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Curse of Xanathon
by Douglas Niles
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The Curse of Xanathon combinestown and Widemess adventuring i an exciting series of I n % d scenarii. This chaUengiig adventuresupplies eight pre-gmefatedcharacterstc help you get into the game fast plus a bonus -ion f r further town adventures. o
Dungeon Module X3 Curse of Xanathon
by Douglas Niles
Whereas: Stephen, Duke of Rhoona has been acting in a dangerously unstable manner; And Whereas: The Duchy of Rhoona is ready to fall before the Forces of Evil; It i hereby decreed that a valiant and courageous party of adventurers must learn the secret of the Duke's insanity andfree the city from the s yoke of chaos. This module contains referee notes, background information, maps and exploration keys intended for use with the D&D@ Expert Rules. Be sure to look for other products from TSR, The Game Wizards!
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DUNGEONS & DRAGONS@ Expert Set
Dungeon Module X3
This module is for use with the DUNGEONS & DRAGONS@Expert Set, which continues and expands the D&D@Basic rules. This module cannot be played without the D&D@Basic and Expert rules.
STOP! If you intend to be a player in this module, do not read any further. The following information is for the DM only. Knowledge of the contents o the module will spoil the adventure f and excitement for the players. NOTES FOR THE DUNGEON MASTER The Curse o Xanathon is an unusual module, in that much o the players'actions will be in the f f form o detective work, as they try to discover clues to the problem plaguing the town. Once f they have located these clues, they will have to decide on a proper course of action. If they make wrong decisions, they could conceivably waste much time and obtain no results. You, as the DM, will need a careful touch to keep the players on the right track without making solutions and objectives too obvious. Much information is included in the various scenarios, and astute players will no doubt be able to determine the proper course o action at each stage o the adventure. If a group o players is f f f unfamiliar with this type o detective game, they may become frustrated or disinterested. The f DM is encouraged to offer additional clues whenever these would seem to be necessary. This can be handled in a number o ways. For example, the High Priest o Forsetta, who moves f f around in a beggar's disguise, is introduced in Scenario 1. The DM should feel free to use this character whenever necessary as a source o information and guidance to the party. He will f never join in any adventuring, however! Also, bartenders and tavern patrons thoughout the town may also be used as informants, generally for a price (1-6gp).Rumors flow freely at these public gathering places, and in addition to those included in the module, the DM may wish to invent some rumors o his or her own. f Before beginning play, the DM should read the module carefully and become completely familiar with it. The information that is boxed is to be read aloud to the players at the appropriate time. The material that is not boxed is for the DM's use only and should be revealed to the players at the DM's discretion. This module has been designed for a party of 5 to 8 characters o between the 5th and 7th levels f o experience. The party should contain at least 1dwarf, 1magic-user, 2 thieves and a goodly f number o fighters. The total o the party's experience levels should be 35-50, with a total o 46 f f f being best. During the adventures the DM should be careful to give the player characters a reasonable chance for survival. He or she should try to be fair and impartial at all times. However, if the players should persist in taking foolhardy risks or making unwise choices, the DM should make it clear that the characters will perish unless their actions are more well thought-out. The cooperation o everyone in the party will insure that the adventures will be fun and exciting for f
Pg.8 SKULKING THROUGH THE BARRACKS
Pg.13 THE TEMPLE OF CHAOS
Pg.20 JOURNEY OF THE SHRINE
The DM should try to bring all the senses into play. It not enough to simply describe what a monster looks like to the player ... the DM should describe how it sounds, what it smells like, etc. The same is true for room descriptions. The rooms are described only briefly in this module but the DM should feel free to add additional details to make the players really see the room. Enhancing the atmosphere will only add extra excitement to play o this module. f For the convenience o the DM, whenever a monster or NPC is described in the text, the game f statistics will be listed in parentheses in the following order: Monster/NPC Name (Armor Class; Hit Dice or Class/Level; hit points; Number o Attacks f per round; Damage per attack; Movement per turn (round); Save As: Class/Level; Morale; Alignment; and Abilities for NPCs, if necessary.) The following abbreviations are used: Armor Class=AC, Hit Dice=HD, Cleric =C,Dwarf =D, Magic-User=M, Thief=T, Level =#, hit points =hp, Number of Attacks =#AT; Damage =D, Movement =MV, Save As S a v e , Morale =ML; Alignment =AL; Strength S , Intelligence =I, Wisdom =W, Dexterity =D, Constitution =C, Charisma =Ch. Class/Leuel is only used for NPCs while Hit Dice is used for all other monsters. Movement in a game turn is three times the movement rate per round.
cows. 3 . Stephen Rhoona. For five generations the Dukes o Rhoona have ruled the f city o the same name with a just and respected hand. The number o these nomads in Rhoof na is small. They are welcomed for the fine horses and goats that they bring with them. In fact. comprised mostly of fishermen and sailors. but slowly growing. believing that a person must strive against the circumstances of his life to make the best o a short f existence. stand in Rhoona in tribute to a pair o the major gods o Vestland. Two old temples. treacherous and hidden passes lead across the mountains to Rockhome. Sheep. and horses are all herded in the rugged country around the town. and dwarven caravans often cross these with loads of metalgoods and other dwarven crafts. fish. The duchy is part o the greater kingdom f f o Vestland. In the Old Town near the waterfront. Many taverns may be found here.* BACKGROUND Rhoona may easily be placed on continental Map M-1. Rhoona has a bustling port from which ships sail to all corners o the known world. and Rhoona is known throughout Vestland and beyond for its many fine breweries. and most o f the citizens are members o this faith. With the exception of the unfinished Ducal palace and portions o the three temples. f Established as an outpost from which Eric Rhoona launched his far ranging raiding and trading expeditions. a sizeable number of dwarves live in Rhoona. They f are one story tall. Find Vesf tland's capital o Norrvik. The Temple o the f Spuming Nooga is the home of a neutral order. Barley. and all but the largest will be one room. and are therefore priced accordingly. the town has grown to a population o several thousand in its cenf tury o existence. and strangers will generally be greeted with a friendly invitation to share an ale. f and place Rhoona inside the "v"where the fjord separates into two channels. goats. A number o taverns offer the traveller a chance to f sample the wide variety of fermented malt beverages brewed here. rye. milk. f ~~ Other passes in the rugged mountain range to the northwest have recently been crossed by immigrants from the Ethangar Khanate. This faith is a less restrictive one. f Simply follow the line o the fjord toward the mountains. life is hard but happy. Wine and brandy must be imported by ship. Many steep. and locate the fjord next to it. included with D&D@ Module X1: Isle o Dread. Located on a sheltered fjord nearly 100miles from the sea. The basic tenets f include a belief in the authority o the Duke and the convicf tion that good deeds done throughout a person's life will result in great rewards after death. all o the buildings in Rhoona f f are made o wood. and is allied with the Jarldom of Soderfjord f and the dwarves of Rockhome. The Temple f f of the Lawful Order of Forsetta is the oldest. erected decades ago. with either wooden or sod roofs. unless otherwise mentioned. and mutton are common foods here. cheese. and are presently engaged in the construction of a mighty palace for the current Duke.
where he will announce his forthcoming marriage. unless they are engaged in obvious treason. The Duke has finally chosen a wife! The beer has been collected for a gala surprise party that he is planning to throw for the entire town. Many people are frightened by the thought that the Duke is no longer rational. roll again until a different result is obtained. Even so. a remove curse spell is not sufficientto break it. The Ducal Guard is responsible for maintaining order in the community. the order was issued that all taxes must be paid in beer. Although currently there is a f small number o people in Rhoona from the Ethangar f Khanate. f f These descriptions are intended as aids to help the DM in describing these settings. the characters will be aware o two o the f f common rumors that circulate through the town. the town has been thrown into an uproar by several rather peculiar decrees that have originated from the f Duke's palace. Recently. The DM should improvise the four rumors. The Curse o Xanathon Module is broken into five steps. but they know it isn't good! The gods are displeased with Rhoona. he has been sent to pave the way for an invasion by those people o the steppes. making them as absurd as possible. locate and capture Xanathon's life force. this decree has resulted in some very entertaining sights for pedestrians.Duel With the High Priest:Confront Xanathon and obtain the antidote for the curse. Once Draco sailed to all parts of the world on plundering expeditions. RUMORS At the start of play. Because o the size o the town. since Xanathon has been granted a special form o invulnerabilf ity by his god. and now it is very difficult to purchase even a small glass o beer f in the taverns of Rhoona. Check for these guards on the DUCAL PATROL ENCOUNTER CHART by rolling a d6. Scenario 2. Since only the very wealthy ever ride in the town. These Scenarios will be briefly introduced here in outline form and are detailed later in the module. but people are in such a fear o the Ducal Guard that no protest has been f made. The High Priest o Cretia is an emissary o the Ethangar Khanate. The DM should refer to MAP A for further detail. more rumors have been spread regarding the odd nature o the last two ducal pronouncef ments. the god o the Ethangarians. f Draco Stormsailer. Patrols circulate through the town regularly. The characters may learn four other rumors simply by "asking around. and learn o Draco and Xanathon's f f treachery.Skulking Through the Barracks: Search the barracks o the Ducal Guard. To most Rhoonians. Scenario 4. Ethangarians will sweep in and claim the land. Because this curse has been inflictedwith the aid o that chaotic god. If the second roll repeats the first. and as f f such. but it should not take them long to hear the lot if they are interested in doing so. f The two sides will destroy themseives in a war and create a power vacuum in Rhoona. a newer temple has been erected to Cretia." They will not hear more than one rumor from any single source. Many kegs have been delivered to the palace. a second decree was issued. Scenario 3. This has never been publicly disclosed since the sickness has never before appeared so openly. Ten days before the start o this adventure. but their frequency varies depending on the area being patrolled.Journey to the Shrine: Travel to the shrine. declaring that horses ridden within the town boundaries must carry the riders facing the mount's tail. f . Since they may wish to do f some exploring before taking on the Ducal Barracks.To The Rescue!: Defeat Draco and administer the cure to the Duke.The Temple of Chaos: Search the temple of Cretia. not money. called f Scenarios. but now he has settled down to the quiet life o garrison commander. but he or she may wish to add more detail if players plan on spending much time in these areas. Xanathon has promf ised the ambitious captain that he will have the title o Duke when f Stephen Rhoona has been deposed. comparing the result to the RHOONIAN RUMORS TABLE to determine what these rumors are. Two or three of Draco's most trusted lieutenants are aware o his subversion. The dwarves who are working on the palace plan to steal as much o Rhoona's wealth as they can carry off f before returning to Rockhome. the widely-feared captain of the guard.Recently. whose very name inspires fear and awe in most Rhoonians. Any of the town locations having a detailed key and map are not detailed in this section. It is said that the Duke respects his judgement above all other advisors. a fully detailed key is impossible. and he will not part with it easily! In fact. The Ducal Guard is responsible for maintaining order in Rhoona. the players have the entire town o Rhoona in which to adventure. and discover Xanathon's weakness. Xanathon. is a part o the plot to undermine the Duke's authority. This has contributed to grumbling and complaining among the thirsty populace. He expects the Duke's recent insane actions f to result in a civil war between the forces o the Duke and Draco. The immigrants from the Ethangar Khanate are somehow behind everything. RHOONIAN RUMORS TABLE DIE ROLL RUMOR The Duke is suffering from an inherited form o insanity f that has afflicted his family for a century. Three days ago. Stephen Rhoona. This brutally effective force is led by Draco Stormsailer. None o the rumors should give f the players a clue to solving the mystery. Draco Stormsailer has murdered the Duke and is issuing the decrees in his place. but the entire Ducal f Guard will follow his orders unquestioningly. Scenario 1. A roll o "6" indicates an encounter with a patrol. and little is known about the beliefs o the f faithful. the town is keyed before information concerning Scenario 1 is given. the party will have to discover his weakness before they have a chance o successfully confronting him. as well as defending it from any outside threats. as merchants and nobles struggle to maintain balance and dignity in the awkward position. Roll a d6 twice. this temple is a strange and mysterious place. by the High Priest o f Cretia. When the fighting is over. they have erected a large and elaborate temple. f 4 KEY TO RHOONA Although each o the scenarios has a specific place where informaf tion must be gathered or actions taken. He lives in the Ducal f Barracks. Xanathon has no intention of fulfilling his promise to Draco. Find map to the Shrine o f Cretia. THE PROBLEM: The problem afflicting Rhoona is a powerful curse that has been laid upon the current Duke. No one seems to know exactly what they're up to. Scenario 5. f Only Xanathon has the antidote.The affliction o f the Duke is just the beginning o the terrible things that f will be suffered by all the people o Rhoona.
