master orders his tigers to attack. He then casts a finger
of death al the player closest to him. Then he casts a silence 15'
C16. Major Domo's Chamber radius on any obvious magic-users or elves. Finally, he uses the
rest of his spells to their best effect. If the tigers are defeated or if he
This chamber is the office of the Major Domo for the temple. is in serious danger, he uses his boots of levitation to rise through
Currently in the chamber is a holy man (AC 5; C6; hp 27; #AT 1; the trapdoor in the ceiling, entering Area C18. Once here, he either
D 1·6+3; MV 40'; Save C 6; MLS; AL C) wearing gauntlets of ogre continues to attack the players with his spells, or, if he has been
power. He has the following spells memorized: badly hurt, steps out of sight and enters the House of Zebulon. In
this case, when the players enter this area, they find only the magic
First Level: cure light wounds, cause light wounds cube. lf the players take the cube with them, the Master reappears
Sec ond Level: hold person, silence 15' radius a nd attacks them after he has healed his wounds and recovered his
Third Level: growth of animals spells.
Fourth Level: c ure serious wounds
He has a pet hawk (AC 8; HD 1/ 2; hp 3; #AT 1; D 1-2; MV 160'; If the Master has been warned about the players, he is prepared for
Save NM; ML 7; AL N) on which he casts his growth of animals them. First, he stations the tigers to either side of the staircase and
spell. After this he tries to escape as quickly as possible, leaving his orders them to attack any intruders. Next, he casts his bless spell
hawk to slow and hamper pursuit. ff possible he attempts to join on himself and the tigers, and follows this wirh a silence 15' radius
the fighter in Area Cl4. cast on the head of the stairs. Finally, he uses his scroll to cast a
prote ction from evil on himself. After this, his plans are the same
If the players search the chamber, they find nothing of value. as described above.
CI7. The Master's Chamber If the avatar of the Master is defe<ited, its body disappears. The
spirit of the Master returns to the body o( Hosadus at Area 83
The room may only be reached by the circular staircase from (p. 21). From he re, Hosadus begins to seek revenge on the players.
below. If no alarm has been raised, a man d ressed entirely in black
cloth and armor sits, flanked by ligers, at a table near the center o f The Master's chamber is a combination bedroom, study, and
the room. This man is the Master (AC ·1; C 14; hp 56; #AT 1; D workroom. It contains a table, a bed, several bookcases, and two
1-6+4; MV 40'; Save Cl4; ML 10; AL C; S 16; 113; W 18; D 16; C 18; chests. Both rhe chests are locked and trapped. One trap is a
C H 18). His natural abilities give him +2 "to hit" and damage simple poison needle, which if not removed, automatically pricks
(already figured above), +3 o n saving throws vs. Magical Attacks, any who attempt to open the chest. The player must save vs.
and +2 on his Armor Class (also figured above). He has the Poison or die. The chest contains nothing but papers relating to the
following spells memorized: war and the administration of the temple. The second chest is
protected by a magical trap. Unless a dispel magic is used, a
F ir s t Level: c ure light wounds (x2), light, darkness, pro- curse is released when the chest is opened. T his curse makes it
tection Crom evil, cause fear impossible for the player to lie, no matter what the reason. The
Second Level: bless, blight, hold person (x2), silence 15' affected player does not know that this has happened; only time
radius and his actions will reveal this curse. Inside this chest is a complete
25
map of the temple (showing all secret passages, etc.) and the fighting) is the Inquisitor, a holy man (AC 5; FIO; hp 45; #AT 1;
complete plans of the war the Master is conducting. lf these plans D l ·8; MV 40'; Save Fl O; ML 8; AL C) and an initiate. The Inquisitor
are returned to the defenders, the Master's army will be destroyed is dictating a report to the scribe conceming the capture of
completely. Hidden in a secret compartment in the side of the Marialena. If attacked, he fights to delay the players while the
chest is a jewel studded necklace worth 10,000 gp. Although the scribe goes to either Area Dl or Area 03, depending on the
remaining items in the room are interesting, they are of no direction from which the players have come. The scribe returns
particular value. with help in four rounds. The Inquisitor carries nothing of value.
This chamber is lit by several torches. It is fiUed with all manner of Hidden in the lining of the coffin are 200 sp, 2000 gp, and three
torture devices. Currently m the room (unless drawn elsewhere by gems. each worth 1000 gp. Nothing else of value is here.
26
PART 6: NEW MONSTERS
This section presents the new monsters used in this module. Read these descriptions carefully before handling an encounter with
any of these creatures.
Dusanu*
Armor Class: 4 No. Appearing 2-4 (0)
Hit Dice: 9+2* Save As: Fighter: 9 '
Move: 120' (401 Morale: 10
Attacks: 2 claws + special Treasure Type: B
Damage: 1-8/ 1·8 +special Alignment: Chaotic
A dusanu has soft, spongy bones and so only takes \4 damage from
blunt weapons (maces, hammers. etc.). Other non·magical weap·
ons cause only one point of damage. Magical edged weapons do
, ~..,.
full damage. Electrical attacks cause no damage.