The OLD TOWN BUSINESS TABLE lists the types of businesses that may be found in the Old Town. somewhere in the building. and this is true in the Old Town and Ethangarian sector at night as well. MV 60. be small. All of the other areas in the Old Town are taken up by the many squalid residences that house the bulk of Rhoona's population. however. There will be a space. The Old Town sections are marked on the Map of Rhoona (MAP A) with an A. writing down the number of the specific tavern. the DM can keep a permanent record of each specific business as it is located. the DM should roll d% and compare the results to that table. carrying shields and shortswords (AC 6. the DM should make a notation 5 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 The Gobbling Gander The Waltzing Dolphin The Seafarer's Inn The Sinking Ship The Scarlet Sail Buxom Bertha's Inn The Rocky Point The Quiet Cove The Swampy Cellar The Roving Eye Delightful Dahlia's Inn The Dungeon The Inn of The Fair Winds The Red Dragon Inn The Eye of the Basilisk The Stormy Port The Icehouse The Beached Whale The Lucky Gull The Blarney Chicken A similar procedure is used to locate shops and tradesmen in the Old Town.MV 60.' ML 11). with chain mail and a longsword (AC 4. If the characters ask a tavern owner or other merchant for directions. Of course. and mead. the DM should study the descriptions of the areas and simply describe a typical "crowd scene" to the players. homes. #AT 1.) OLD TOWN BUSINESS TABLE DICE ROLL (d%) 1-10 11-15 16-20 21 22-27 28-35 36-40 41-44 45-50 51-58 59-63 64-70 71-78 79-85 86-90 91-93 94-00 BUSINESS Brewery Fish Market Vegetable Market Meat Market-Beef and Mutton Blacksmith's Shop Tailor's Shop Cobbler's Shop Icehouse Dairy Goods Shop Leatherworker's Shop Lumber Store Woodworking Tool Shop Carpenter's Shop Weaver's Shop Ship Builder's Shop Armorer's Shop Nautical Supply Store KEY LETTER A B C D E F G H I J K L M N 0 P Q Of course. while the Os are shops and stores. . One sp will usually purchase a large glass of the brew. MV 90. Homes will be occupied by one family. if the characters return to that section of town several weeks or months later. (Note: If the characters and DM wish to move quickly through the area. If more than 10 guards are encountered. the DM should roll a d20 and compare the result to the OLD TOWN TAVERN TABLE. the 11th will be an officer of 5th level. the latter may simply assign businesses from the list to the areas that the players pass. a common item such as a nail might be found as often as 90%of the time. The Ducal Guard rarely patrols these areas. and rare items will have a lower than 50% chance. Each is a maze of alleys. For every four 1st level guards.D 1-6. These alleys are generally about five feet wide. behind which are stored many varieties of malt beverages: beer (light and dark). however. By placing the corresponding letter in the circle for each shop or trader. but also contain only a single large room. Since a party will be meeting persons at the rate of 10 or 20 per round.DUCAL PATROL ENCOUNTER CHART AREA FREQUENCY OF CHECKS SIZE OF PATROL Once per 3 turns Once per 2 turns Once per 2 turns Once per 2 turns Once per turn 11-16(ld6+10) 11-16(ld6+10) 11-16(ld6+10) 5-8 (ld4+4) 5-8 (ld4+4) Old Town Warehouses Marketplaces Middle Class District Upper Class District on the large town map (MAP A) on the inside cover of the module. For a craftsman or trader. and taverns have heavy wooden tables and simple bars. the characters may choose to ask directions toward a particular type of establishment. with occupancy ranging occasionally up to ten or twelve people! Taverns are larger buildings. Then. the DM will have to place the business before the players have actually come to it. OLD TOWN: These areas of Rhoona have existed nearly as long as the town itself. Rather. All areas of the town will be busy and crowded during the hours of daylight. hp 5. Wine and brandy run as high as a gp per glass. while a carpenter's plane might only be located on a roll of 15%or less.' ML 8). A. and cluttered with various kinds of trash. If they wish to accost an individual. there is a 50% chance that the directions will be false. taverns. with doors in front and back. #AT 1. (Example: At a tool shop. without rolling the dice. unless a patrol discovers laws being broken. If they stop a passerby or ask a tavern patron. hp29. and stores will all be one room buildings that are slightly larger than residences. except where the twisting lines designating alleys wind through them.' ML 9). If they do this. The 0 marks on the map represent taverns. and thievery is common. of necessity. Most of the people are friendly in a rough sort of way. As characters move through the alleys or avenues of this sector. for the proprietor and his family to eat and sleep. and is often watered. The alleys are generally filled with rubble and the buildings are dilapidated. Common items will have greater than 50% chance of being located.D 1-8. ale. and small shops. a large fireplacewill occupy the center of the room. Often. a random encounter table is impractical. Once the tavern is named. the fifth will be 3rd level. there is a base 50% chance of a character finding what he or she looks for there. It will be noted that each type of business has been given a key letter.The Ducal Guard will not harass citizens. chain mail and longsword (AC4. hp 16.) In order to determine the name of a specific tavern. #AT 1. Activity in the other parts of the town does not cease after dark. but becomes much less hectic. beer is almost nonexistent! Shops. the directions will be accurate. OLD TOWN TAVERN TABLE DIE ROLL (d20) TAVERN NAME 1 2 These patrols are composed primarily of 1st level fighters in leather armor. These areas are made up of wall-to-wall buildings. then more details can be given as the DM wishes. Inventories will. Residences and taverns will have a large stone hearth in the center of the room. He or she should judge how common or rare the item being sought is likely to be in a town like Rhoona. D 1-8. after the Duke's recent decree. The homes and shops of the Old Town are wooden structures. the DM will not have to remember the name of each tavern. The DM should modify this percentage at his or her discretion. taverns.
WAREHOUSE CONTENTS TABLE KEY LETTER B1 B2 B3 B4 B5 B6 B7 B8 B9 B10 B11 B12 B13 B14 B15 CONTENTS 1. Most of the building is wooden. and valuable platters. MIDDLE CLASS RESIDENCES: These areas. Immediate. As in the old town. The amount of money in any building in the Old Town is likely to be small. The money will be hidden in a jar.000 gp) E. WAREHOUSES: The large buildings shown along the waterfront are warehouses for goods that are imported and exported by Rhoona's traders. f The other wing contains a meeting and dining hall. They tend to be orderly citizens who always pay taxes and will unfailingly obey the commands of the Ducal Guard.If they have been given true directions. and wine or brandy may be as high as 2 gp per glass. Live animals. Some craftsmen also take advantage o the crowds and peddle their f goods at the market. 10. The total worth o the trove is 25.000 bars o copper (20. . pitchers. llth. A 9th level cleric. 3 is south. F. The trappings of the religion are simple. and one each of 6th.000 gp). but the central sanctuary is made of stone.000 bottles o brandy (100. homes will have an amount of money equal to d% (1-100)value of gp. THE TEMPLE OF THE SPUMING NOOGA: This is the temple patronized by most of the seafaring folk of Rhoona. A generous bribe (2-12gp)will be necessary before the bartender will admit to this. and other implements crafted from fine metals and often inlaid with jewels.000 gp) Empty and rat-infested 10. The result is the number o businesses that the party will have to pass f before arriving at the one they seek. pig. of whom there are f many o lower levels. and will have 2-12 1st level fighters as guards. with a large central chamber and four smaller rooms in the corners. To determine the contents o a given warehouse. beans. A warehouse with goods in it will be locked. fresh milk. since the residents do most of their shopping at the marketplaces. when farmers bring their goods into town and set up stalls in the plazas around each marketplace. In general. with a half dozen 1st and 2nd level assistants.) D.000 gp).000 gp) Empty 10. 8th. the King.000 bales of wool (120. and 14th level. Imports include cloth. BARRACKS OF THE DUCAL GUARD: See MAP B and key under Scenario 1. THE TEMPLE OF FORSETTA: This is the lawful religion f to which about 3/4 of the citizens o Rhoona belong. or horse Goat. etc. Reflecting the slightly greater wealth of the customers. corn. MARKETPLACE PRICE TABLE ITEM AVERAGE COST Cow. Members of this sect believe very strongly in the authority of the Duke.000 gp). and wool. A die roll o 1 is north. They are generally loyal citizens. beans. the homes are still single room affairs. The DM should then roll a d4 for the direction they should travel in order to get to their destination.000 gp) 30. locate the number f of that warehouse on the DMs town map. Fewer shops can be found in these districts.' D 1-8.000 gp). appropriate (and fatal!) action will be taken against them. steer.000 barrels of wine (50. Bushel of fresh fruit 1large fish Quart of milk. or sheep Bushel of corn. corn. 6 C. lumber f (5. Nonetheless. as it is usually reserved for regular customers. 15 guards! f Lumber (20. however.000 bales of Thyatian cotton (50. Use the prices listed on the MARKETPLACE PRICE TABLE as a guideline. It is stored in a secret room of the sanctuary. contain slightly larger dwellings.Skulking Through The Barracks. and 4 is west. or cheese cube 1dozen eggs Bolt of silk Bolt of wool Leather tunic Leather boots Cold weather cloak B.000 gp) Empty and run-down 5. and whale oil. Common exports are lumber. The temple is a simple wooden structure near the waterfront. and above him.000 gp) 5.000barrels of beer (lO0. Find the corresponding number on the WAREHOUSE CONTENTS TABLE. the DM should roll 3d6. taverns are marked with an 0. although the money will be in small coins. 10. and includes gold and silver pieces. There is a 50%chance that beer will be available even after the Duke's order that all taxes be paid in that beverage. oats. the DM should simply use the OLD TOWN BUSINESS TABLE to describe what the group passes as it moves. dates. MARKETPLACES: These two squares are the scenes of intensive bartering and bargaining on the weekly market day. Grinnsven Yenson. Donations to the church are encouraged. ML 8).000 gp. it is often possible to get the price reduced to one-half the figure on the table. Generally.0000 gp) 1. and a rather large trove of wealth has been established. Because of the bargaining that goes on. and believers tend to be very selfreliant people. depending on the value of the merchandise (AC 6. The alignment of the god and its followers is extremely neutral. a merchant will begin by asking 2-3times the listed amount. fresh fish. although (rarely!) a thieves' trove may be discovered to contain sizeable riches. paying taxes to the Duke and mixing freely with the other citizens of Rhoona. exact prices of goods will have to be determined after considerable haggling between the DM and the players.000 bars of copper (5. brandy. as well as many small chambers where the clerics may privately counsel and console the faithful. The Middle Class sections o Rhoona are marked with a G on the town f map. presides here. (As long as they believe those commands were issued by the Duke!) One o the wings of the temple houses the clerics. Stealing from it would obviously be a highly f chaotic act and one of the clerics would use a commune spell to determine the culprit or culprits.OO gp) 10. but it will be locked in a stout wooden chest. prices for a glass of beer will range from 15 cp to 2 sp. beer. and there is very little in the temple of value to an outsider. (The figure in parentheses is the cash value of the goods in the warehouse.000 SIP) 4. candlesticks. and beans (100.000 bales of Ylaruam silk (50. hp 5. but with successful wheeling and dealing. 2 is east.000 barrels of whale-oil (66.000 9P) Empty f 20.000 crates of dates.000 bars of bronze (20.000 gp). copper. MV 90. while just as crowded and maze-like as the Old Town. and occasionally apples and cherries will be available on this festive day.000 bars of iron (40. Taverns and shops may have twice that amount. 10. although it is likely that the husband and wife will have a small alcove in which they sleep. If false f directions were given. wine. The deity of the Spuming Nooga is pictured as a giant whale spouting a great column of spray into the air.000 barrels o whale-oil (80. G. stuffed in a mattress or stored under a floor board.
skins. low buildingsare the barracks and shops of the dwarves who are living in Rhoona to work on the Ducal Palace. DWARVEN QUARTERS: These long. Q R Since these buildings are larger than those in the Old Town. but their loyalty is to their race and home nation o f Rockhome.This will include silver tableware. as well as several food merchants. and bread.000 gp of treasure on the premises.000to 6. The poorest people live on the outer fringes of the sector. The staple foods include milk. eating.000 gp extra available for emergencies. pictures.000gp (3d6 x 1. can be found in the district. but there is a 75%chance that it will be locked in a sturdy wooden chest. The few twisting alleys leading through the Ethangarian community can be similarly blocked. The extra funds will be hidden in a strongbox below a secret trapdoor. horse trainers. The amount of wealth in a home will be 101-200 gp (d%+ loo). wainwrights. draperies). a shipment of gold is sent by caravan over the passes to Rockhome. cheese. though it varies considerably from house to house. MIDDLE CLASS TAVERN TABLE DIE ROLL(d12) TAVERN 1 2 3 4 5 6 7 8 9 10 1 1 12 The Crystal Girdle The Inn o The Wandering Wench f The Sudsy Mug The Inn of the Evening Star Oly and Olga's Inn The Slippery Seal The Golden Dragon The Peaceful Sea The Grinning Goblin The Inn of the Gleaming Glass The Honest Trader's Inn The Elegant Eagle Although there are not as many businesses in the Middle Class district as in the Old Town. Thus. and there is a 75% chance that 1-4 guard dogs (treat as wolves) will be patrolling the courtyard at night. H. goldsmith. and f drinking quarters. The following table lists the types of shops that may be found here. as well as coins and jewels. Several shops and stores. They are strictly lawful in alignment. Moneychangers and jewelers will have 1. The Ethangarians have brought herds of goats and horses over the mountains which they have sold to the people o Rhoona for huge f profits. A total of 55 of the stocky folk live here. goat.000 to 18. Many wagons and carts are kept near this gateway. and stonemason's shop occupy many o the buildings. butchers. several dozen more spread past the town boundary and into the hills beyond. the standard of living in this sector is high. Although only four of these residences are shown on the map. and a carpenter have shops here. rather than to the Duke. with a wide gateway leading to the front of the temple.The DM should roll a d12 and compare the result to the MIDDLE CLASS TAVERN TABLE in order to determine the name of a specific tavern in the Middle Class Section. so each building is likely to have a little more money in it. DUCAL PALACE: See detailed key under Scenario 5-To The Rescue! Please refer to MAP E for room locations and additional information. also facing the temple. hp 5. As before. garments. Each residence will have a 1st level guard (AC 6. the merchants can maintain better inventories. The businesses will have 200-1200 gp in them (2d6 x 100). a silversmith. Blacksmiths. The amount of treasure in each home will vary from 3. The homes and shops of this area are arranged in a protective semicircle. . facing the temple. Several smithys. ETHANGARIAN SECTOR: This area is populated by the immigrants from the Ethangarian Khanate. ML 8) for each 1. candelabra. leatherworkers. Each week or two. These nomadic steppe dwellers have established their own small community within the town of Rhoona. As with the Old Town. #AT 1. while the wealthiest members live on the inside. centered around the huge Temple of Cretia. The houses vary from 7-18 rooms (2d6+6)and will contain souvenirs from most parts of the world. The dwarves are a skilled (and expensive!) labor force. MV 90.The wealth will certainly be locked inside of a metal strongbox.000). with the rest being used as living. MIDDLE CLASS BUSINESSES TABLE DIE ROLL (d%) TYPE OF BUSINESS KEY LETTER 01-05 06-12 13-16 17-20 21-25 26-30 31-38 39-45 46-50 51-55 56-62 63-70 71-75 76-80 81-87 88-91 92-96 97-00 Horsetrader Brewery Blacksmith's Shop Icehouse Leatherworker's Shop Carpenter's Shop Jeweler's Shop Stonemason's Shop Wainwright's Shop Alchemist's Laboratory Tailor's Shop Cobbler's Shop Armorer's Shop Moneychanger Dairyfood Store Vegetable Market Fish Mart Butcher's Shop A B C D E F G H I J K L M N 0 P J. doing the work for great profit. The standard of living is higher in the Middle Class district than in the Old Town. 7 K. and gather in one of the barracks every evening to partake of the brew and grumble about the mismanagement of their projects by their various human directors. this is modified according to how common or how rare the DM judges the item to be. and can be pulled across it in a few minutes to create a well-protected fort. The DM should assume a base 66%chance of the party locating the specific object for which they are searching. I. frames. The dwarves have managed to hide several dozen kegs of beer from the Ducal Guard. the DM should place the key letter of a business in the circle marking that establishment on the large town map. mutton.D 1-6. for the Ethangarians have a fairly self-sufficient community. so there is never a large amount of treasure here. a few tradesmen and merchants have established shops here. cloth objects (tapestries. UPPER CLASS RESIDENCES: These large walled buildings are the homes of retired raiders and traders who were lucky or skilled enough to make a respectable fortune during their active careers.
Eric has the following spells: an&wi?esx?. mr\. merchants. MV 60. of course. His curiosity has brought him into the Old Town. The DM may choose any name from the list of Old Town taverns. After making the decree. He is following the group of adventurers. Note: More inns are marked on the DM's map than the players'.. high priest of the Temple of Forsetta.s.neutralize poison. hp 52. know alignment..*r. hp 24. 7--- A large crowd will have gathered to hear this pronouncement. if the group is able to locate him. not only as a gathering place. however.'ML 11. since the party can't be expected to be familiar with every tavern in the town.. #AT 1. resist fire. since no beer is available. If an inn does not satisfy the party's need for privacy. The party may elect to stay at this inn.. . "The Duke's herald approaches! There must be a new decree!" Very near to the tavern. protection from evil Second Level: bless. striking Fourth Level: create water. Grimmvat will grumble irately about "human mismanagement. protection/evil 1 0 radius.. wears a tattered robe and appears to be a beggar. while throats get drier. remove curse.rh. the herald and his escort will move up the street. The fee will be 10 gp per night for the entire one room hut. create food.of its wls peason uponths ." A short time will pass. 8 .*h. ALL). speak with animal Third Level: continual light. has declared the following to be official decree: * A 14th level cleric." Persons who stay overnight in the inns of Rhoona generally do not retire at an early hour. they may then rent a small building of their own.-. a mason who has been working on the Ducal Palace. raise dead. This fee includes supper and breakfast.. the herald and a guard of ten soldiers will pause. MV 120. The cleric is Eric of Forsett.r First Level: cure light wounds (x2). He is limited to aiding the group with advice and information. Duke of Rhoona.. Stephen. the players should then select one of the inn locations on MAPF (marked with anO) in the Old Town as a base of operations. The players. you will use MAP B (Ducal Barracks) and MAP A (DM's Map). but his lawful religion prevents him from taking direct action. cure disease. dispel evil. anyway? If dwarves were in charge .&s the cmz &R€AbyBorn?€ the InSUltt CR€AtUR€S FOR to0 bnCjs I t IS h€R€By b€CR€€b BawsEn ths foul Rockhome anb the buchy Of Rhoon& ishmmt shalL8e a pUBklC shawncj Of I t anb stamhtnc. a commotion will be heard in the street. The present atmosphere in the tavern is quiet and solemn. and the citizens will drift back to whatever they were doing. The herald will unroll a scroll and read loudly: "Be it known to all that his Benign Munificence.r.cure serious wounds. The dwarf is Grimmvat Stonebreaker. locate object. To begin playing the module. but does not satisfy these customers.mr . As the DM. and Grimmvat grows more vocal as he grumbles.A -.detect magic. may react in any way they please. These lodgings are cheap. but no meals are included. but none of them will pick a fight with the sturdy dwarf. "Blasted decrees! Where does the Duke get these harebrained ideas.. but as a "residence. and thieves * One half of the above number of women * A 4th level dwarf. find traps. The following individuals will also be in whatever inn the groups selects as a starting point: * 3-18 sailors. generally costing l gp per night. since he has knowledge that might help them in their mission.' ML 10AL. (AC 3. There is little sentiment in Rhoona for a war against the powerful nation of Rockhome." Some of the other patrons will react nervously to this complaining.. Expensive wine can be purchased. light.*rkt. Regardless of where the group chooses to stay. detect evil. L) with battle axe and plate mail. Eric would like to see the Temple of Cretia destroyed. (AC 8. since they must sleep in the tavern's single room. but reaction will be subdued.. D1-8.E ADVENTU SCENARIO 1: SKULKING THROUGH THE BARRACKS DM Note: Give the players MAP F (found on Page 32 of this module). speak with plants Fifth Level: commune. Soon. Most of the tavern owners either rent these places or they can direct the group to someone who does. He may also use his restorative spells on the party between scenarios. the adventure will begin in a tavern. telling the players the name of the inn. and a passerby will stick his head through the tavern door and announce.