"ftLl'Hf·
27
-
-,.,--
...
Geonid Malfera*
Armor Class: -2 No. Appearing 2-12 (0) Armor Class: 3 No. Appearing 1 (1-2)
Hit Dice: 2 Save As: Fighter: 2 Hit Dice: 9** Save As: Fighter: 13
Move: 60' (20') Morale: 8 Move: 60' (20') Morale: 11
Attacks: l fist or weapon Treasure Type: C Attacks: 2 claws, bite + special Treasure Type: E
Damage: 1-8 or by weapon Alignment: Chaotic Damage: 1-10/1·10/1-6 Alignment: Chaotic
type
A malfera is a creature from the Dimension of Nightmares. It has a
A geonid is a small intelligent cave-dweller. It has two legs and arms large, elephant-like face and a short trunk. The head is topped by
and a shell that gives it the appearance of a small boulder. The arms large horns. Large fangs protrude from either side of the trunk.
and legs come out of a small opening in the bottom of the shell. A The chest is a mass of slimy, short tentacles. Long, muscular arms
geonid is able to draw its arms and legs into its shell and close the end in large, jagged pincers. Its feet are webbed and clawed. ll is
opening. When it does so, the geonid cannot be distinguished from colored night-black but has red veins and eyes.
a small boulder. Because of this, it surprises on a 1-4. In combat, a
geonid attacks either with one of its stony fists or with a weapon. In combat, a malfera attacks with pincers and bites. If both pincers
Weapons normally carried are stone clubs or axes. hit the same target, the victim is dragged to the chest of the malfera
on the next round. The tentacles then automatically frap the
Geomds live underground in tunnel complexes and in natural victim. These tentacles are coated with an acid slime and do 2-12
caves. Their lairs are normally filled with rocks, stalactites, and points of damage each round. The victim may be freed only when
stalagmites. In the lair is a shrine made of large and oddly-shaped the malfera is killed. In addition, the breath of a malfera is
boulders. The lair contains from 30 to 80 (ld6xl0 +20) geonids, led poisonous: each time it hits with a bite, its victim must save vs.
by a geonid priest. This priest has no clerical powers, but has four Poison (at +3) or die. A malfera is immune to acid and may only be
hit dice and does 2-12 points of damage with its fist or+2 points of struck by magical weapons.
damage with a weapon.
Aside from its combat abilities, a malfera can detect invisible and
open all doors as if it had a knock spell. Because of its tough
constitution and highly magical nature, it saves as a 13th level
fighter.
A mujina, m its natural form, looks like a human except that it has Spectral hounds are creatures from the Dimenstonal Vortex the
no face Where the eyes, nose, ears and mouth should be is void between all dimensions. In this world they appear as ghostly
nothing · the face 1s smooth like an egg. However, the mujina may dogs pale in color and translucent. Their eyes are formless pools
create an illusion to give its face any appearance it wants. It most of utter blackness. They are excellent trackers and once on the
often poses as a typical human until it decides to attack trail or a creature, they follow it for days.
A mujina is very strong and can handle any two-handed weapon In combat, a spectral hound attacks by biting. Any player bitten by
(other than a lance, pole arm, or crossbow) in one hand. In combat a spectral hound must save vs. Spells. If he saves, the player suffers
it uses two weapons, one in each hand It has the same chance to only the 2 12 points of damage from the bite. If he fails to save, he
hit with either weapon. A mu11na can also cause its true face to begins to fade. This fading IS very gradual: in 24 hours the character
appear at will. Any creature of five hit dice (levels) or less who sees has faded completely, having the same translucent appearance as
the blank lace automatically runs in fear for 13 rounds, at three a spectral hound The player's equipment is not affected When the
times normal movement rate. Creatures who have more than five character fades completely, he IS unable to hold any nonnal items.
hit dice (or levels) must save vs. Wands or also flee as explained He is unable to hear or talk to unfaded players. From the faded
above. player's point of view, all normal things appear translucent. while
faded things (i.e. the spectral hounds and other affected characters)
A mujina often ioms a party of adventurers as a retainer fighter. It seem sohd and normal.
may serve faithfully for a long penod, not revealtng its true identity.
However, 1f given the opportunity, it robs the players of as much as At any hme after a player has been affected, he may be restored to
possible and then flees. Muima can speak Common, the language the normal world by a dimension door spell. When the spell is
of their kind, and their alignment tongue. cast, the affected character or characters can step through the
dimension door and return to the normal world.
29
PART 7: PREROLLED CHARACTERS
The following pregenerated characters are the same characters characters presented here. The players have the characters,
who are used in X4, Master of the Desert Nomads. It is levels, and magic items they earned in the first module.
assumed that those who play X4 have advanced in level during the
course of their adventure. They also have used some of their magic The pregenerated characters also may have almost any non-
items and have found new ones to replace these. Therefore, the magical equipment on the equipment lists in the rules. Do not let
magic item lists are somewhat different from those found in X4. players abuse this chance: no character is going to have a war
galley or 400' of rope at the beginning of this adventure. Each
If you are continuing the adventure begun in X4, do not use the player should have 1000 gp for bribes and other needs.
30