then it's war he'll get. Eric will wait 24 hours before contacting the group. If the characters take the dwarf's advice. I NOTE: The players should be allowed free access to the background information at the beginning o this module. If attacked.2. His conversation will be brief.. but any gate has a 66% chance of standing open during the daylight hours. they will call for aid. any soldiers of the Ducal Guard who see a dwarf inside the town will make an attempt to arrest him. Note that a "1"will always open a door. (7 characters x f 10%= 70%). will approach quietly. and seven days to return with an army to Rhoona. they cannot even walk unaided. and. who f has overheard the exchange. Servant and Guard Encounters There is a chance of encountering either servants or guards while the group is in the barracks courtyard. SERVANTS'BUILDING. If this clue does not work. The Ducal Guard has grown complacent and overconfident in their role as the Duke's enforcers. the number o soldiers within the barracks f only represents about 113 of the Duke's entire force. at which time he will revoke his decrees and. The gates are sturdy and double barred. MV 90. meanwhile. that the dwarves have noticed some strange occurrences at the Ducal Barracks lately . They will be closed at night. these may be cooks. two story building is clean. Thus. The dwarves. but will swear vile oaths at any persons they see. If these dwarves notice that the characters have a dwarf among the group. will move off toward the dwarven community. Give me thirty seconds with that confounded Duke . just inside o a f defensive ditch that is 10'deep. a table.. if asked. His anger is directed at the Duke and his guards. Depending on the area in the courtyard." He will repeat his assertion that Draco Stormsailer is somehow behind this strange declaration. It will take seven days for them to reach their capital. will leave Rhoona and begin the trip to Rockhome. and you can mark my words!" The exclamation from Grimmvat will be within hearing o the players. He will tell the party. "Wisdom may hide behind a hairy face. hp 5. huh? I'd like to see 'em try. Beginning an hour after the decree has been made. but no guards will be f patrolling here. so a friendly approach by characters will calm him somewhat. Roll a d6 each turn. The Ducal Guard totals some 120 soldiers and 25 officers.' ML 8). and a 50%chance that they will claim to know nothing. hp 16. f It has a sinale door and no windows. they may attempt to screen a single dwarf with their bodies. If they have f forgotten who Draco is or where he may be found.. or 3 normally.. The chances for succeeding in this by having the other characters surround the dwarf in such a way that the guards do not notice him is 10%per screening character. All reasonable citizens o Rhoona know that the f city's forces will have no chance against the powerful dwarven army..I'll show both o 'em what it f means to tangle . a 25% chance that they will aid the group by answering questions. The only hope o f doing this is to cure the Duke's insanity. There is a 10%chance per round that these oaths will bring a 1st level guard from the barracks to tell the dwarves to be quiet. and have a 50% chance per round o being heard. they will cease their swearing. If not. they would have a 70% chance o hiding a f dwarf from the eyes o the passing Ducal Guards. 9 * This is a plain. 'Foul and corrupt domain' indeed!" The dwarf will work himself into a sputtering frenzy. Two o the cells seem to be occupied. Example: If seven characters are gathered around a single dwarf on a semi-crowded street.and you can throw in Draco Stormsailer as well . KEY TO THE DUCAL BARRACKS The barracks are surrounded by a 2 0 high wall. If the cry for help is f heard. and suggest that answers might be learned at the barracks. stableboys. if a character opens doors on a 1. f The door from the outside leading to this room is barred and locked. defuse the situation.. They will ignore the party unless accosted. A flimsy 4'wide catwalk runs around the entire perimeter o the wall on the inside. They have been stretched on the rack so severely that they cannot move. but f the dwarf is talking to no one in particular. another seven days to raise an army. Servant encounters will be with 1-4individuals. 20 1st level guards and 3 3rd level sergeants-at-arms (AC 6. after explaining the curse to the approaching dwarves. This small. the DM should reread the background information to refresh their memories. D 1-6.. and that the war must be prevented at all costs. with a "5" indicating a servant encounter and a "6" indicating a guard encounter. "Seek your answers in the lair o the Draco!" will be his very f unsubtle clue at this second meeting. stark room. I 1. as he needs to hurry to join the dwarves that will be leaving shortly to carry the Duke's word to Rockhome." he will whisper as he exits the tavern. "If it's war he wants. or laundrywomen. Guard encounters will be with 1-6 1st level soldiers (AC 6. ML 10) will arrive in four rounds.. and a chair are the only objects in the room. serving maids."It's Draco who's behind this. They will approach the party and arrogantly demand to know their business. and so will be o no help to the characters f . The Duke's decree will obviously create an awkward situation for any dwarven player characters.. at which time there is a 25%chance that they will cry an alarm. If the group is walking down a street with even a few other people on it. he would need to roll a "1"to open a barred door. but in need o repair. Because of their injuries. but it will be difficult to keep the dwarf invisible on a constant basis. Doors to the buildings will be barred unless otherwise noted. and a barred door has the effect o f adding 2 to a player's roll to "open doors. "people that don't belong there coming and going. Eric o Forsett. and as a result they will not be expecting an attack. weapon tenders. but approximately 2/3 of these will be on duty in the town or palace at any given time. An invisibility spell is one obvious solution." Grimmvat will be audible for several minutes as he fumes and storms up the street. barren o any amenities. "Shaving and stretching. after several more oaths and declarations. Five f metal-barred cells. The two occupied cells each holds a badly injured and clean-shaven dwarf."Thus. they may proceed to the barracks at any time to begin the search.
These chests are unlocked. and 3 coats o chain mail f f are near the door. The room contains several large clay ovens. but those from other sections o the f building will open freely. It is unoccupied when the door is opened. MV 90. If they are asked why they are in such a state. and a dozen chairs. ~~~~ ~ 6. and a 5th level officer (AC 4. they will explain that the Ducal Guard caught them as they were attempting to leave the town. however. 35 quivers. entering room 7 two rounds after they hear the door smashed. The door from the outside is unbarred. 10. The room is empty. f Neatly stacked on one o the tables next to a set o crude bone dice f f are 18 gp. 58 sp. Each has a chest at its foot. containing two small ovens. bulky masses o f f leather. and in two rounds they will enter. The latter are the records listing each person that has a weapon or item o armor checked out of the building. 75% will be 1st level (AC 6. four unmarried men are in the second. This immense room is filled with many rows o wooden f bunks. Of these. and are f locked tightly. Huge pots. dark space above.' ML 8) one 3rd level. Within the first room are eight 1st level soldiers. This large room contains many long tables with benches on either side o them. and arrows. f f This room is used to store the garrison's armor. A thick trapdoor is hinged so as to be able to be closed quickly over this hatch. It will be occuf pied by four cooks (hp 4. A pair o closed doors covers a f cabinet on one of the room's walls. 14. The door to the courtyard is unbarred.'ML 8)and 25%2nd level (hp 11. and 80 spears stored in the room. The kitchen contains everything necessary to produce those delectable meals that are common to military life everywhere.) 10 9. and a pantry f with crates o flour and dried meat covers one wall. D 1-8. MESS HALL. and has no windows. Four unmarried female servants occupy the first room. ML 6) from 1 hour before daylight until dark. which they will conceal in their cells and use to attack the guards as soon as they get the chance.the room will ring with the noisy shouts o the dining f soldiers. The doors into the barracks room from the courtyard will be barred. fully armed and armored.ML lo). SERGEANTS-AT-ARMSQUARTERS. The mess hall is usually empty. until the door to room 7 is smashed. kettles. and a chest with a silver set f o dishes worth 400 gp. and ovens occupy most o the room. hp 5. 5. Many o these bunks have people sleeping on them. ARMORY. noon.ML 12). ~~ Twelve wooden bunks with thin woolen mattresses are placed around the perimeter of this room. and a plain table with two straight-backed chairs. fresh meat. Each o the chests is locked. OFFICERS AND SPECIALISTS MESS HALL. 11. The room contains several tables and benches as well as a desk that is strewn with papers. D 1-8. The door to this room is barred. D 1-8. The door is made o iron. An open doorway at the far end leads to what is apparently a cooking area. ladles. spears. In the center o the room is a larse d e o leather. This room holds two large tables. BARRACKS. there are still: 31 crossf bows. the other soldiers will not need to check morale.Note that while the officer is alive.in a physical sense. BARRACKS KITCHEN. and 40 cp. a keg o beer. with a small chest at the foot of f each. but several racks o what f look like clothing are placed around the walls. 62 shortswords. Although much o the rack space is empty. cooking utensils. They will hear the doors smashed open. 800 quarrels. The noise will be clearly audible to anyone approaching any o the doors to the mess hall. UPPER FLOOR ENTRY ROOM. Hanging on a rack on the far wall are 12 suits o leather armor. D 1-6. and evening . hp 5. WEAPON STORAGE ROOM. They will beg the party to give them weapons. A closer examination o the leather will reveal it to be f barding (horse armor). 33 pikes. a desk. f A rickety stairway climbs from the courtyard to a barred door leading to this room. 13. (Refer to the Servant and Guard Encounters in the first part of the KEY TO THE DUCAL BARRACKS. . several hours after the decree banning dwarves was announced. usually in cp or sp. Only the door to room 30 is locked. Each o the tables is covered with a white f cloth. hp 16. The stairway from the mess hall enters through a hatch in the floor which is currently open. 120bare wooden bunks occupy most o the room. SERGEANTS-AT-ARMS'BARRACKS. This large room is mostly empty.morning. 11longswords. Their reactions to the party should be determined with the usual procedure for barracks servants. The doors leading to rooms 10 and 11 are made o metal. Each o the rooms f contains enough plain wooden bunks for the occupants. Two doors are along the left-hand wall.ML 9). Forty guards will be present f here. The door leads to a short hallway.' ML 10) will be sleeping here. bows. 7. and another door is at the far end. and some stacks of pots and pans. D 1-6. and the center o the room is piled high with huge. ARMOR STORAGE ROOM. and are worth 30 gp apiece. the "treasure"may range from 3-18 f gp value. In these cases. including swords. This room has four tables and several dozen benches in it. Hanging against another wall are 21 shields. hp 28. but at mealtimes . SERVANTS QUARTERS. ice. 8. The three rooms opening off this corridor are the homes o the 10 f servants assigned to the officers and specialists. Four 3rd level fighters (AC 6. (AC 6. f and several men in the uniform of the ducal guard are sitting on beds in different parts o the room. minus any that the party has disposed of since entering the barracks compound. The sergeants who are off-duty are sleeping in room 8. None o the weapons is f magical. The cloths over the tables are made o fine f f linen. They will quickly don leather armor and carry shields and longswords into the fight. and three metal bars are easily slipped through a set o brackets to hold the trapdoor shut. 4.MV 90. The doorway at the far end of the room does indeed lead to a kitchen. This low building is very solidly constructed. and is locked and f double barred. The keys to these doors are kept on a ring carried by the officer on his belt. MV 90. 12. a small pantry with flour. hp 17. A stairway at the end o the hallway f f leads to an open. and contains 10-40 gp (ld4 x 10) worth o f f treasure in gold and silver coins. Many orderly racks o weapons are placed around the f room. (AC 6. any attempts to smash it open from below will simply cause the stairway to collapse. f Since the trapdoor is stronger than the stairs leading to it. and only 10% o them contain f anything o value. and an older married couple live in the third. f This is the barracks o the Ducal Guard.
a table. and a simple bed. he will shout an alarm that will bring the other two fighters in the area to his aid. A bed. The chest is against the wall opposite the door. f 19. several o which have been sewn together to form f the beginnings o a suit of leather armor. The three will attempt to deal with the party without calling for further aid. and contains an extra f suit of chain mail. and a 500 gp ruby in it hidden under his bed. and has a false bottom (locate as a secret door). containing a bed. a table with two chairs. Unlike servants. so the officers will not have heard any commotion below them or in the specialists' quarters. CAPTAIN'S ROOM. He will join the fighter and magic-user in fighting the party if one o them asks him to. as well as the usual bunk. and a desk are the furnishings in this room. If surprised in his room. In this room is a bed and a cluttered workbench. table. The resident o this room is a 10th level thief (AC 5 [-2 dex. 16. only the rooms that mention a person will be occupied. The statistics in brackets represent his status in chain mail armor. and 7 pp. changing his statistics to those in the brackets. This room is barren. The enchanter wears a ring of protection +l. EMPTY OFFICERS ROOM. 24. He will then attempt to slip out the door and warn the fighter and thief from rooms 20 and 21. and the chest contains a woolen cloak. The first contains a f cloak. he will attempt to f talk his way out o the situation. door is locked and barred. A tall man is seated at the desk. BOATBUILDERS QUARTERS. suit o leather armor. adjustf ment]. a suit o chain mail armor. a chair. and he keeps his door barred. and the key is on a thong around his neck. favorite weapon is his longsword His +2.' D 4-11 [ld8+3]. fighter (AC 9 [2]. and a chair. and is locked. Among the vials in the magic-user'slab are a potion of speed and a potion of giant strength. which he will don if given 2 rounds o warning. A 22.He has a sack with 179 gp hidden under his bed.110ep. f 18. and a stronsbox rests at the foot o the bed.hp 60. he f whirls to face the intruders and draws a gleaming longsword. 25. as many of f these higher ranking soldiers keep quarters in town. D 1-8. A burly fully-armed fighter is standing in the center o the room. The wallsof this building are thick. f The strongbox at the foot o his bed is locked. and small f wooden box containing a 200 gp diamond. and a woolen cloak. BLACKSMITHS QUARTERS. hp 30. and the keys will be with the respective residents. ML 11). MV 60. the enchanter will make himself invisible if he has enough time. LEATHERWORKERS QUARTERS. This room contains a wooden bed. If one o the officers is f attacked in his quarters. He bears a shortsword +1 and f wears elven boots.and345sp. If he is in his room and someone attempts to smash the door. A swarthy. 11 . THIEF'S ROOM. a simple desk. and chair. and chair in this room. The lock contains a poison needle trap. This room contains several broken swords on a desk. The resident of this room is fully armed and armored since he is preparing for a training session with one of the officers. The smith specializes in weapons work. 180ep. A nearly empty wine bottle sits on the table. MAGIC-USER'S QUARTERS. 15. 23. but he does not f draw it immediately. except for a plain wooden desk and chair. and chair are the only items of furniture in this room. a sack with 230 gp and 390 sp in it. but quickly rises to his feet as the door opens. hp 21.28): Since the duty times of these men vary. WEAPONMASTERS ROOM. He fights with a longsword +l. and plans to take the broken swords to his shop just outside o the barracks for repairs. desk. and bed in this room. a bed with several blankets on it. ML 9. He has a locked strongbox with 210 gp. a chair. The room is otherwise empty. A skillfully crafted model of a longship is on the desk. The residents o the others will be on duty or sleeping elsewhere. OFFICERS ROOM. ML 11)is sleeping in this room. they are loyal to the guards and will try to call an alarm if possible. 20. however. A blanket on the bed is pulled over a figure that appears to be a sleeping person. As the door opens. with 4 hp. There is a table. On the table are piled a number of pieces of leather. MV 120' [60']. DOUBLE ROOM. and small sack o jewels (25 gems worth 10 gp f apiece).NOTE ON THE SPECIALISTS QUARTERS (Rooms 15-21): Each o these rooms has one or two residents. His room is bare except for his weapons and armor. His hand goes to the hilt o a sword at his side. MV 120' [60']. The key to the chest is hidden behind the captain's belt. unless otherwise mentioned. AL C) who serves the Duke as a spy. Specialists are "0" level. This room is bare. and if given 2 rounds. He wears plate f mail and carries a shield +l. It will be seen that he has been working on a carving o a longf ship. ~~ This room is similar to the others on the hallway. and a large chest. since he is staying at the waterfront until the completion o his current project. f 17. except for a blanket over a wooden bed. desk.Some vials o oddly colored liquids and many shallow dishes filled f with a wide variety o unidentifiable substances are on the f bench. The doors to all o f the rooms in this section will be locked.' D 2-7 [ld6+1]. He is Draco's partner in the plot to overthrow the Duke. but present at night. L This room contains a desk and chair. leather tunic. f A 5th level fighter (AC 9 [4]. 21. HOUNDMASTERS QUARTERS. and as a matter o fact a pile o woodshavings coats f f This the top o the desk. dark haired man with a long scar on one cheek leaps to his feet and faces the door as it opens. ML 11)charged with the combat education o the Duke's garrison. the His captain will put on his armor. Two unmade beds. bed. MV 90. regardless of time of day. The second locker holds a cloak. and a table. NOTE ON THE OFFICERS' QUARTERS (Rooms 22 . Under each o the beds is a locked footlocker. and an oilskincloak hangs on a peg. f a mace. He is a 12th level fighter (AC 1. They will be gone f (working) during the day. There is a desk. I captain is a 6th level f 2-9. 31 gp. Beneath the false bottomisaleatherpouchcontaining260gp. The boatbuilder will not be found in this room. hp 26.
breads. The two small rooms at the back o these quarters are the chambers f o the four servants. DRACO'S RECEPTION CHAMBER. worth 500 gp apiece. and will furnish no information unless very heavy handed or threatening steps are taken by the party. and many books are on the shelves. 32. The bookshelves contain several volumes on boatbuilding and sailing. On a roll o 1-2. and two benches. a buffet with a collection o fine silver and crystal f tableware stands against one wall. This chamber is used by the officers for weapons practice. as well as a dusty history o Rhoona and a much f handled tome entitled: "The Escapades of Draco StorrnsailerScourge of the Seas!" 12 30. The pantry contains fine meats. sounds o combat in the officers' f quarters will not seem unusual to the soldiers below. as well as a dozen bottles o wine. from the far corners of the world. . upon examination. he will alert the Ducal f f Guard. table. Several papers are on the desk. but a buyer may be difficult to locate. Among them are five bottles o fine wine worth f 200 gp apiece. since they know that Draco is not at home. a married couple to each room. and chairs occupy this room. The silver is worth 800 gp and the crystal 1. The trophy case contains prizes that Draco has seized. The large room is a general kitchen and work area.000 gp. with a large pantry tucked into an alcove. small chest. CAPTAIN'S ROOM. will be seen to be duplicates o those f in room 26. the tavernkeeper will buy the beer. and two bookshelves are the furnishings o this f room. i A neatly-made bed. and a long trophy case is opposite it. worth f 20 gp apiece. The desk is strewn with papers. The papers. an oven. usually by force. a desk with a simple wooden chair. the DM should roll a d6 to determine the tavernkeeper's reaction. since tavern owners are afraid o the f Ducal Guard.26. PRIVATE DINING ROOM. In any event. This sparsely furnished room contains only a table. he will do nothing. Because they use the room frequently. On f a roll o 3-4. Six soft armchairs are in the f corners. A large table. The beer is literally priceless in thirsty Rhoona. Three kegs o f beer are also stored in here. The servants f will have retreated here when strangers enter the apartment. This is the entry room to Draco Stormsailer's quarters. and a waterpump are placed around the room. OFFICE AND LIBRARY. four paintings worth 500 gp each. DRACO'S SERVANTS QUARTERS. 33. but the latter is extremely fragile and would be difficult to transport. and cheeses. If the player characters want to try to sell the beer to a tavernkeeper. four chairs. On a roll o 5-6. and two exquisitely crafted rugs. pies the center o the room. Two comfortable chairs. A tapestry depicting a longship riding out a stormy sea hangs on the outside wall. They will cower fearfully if approached. 31. desk. they do not know about the secret room beyond Draco's bedroom. Both the door from room 12 and the door into room 31 are lockf?d.
Along the opposite wall are mounted the heads of wild boars. The announcement is as follows: €Bl€-mln& times =ween t h anb his cbmeinc. and woolly rhinocerous. Unless the group chooses to proceed directly to the temple. dire wolf hides. This large room contains a huge and richly quilted bed. On the table is a full bottle of wine and two crystal goblets. The slobbering a Duke wll have only a short time left to reign when he decla foolishness . and little s ance i apparent thus far from the populace. unless a thief successfully removes the trap. DRACO'S BEDROOM.50gp(x5). a giant. Three chests are stacked at one end of this narrow room. they could hear the decrees in the streets along the way. A piece of parchment is on the table. and 280 pp. is the skin and mounted head of a red dragon. All of these are emblazoned with an elaborate I "D. a number of tapestries. unicorn. they can hear the commotion in the street announcing the herald's arrival. leather armor.80gp (x2). and there would be no need for Eric to contact them. If they return to their rented room(s). If this time requirement would place the announcement in the middle of the night. since the dwarven army is gathering while play is going on.300sp. SCENARIO 2: THE TEMPLE OF CHAOS DM Note: Use MAP C for this scenario. In this case. several dwarves. Each of the chests is locked. and the keys are with Draco in the palace. and a small writing table and chair are at the far end. A letter written in an obscure code is on the table. black-bearded warrior with a "D' emblazoned on the front of his tunic. 13 In any event. a table with four chairs.I am sure you must agree that my curse is working admirably! Be alert: the moment for you to move is near! Your faithful compatriot 36. It is opened by pushing in on a knot in the pineboard wall. The first chest contains a paralyzing gas that will affect everyone in the treasure room for 2-12hours. The secret door to this room is further concealed by a tapestry. The tapestries illustrate battle and sailing scenes in great detail. If they go to a different inn. The beginning o the second phase of the adventure will depend f greatly upon the group's behavior following the search o the barf racks. since they will have already figured out that their next objective is the temple. and a dozen ornate robes. and a wardrobe closet. The scenario as written here will assume that the party o adventurf ers has returned to the inn where they started the game. the herald will soon walk the streets again. The curse must be removed before that army arrives or Rhoona stands a very good chance of being sacked and burned.worth lOOgp (x10).060 gp. ion now. 24 hours will pass following their search of the barracks before the next ducal decree is made. Eric of Forsett. uke oc RhcKmw . The third chest holds gleaming gems. troll. and feature prominently the exploits of a tall. If the group is relatively strong after the barracks adventure (Le. might talk to them in the crowd after the decree has been made. Inside the chest is an ornate helmet. and the skins of all of the great cats have been piled throughout the room. SECRET TREASURE ROOM. 1. The wardrobe closet contains a suit of plate mail. posed so as to almost appear real. Along one wall. very little modification will be required. The second chest contains many coins: 1. The DM must keep careful track of the passage of time. they might wish to proceed directly to the temple of Cretia.25gp(x8)and lOgp (x70). they still have most of their spells and hit points).- This unusual room has a lush layer of furs on the floor. owl bear. If the Helm of Reading Languages and Magic is used to decipher 35. and will presumably move out to hear the new decree. still in his beggar disguise. It is a Helm of Reading Languages and Magic. calling out the news of the Duke's latest inspiration. a displacer beast. The pronouncement o war f forthcoming shortly. then substitute 36 hours for 24. White and black bearskins.
DUCAL BA MAP B 1 square = 20 feet N F l KEY Bench Bed E 1 Fence Door Stairway Secret Door Table E l 1 square = 10 feet I @ F l 2nd FLOOR 14 Chair Cell Door 1982 TSR Hobbies. . Inc. All Rights Resewed.
1 8 1 0 Column Statue Cell Door 1982 TSR Hobbies. 15 . Inc. All Rights Resewed.A AP C Door F l E l pl / Stairs Secret Door Table Chair Window 1-I p--l Pool 1I .
16 . U Column Statue F + Portcullis Cell Door LEVEL I1 1982 TSR Hobbies.INE OF C MAP D 1 square = 10 feet N LEVEL I KEY 4 F] U I Bed Door Stairs SecretDoor Table F] Chair Window Pool [I . All Rights Reserved. Inc.
.N 1 square = 10 feet KEY E l ... All Rights Reserved. Inc..... . Secret Door Bookshelf Column Door Bars I I Chair Bed Trap Door in Floor LEVEL I LEVEL I1 17 @ 1982 TSR Hobbies.
1 NOTE: A number o doors throughout the temple will be locked. The doors to either side o f the dais are unlocked. HALLOWED HALL. Eric o Forsett. These two rooms are identical. opposite the doors. The statue o Cretia has a pair o f f 200 gp gems as its eyes.This decree will be received by most o the populace with a sort of f resigned indifference.#AT 1. Xanathon will be the only person in the temple with the key. In one corner stands a cart with a crystal decanter and glasses on it. and leads to a pantry stocked with loaves of bread. He is unsure o Xanathon's f motives. AC 4. In the room f f are dozens o crates o grain. and only three doorways are visible. The room contains two beds. f Each room is the residence of a pair of 3rd level clerics (for a total o f eight. a table." He will ignore all further questions and walk away from the group. and will attack any nonf Ethangarians entering the room and fight to the death! 40. He will mutter to them. you must go to the cloud that sheds it. They are rabid followers o Cretia. they are identical to each other. but are o course very fragile. There are eight pairs o wooden benches that face an altar f holding the grinning image of Cretia in this chamber. GUESTS' DINING ROOM. In the 10 wide space between drapery and wall await 10 beserkers hp (AC 7. A few o the more intelligent or thoughtful citizens might f express grave misgivings as to the Duke's mental health. MV 120'. As before. As before. will approach the group following this f announcement. If stopped by a character and asked for further information. Note that some clerics might have two cure light wounds spells. The kitchen contains several large kettles and pots. and an open doorway leads to a small kitchen beyond. the fighters will cry an alarm that will bring all eight fighters and the eight clerics from rooms 39a -39d to do battle with the party. #AT 1. If the group has not deciphered his advice in this time. A pair of crude benches flanks each table. 42. so none of the reactions will be blatantly hostile. hp 12. The god is f pictured with a scowling human face upon the torso o a f gorilla. The large chamber outside o the cells contains only a long table f and 14 chairs. they will attract no attention. If pursued. Each cell has a heavy wooden door with a small. "You cannot stop the rain with a bucket on the ground. as if they can no longer be surprised by the Duke's follies.D 1-8. 18 44. These four rooms all have locked doors. Each has a locked door. slitted opening in it. f KEY TO THE TEMPLE OF CRETIA Many people. FIGHTERS QUARTERS. but these will be whispered quietly. and a smaller table with several bottles o f f cheap wine on it. This is the storage area that the clerics o Cretia use to store the offerings o the faithful. This room is divided into 14 separate cells. 6. To determine which other spell is useable by each cleric. lard. a table. and that only Xanathon holds the key to a return to sanity in Rhoona. and some moldy cheese. In another corner is a low table with 5 bottles o excellent wine and eight crystal goblets. f Unless a locked door leads to a person's quarters. They wear chain mail and carry shields and longswords. and demand an accounting for the Duke!" Eric has already approached the Duke and attempted to use a remove curse spell. as well as a pair o wine glasses." then slowly shuffle away from the party. i A long table covered with a satin tablecloth occupies the center o the room. MV 60'. the eyes of the statue will be recognized as two 20 gp gems. The men in these rooms are 2nd level fighters (AC 4. He realizes that the power of the god. Upon close examination. is involved here. 43. None o the clerics has any monetary treasure. still disguised. CLERICS' QUARTERS. 39(a-d). The Temple o Cretia is a massive stone f structure. Each cleric has a cure light wounds spell and one other 1st level clerical spell. The room contains four wooden bunks. . all stacked neatly in the corners and along the walls. Their high morale is due to religiousfervor. he will not acknowledge any statements or queries. 38(a&b).they will not be noticed.' ML 10) who have been charged with the temple's security. unsuccessfully. ACOLYTES CELLS. DINING HALL. "The High Priest o Cretia is an evil f blight on our community. The door to this chamber is locked.if the party acts calmly and passively . an ivory statue o Cretia. The doors to rooms 38 and 39 are locked. This is a room with four large tables in it. pass through the gateway into the community around the temple. and party members will not overhear such comments unless they are expressly eavesdropping.D 1-6. the clerics will tend to fight with their heavy maces.with four bear-like feet. both Ethangarians and Rhoonians. so . The door to this room is unlocked. In battle. OFFERING STORAGE ROOM. In the former case. #AT 1. All o these portals are made o sturdy wood. The double doors lead into the main sanctuary o the f worshippers of Cretia. Each fighter will carry a small purse on his belt containing 1-6gp and 2-24 SP. as each o the columns holdsa bracket f with a burning torch set in it. and eight fine wooden chairs are placed f around it. Tin platters and colored glass mugs are displayed on a shelf in the dining hall. o f course. bales. I This room contains many crates. A raised dais. Four young men wearing chain mail and carrying longswords will be seated at the table in each room. Seek him. MV 60. if the group moves quietly toward the temple. If intruded upon in either room. The crystal decanter and glasses are worth 300 gp. he will simply say.D 1-8. Its eyes will glitter evilly with reflected torchlight. This is the area that the temple residents use for worship services. but understands that the very survival of Rhoona is at stake. bales o wool. two chairs.AL N +2 on all "to hit" rolls). the DM should roll a d8 and compare the result to the spell list on page X11 of the D&D @ Expert Rules. salted meat. and all of their residents will be currently in them. the cleric will again allow 24 hours to pass. ML 10). and f f f f kegs o whale oil. and four chairs. the herald will have a sturdy group o f guardsmen with him. HD 1+1. he will again seek them out and sternly admonish them. f 37. elevates a statue o the grotesque Cretia. A thick f purple drapery hangs around the outer wall o the room. all on the front wall. hp 11. much activity will be visible at all times o day f and night. PRIVATE SANCTUARY. This statue is smaller than the one in the Hallowed Hall. Once inside the Ethangarian sector. f The tablecloth is worth 100 gp. "The curse o the Cretin f must be stemmed at its source. bundles o cloth. and kegs. but only the one to the f f group's left (outside of room 41) will be locked. Again. 41. Cretia. each person has the key to his own room. The wine bottes and f goblets are worth 50 gp each. As with the fighters'rooms. Massive stone columns support a roof that is 20' above the floor.
Dervill will shut the door and cast his hold portal upon it. 1 The secret door will only be discovered if all o the books are f removed from the shelves that hide it. and the wizard will hear his statues begin combat in 46a. D 1-6/1-6. and 200 gp respectively. KITCHEN. Two large areas to the left and right are not visible because of the small room that the second door seems to enter. picturing masses o Ethangarian riders storming through the army o f f some foe. The kitchen is used by the acolytes who prepare Xanathon's elaborate meals. If characters f spend some time studying the books about the Ethangar Khanate (written.They have been commanded to attack anyone who enters the room unescorted by Dervill the Treacherous (the mage who is in room 46b). hp 28. It may be opened by simply lifting the empty shelves to flatten them against the wall. He wears a ring of protection +2 and is armed with a dagger.000gp. XANATHON'S DINING ROOM. WET GOODS STORAGE. He will then teleport to Xanathon's chamber. 1 I 52. all neatly stacked along the walls. It has no treasure. ~ In this room are many shelves o musty tomes and volf umes. MV 120'. and thus undrinkable. He will also cast haste upon the statues. A bucket on a rope and simple winch hang over this well. These contain: poison. SUPPLY ROOM. and their f bloody conquests. ML 8). if deciphered. The china and silverware stored here is finely wrought 19 47. in a position to observe people who enter the room. 46. flour. however. protection from normal missiles. This door is unlocked. but there is a bottle o wine and two glasses on the f table. In this comfortable room. Several wooden counters. Three tables are in the room. Each cell contains only a pallet o straw. D 1-4. dried beans. EXERCISE ROOM. f Several paintings hang on the walls. lard. magic missile Second Level: detect invisibility. hp 3. each carved out o some opaque crystalf f line material. Save F3. The two visible statues and their two counterparts which cannot immediately be seen are actually Living Crystal Statues (AC 4. The door to this room is locked. #AT 2. torches. The closet contains several wooden benches and a small well. nails. The water drawn from the well is seawater from the fjord. The desk is bare. Dervill's chamber is unlocked. HIGH PRIEST'S ENTRY CHAMBER. a torch and a cheap copper image o f f Cretia (worth 5 gp). but each will stay within his cell instead of coming to the aid o his fellows. The books include many volumes on the history of different Khans o Ethangar. but the residents o the temple f know better than to enter here. E S P web Third Level: haste. and a small desk is against the wall. prybars).CRYSTAL ROOM. and sweaty fighters and clerics come here to douse themselves after working out. It has been imprisoned in an undersea cave and is nearly starved. The cells are the chambers of 14 1st level clerics (acolytes)(AC 9. and the paintings 500 gp. Note that. In his chamber is a simple pallet upon which he sleeps. Also included are books about the kingdoms o f Vestland and Ostland. The room is bare. If hard pressed. HD 3. They will be in their cells and offer only token resistance to an attack. ~ ~ This room contains 20 kegs. MV 150'. hold portal. HD 6.Save F3. Directly to the left and right stands a statue o Cretia. The door to this room is unlocked. and several small statues of Cretia. the f acolyte in cell 44a will exit through the secret door in order to warn Xanathon. f 49. These boxes contain grains.). The marks on the columns have been inflicted during the weapons practice that often goes on in here.D 2-12. o course. The water surface is still.#AT 1. and jars contain nothing of value to the players. The two doors to this room are locked. depicting waves o f grass below awesome mountain peaks. with the recipient becoming a toad. If strangers enter this area. casting spells at the party while his statues maneuver to prevent the party from reaching him. ML 9. the tapestry is worth 500 gp. . and a crystal chandelier hangs over the table. open room. hp 15. but the columns show many gashes and dents. If trapped. This is a crowded room that contains many rows o crates f and boxes.Neither the outer door nor the cell doors will be locked. Lurking just beneath the water's surface. dispel magic Fourth Level: wizard eye. salamander. and have been skillfullycrafted. heroism. An exquisitely detailed tapestry hangs on the wall by the kitchen. or attempt to use his web and magic missile spells against the party. ~ ~~ 45.The other materials. they will see that the culture has f a history of warlike rulers who embark on wholesale programs o f conquest. and a cluttered workbench. so it will desperately attack anyone who comes within 20' o f the edge o the pool. saws. AC 7. is a lesser sea serpent (AC 5. or other loathsome crawling thing. they will use torches as clubs. Four thick wooden columns support the ceiling. prove to be lists o spell components f (buzzard beaks. dishes. slender stone columns. hp 23. tools (hammers. The chandelier is worth 1. This is a clean and well-furnished cooking area. 300 gp. He will fling open the door and enter the fray. one that was entered. cheese. salted meat. In the center o the f room is an oval pool of green seawater. ML 11). MV 90'. and polymorph f self. MV 120'. in Ethangarian). brick oven. and a closed pantry will be visible here. rope. and plush draperies hanging over all the walls except the one by the door. f and potions o gaseous form. D 1-4. 53. Dervill the Treacherous: 9th level magic user. if warned. 48. This is a large. The table and chairs are o gleaming dark wood. polymorph other Fifth Level: teleport Dervill's favorite offensive spell is the polymorph other. 51. Xanathon will still await the party in his chambers. This is a richly furnished dining room. ML 5). SEAROOM. and the Jarldom o Soderfjord. lizard gizzards. Five vials are off to one side o the bench.and a small closet takes up one corner. healing. with four chairs at each. Dervill's spells are: First Level: detect magic. two low chairs are set around a small table. a table covered with scrawled notes which. etc.
finger o death (raise dead reversed) f As mentioned earlier. and exactly what Xanathon said. and damaging spells (fireballs. he is immune to all mindinfluencing spells (sleep.D 3-8. locked chest is in a corner of the room. however. some of which (roll a d6 to determine how many) will strike a person picking the lock for 1-4points of damage apiece. snake charm. cause fear (remove fear reversed) Second Level: find traps. Of course. Inside the chest are 380 pp. The map on the wall depicts the trade route over the mountains from Ethangar to Vestland. a table and chairs. A rack holding many small vials of white powder is set against one wall. MV 120 #AT 1. a few reminders of exactly what they saw there. As the characters realize that their weapons are having no effect. of course. raise dead A workbench is littered with various worthless materials. and grains). Xanathon enjoys a particularly effective kind of protection. growth of animals. Xanathon will ignore the magic-user. and here is a puzzle for your feeble brains. The map has a red blot on it at the crest of the pass separating the two countries.charm. His life force has been removed from his body and stored in a brilliant diamond. commune. "Poor miserable fools!" as he slowly advances. 1. If it is examined carefully. the players will know none of this. remove quest (quest reversed). Of course. The players may well be puzzled regarding where to proceed from the Temple of Cretia. It is trapped with 6 spring-fireddarts. Fifteen of the vials on the rack contain nothing but worthless chalk dust. Many scrolls of parchment are spread upon a table in a corner of the room. is Xanathon (14th level cleric. and four bottles of excellent wine.In addition to the usual dry goods (breads.000 ep. SCENARIO 3: JOURNEY OF THE SHRINE DM Note: Use MAP D for this scenario. may help them to determine that they must seek out the Shrine of Cretia. 54. He will wade into the midst of the group. gaunt. an open closet. The drop from the window to the ground outside is only 5'. protection/evil lo' radius. fish fillets. dispel evil. These are things that Xanathon has used in creating potions and new spells. locate object Scroll 3.) as well as all types of damage. but will not follow them outside of the temple. and holds a gleaming black mace in his hand. He will pause in his attacks and gloat. The most striking feature in the room is the tall. during this scenario. He will use any spells that he has left to defend himself if any characters come after him. As a result. and contain the following: Scroll 1.) will have no effect on him. The only way to cause him to become vulnerable is to bring the diamond containing his "essence" to within 10' of Xanathon's body. and a wand o f trap detection with 8 charges left. will remove the curse. lightning bolts. glass paned window in the middle of the room's west wall.. Xanathon's spells are: First Level: cure light wounds. a colorful map on one wall. It is doubtful. and next to it is a picture of a cave mouth in the side of a high peak. Three of them. Xanathon delights in physical combat. the sensible group will begin to give some thought to escape. He looks rather frail but will laugh mockingly and snarl. The DM should allow them to debate among themselves for a time. magical weapons. The door to room 55 is constructed from the same stone as the rest of the temple walls. resist cold. and then choose another victim. hold person. thus causing it to do 4-14 (2d6+2)points of damage at each successful hit.. A large statue of Cretia occupies the center of the chamber. create water. and here a narrow strip of shoreline runs along the fjord to the north and south. and can be found as a normal secret door. and Xanathon will not pursue them. cure serious wounds x2. contain a magical powder which. and single out one victim. detect magic. He will belabor that unfortunate character until he or she is dead. This large room is cluttered with many strange and mysterious objects. A brass-bound. You cannot wound me. laughing like a maniac. There are no potions currently in the room. The group should not find it. This. as it can easily be broken. At this point. and this statue has a large emerald for each eye. of course. The characters can drop safely to the shore outside of the temple. the High Priest will pursue them mercilessly all the way to the outside doors. AC 9. He is clad in a black robe. thanks to Cretia. hidden away in the Shrine of Cretia (see Scenario 3). If they choose to retreat through the temple however. and a large. sticks to snakes Fifth Level: commune. bald man standing in the center. and since he cannot be injured. even if Dervill is being killed. As they enter the room. Stored here among the slowly melting blocks of ice. etc. 55. The wine is worth 75 gp per bottle. respectively). "I said you were fools.. hp 39. cure disease.The only spell he will use is striking. curse (remove curse reversed). striking Fourth Level: cure serious wounds. silence 15' radius Third Level: continual light. for my life does not reside in this body you see before you! Rather . he will be standing behind his master.. are slabs of fresh meat. Xanathon will laugh even louder. are clerical spell scrolls. cure light wounds x2 Scroll 2. Most of the scrolls are covered with Xanathon's personal notes and are meaningless to anyone but the High Priest. at the top of the mountain pass between Vestland and the Ethangar Khanate. locate object. which he will cast upon his mace. however. Two of them. and now you know that I spoke the truth.it is deep in the earth and high in the sky at the same time!" His laugh will ring with madness as he once more presses the attack. but no blood will flow and the "wounds" will close as soon as the weapon is withdrawn. he will close immediately to fight with his mace +2. detect good (detect evil reversed). since the clues have all been furnished in 20 Xanathon's chamber. resist fire. This room contains a large bed. flours. 700 gp. the blot will be recognized as the face of Cretia. when thrown in the eyes of a person afflicted with the Curse of Xanathon. light. XANATHONS CHAMBER. neutralize poison.ML 12). A description of room 55 is included here because the group may use it during Scenario CDuel With the High Priest.etc. XANATHONS WORKSHOP. He will ignore any attacks upon himself.and very valuable (300gp and 500 gp. Thus normal weapons. and weapons that score hits will puncture his skin. however. . The window mentioned earlier is a likely route. He will sneer mockingly at the party in either circumstance. and a littered workbench follows one wall. however. If Dervill has teleported here. they will see Xanathon standing in the center. that the battle with Xanathon will provide a character with the opportunity of locating this door in any event. the pantry boasts the luxury of an icebox. Dervill will cower at the far end of the room during this altercation.
M 120'. It follows this valley. with many switchbacks. The trail is a wide and muddy track. One of the chimera's heads will always be awake. HD 9. (2) AC 4. Ogres: Panthers: Grizzly Bear: 4. since many herds of horses and sheep have been brought along the route. If the characters halt or continue to advance. Two treacherous trails. The cave is 50' wide and 20' tall. they will have no more wandering monster encounters as they hike to the Khanate. the f trail begins to climb the ridge west of the fjord. HD 4+1. for a cost o 2-12 gp for the entire party. D 1-6/1-3. The fifth and final day of the journey will be spent climbing the steep approach to the pass. Southward.within hearing o the party -include the Duke's state f o mind.with the ability to charm person three times per week. He knows o the Shrine of Cretia f and can give a rough description o how to find it. they will have to learn o it from rumors upon their return from the shrine. Also buried among f the coins is a longsword +2. immediately after reaching the summit). either in the street or at a tavern or inn. f Another rumor is that the Duke is about to make another decree (true). D 1-4/1-4/1-8. Roll another d6 to determine which o these f delightful travelling companions is encountered: HILLS OF VESTLAND WANDERING MONSTER CHART DIE ROLL WANDERING MONSTER 1. and rocky ridge extends to the right and left o the pass. If the party f has followed the trail to this cave on the same day that they climbed the pass (i. Travelling along either o these trails must be done in single file. (2) AC 4. D 1-4/1-4/1-8. Eric o Forsett will be waiting at the inn where he originally met the f group. The chimera rests upon a pile containing 2. and the fact that Draco is rumored to be spending all o his f f time at the Duke's side. They must wait until the following morning to investigate the west trail. It has a 50% chance o using its f breath weapon. hp 48. with his usual escort the town herald will once again walk the streets. it will charge. announcing the following: "Be it known to all that His Benign Munificense. The summit of the pass will provide the characters with a magnificent vista. 3. while the caravan track follows the valley f down the far side. worth 500 gp apiece. for two more days. The cave ends in the lair o the chimera. At the far end. The plains of the Ethangar Khanate are visible. MV 120.Save F6. hp 38. which will take them three days. ML 10 regenerates 3 hp per round. #AT 1. D 1-3/1-3/2-8/2-8/3-12+3-18 fromfire. One o these suggests that a massive dwarven f army is even now camped just over the hills south o Rhoona (false). where the party must move single file. Any number o fishing boats will provide this f f service. to the north. MV 210. The party may also overhear some rumors. Hopefully. #AT2 claws/3 heads + breath. . ML 8. #AT 1club/l bite.As the group passes from the Ethangarian sector back into the rest of the town. A result of "6" indicates an encounter. Save F9. gentle ridgecrest to the west for two days. After two hours o f 21 EAST CAVE: This is a yawning black hole in the side of a towering mountain. ML 8. Rock Baboons: (8)AC 6. they will notice the people they meet seem to be very tense. climbing gently. #AT 2 claws/l bite. extending into the rock for 150'. The final day will be spent on an open and rocky slope. D 1-10. HD 2. The journey will begin with the group being ferried across the fjord west o Rhoona. (3) AC 5. HD 8. they will realize that this is the wrong route before then. jagged. and four beautiful pieces o jewelry. perched atop a pile of glittering coins. hp 25. There is no chance of the f group becoming lost if they follow the caravan trail. HD 5. If not. is chimera (AC 4. Save F2. D 1-6/1-6/1-10. hp 18.If the party retreats. 6. so it cannot be surprised. D 2-16. No one is enthusiastic about the idea of Draco taking over the government if the Duke should die without an heir. ML 8. 5. 850 gp in sack. it is not difficult to follow the trail to the shrine. It is important to keep these specific terrain factors in mind if wandering monsters are encountered. The first four days o travel will be through thick evergreen forests. f THE JOURNEY TO THE SHRINE This trip will take five days o travel time. Duke Stephen Rhoona.000 sp. the caravan trail will veer from the ridge into a valley leading to the northwest. #AT 1. the group will reach the top. In any f event.. ML 10. MV 120. AC 6. the players will have to locate the exact entrance to the shrine. Save F2. f If the players follow the caravan track northward. hp 10. hp 19. f where the group may walk three abreast. If the characters spend a full day in town after their expedition in the temple. ML 8.e. At the sight of intruders. if they wish to seek him out. 2. HD 6+3. HD 4. A narrow. ML9). it will be too dark for them to return along the ridgetop. The trails to the east and west each run for one hour o travel time before ending in a cave mouth. it will roar belligerently. MV 120. about five f days travel from Rhoona. The DM should check for these once each day and each night by rolling a d6. Save F8. has declared the following to be official decree: Hill Giant: Trolls: AC 4. After this time. however. hp 30. and from there they will follow the wide. climbing. Other concerns that might be expressed . Once at the summit o the pass.000 gp. #AT 2 claws/l bite. Save F4. 5. MV 90. #AT 2 claws/l bite. Since it lies along f the only route from Vestland to Ethangar. The trail on this last day is steep and treacherous. Save F2. Once across. They may even overhear some folks worrying out loud about when the dwarven army will be arriving. they will hear the latest ducal decree. follow the ridges to the left and right. nearly 50 miles away. MV 120. perched on a knife edge o f broken rock. the mighty peaks o Rockhome f thrust into the sky. the monster will not pursue them.
22 .
only a third o the bins have grain in them. MV 120'(flying 180'). The latter contain I dose o healing potion apiece. f 58. -1 vs. MV 60'. D 1-8. After 30'. 24 ep. STILL ROOM. They were passing the time by gambling. 62(a-c). and 120 sp. A result o 1-3indicates that they end up inside the f trap. The total is 97 gp. and a table. The "door" will pull easily f away from the wall. This is because the room is the fermenting and distilling room for the shrine. cause fear (remove fear reversed) Second Level: blight (bless reversed). There are 4 small bottles behind the larger ones. 56. a table. allowing only a small area on which f the characters mav walk. they are fully armed and f armored.#AT 2 claws/l bite or tail spikes. and three comfortable chairs.hp f 20. and the entire party hears a resounding clang as a sturdy portcullis crashes to the floor behind them. f 59. MV 60'. Anyone standing directly under it (in the DM's judgement) must save vs. and protected by chain mail armor and shields. f 62a. On the table in this room are a set of crude bone dice. 61. and must be opened as if stuck. Each o their f doors has been crudely blocked by a chair. anyone f between the portcullis and the false door is trapped. roll a d6. ML 8). f but only three people may attempt this from any one side o the f portcullis. and become f pinned under the apparatus. Once the group has disposed of the manticore. if two people are caught in the trap and four are out in the corridor. while the vats f contain liquid in more advanced stages of fermentation. In 57b. aside from the two humans in plate mail that are charging the opened door with up-raised Both rooms 60a and 60b are the residences o two 5th level clerics f (AC 2. D 1-8. while a 4-6 means that they have escaped. There are 48 casks in the room. Save F6. WINE STORAGE. I 60(a&b). sharp peak. and protected by chain mail armor and shields. One o f the clerics in 60a carries a ring of keys and a mace +1 vs. The leading characters see a solid stone wall behind it. The entire floor o the room is cof vered with a 12" thick layer o grass. 105 ep. ML 11). and these are only half full. hp 29. and 56 sp. both o the former but only three o the latter could f f attempt to raise it. Because one the clerics had a dream warning him o a battle. The party may now enter the Shrine of Cretia! creatures. and 56 sp. they will be able to approach and enter the cave. They wear plate mail and carry shields and maces. it narrows further to a square corridor that is obviously man-made. The door opens easily.These stalwart warriors wear plate mail and carry shields and longswords. hold person Under the mattress o one o the beds in 60a is a clerical scroll with a f f speak with animals spell. f The door to this room is locked. a f manticore (AC 4. None of the clerics has any money. The bars may be lifted automatically with a combined strength o 44. ML 9) will soar from a rocky ledge 100' over the cave mouth.ML 10. but cold stone is all that lies beyond. A person trapped under the portcullis may not participate in the raising attempt. 1 62b. D 1-6. to a watery reddish brew.FIGHTERS QUARTERS. 6 chairs. chaotic.e. he does 2-7 points o damage f f per hit. The only furnishings in this room are 6 bunks. In f 57a. O course. The grass f on the floor o the chamber has been brought all the way from f Ethangar to remind the visitors to the shrine o the waving plains of f their homeland. These three rooms are the residences o the small garrison o f f fighters that lives in the shrine. ranging from a thick. Hidden beneath one o the mattresses is a pouch containing 5 100gp f gems. 100'above them. D 1-8. This room contains three beds. A sickly sweet odor fills the air in here. It is 66% likely that anyone pausing outside the door of the room will notice a strong odor. 21 gp. two chairs. and the key is held by one o the f clerics in 60a. and a cluttered workbench. The fighters are armed with longswords. 57(a&b). Thus. hp 4. The garrison o this room is three 4th level fighters (AC 2 (or l). the fighters from the other two rooms will rush to investigate. 21 gp. If a character succeeds in avoiding the trap. The walls o this room are lined with huge bins that take up f most o the floor space. GRAIN STORAGE. 24 ep. The morale o all o f f the fighters is equal to that o the highest level fighter that is still alive. This room is furnished exactly as 62a. ML 8). and so are also prepared for battle. HD 6+1. AL C). The secret doors from 60b and the corridor open into a tiny winchroom. . It is smaller than the east cave: 20'wide and 10'high. MV 60'. It will then land between the characters and the cave mouth to melee. Two greenish gems glitter in the statue's eyesockets. D 1-4/1-4/2-8or 1-6per spike. In this room. and have dice and coins spread across the table. Dexterity (i. blue syrup. The monster will make four passes over the group. which contains the mechanism for raising the portcullis after it has trapped a victim. hp 20. This large circular room has a statue of the grotesque Cretia in the center. worthless statue o Cretia are the f only visible features. ENTRY CHAMBER.roll his or her dexterity or less on a d20) or be struck by the falling bars for 2-12 points o damage. O course. f ~~ Each o the gems in the statue's eyesockets is worth 50gp. and they all contain a common grade of Ethangarian wine. tightlylidded vats. The trap is sprung if anyone attempts to open the false door at the end o the corridor. The portcullis will crash down the instant that the door is moved. These fighters have been warned of the cleric's dream. and a small. MV 60'. shooting all o its f tail spikes. two huge. and are the source o the odor. The tubs hold squashed grapes. several dozen small casks are stored on a series o racks around the walls. The door to this room is locked. ~~~ ~ This chamber is garrisoned by 6 1st level fighters (AC 4. 62c. One of them has a shield +l. This corridor is 10'wide and 10'tall.The fighters are armed with longswords. This room contains several large tubs. One round after any of the doors is smashed. Each o the clerics has the following spells available: f First Level: cause light wounds (cure light wounds reversed). hp 4. PORTCULLIS TRAP. and the key is kept by the cleric mentioned above. As the group draws to within 300' o this cave.KEY TO THE SHRINE OF CRETIA The trail to the west approaches a small cave mouth in the side of a thin. and are worth 50 gp apiece to anyone amibitious enough to try and transport them to civilization. On the bench are a number o piles o herbs and some large bottles f f of liquids. lawful 23 In this room may be found 6 2nd level fighters (AC 4. CLERICS QUARTERS. the bins are filled to the ceiling with yellow grain. The door to each o these rooms is unlocked and opens outward. On the table in this room are a set o f crude bone dice.
heading north.Save F4. #AT 8 tentacles. 68. DEN OF ZOMBIES. They may then proceed around the corner at 65b and walk down the stairs. ILLUSION TRAP. I ~~ ~ This is a large. and has been woven with a mosaic pattern in reds. The rug seems to be made of silk. The gargoyles will wait until the party has advanced well into the room before breaking their stance o immobility. and bear horns. #AT 1. A very close examination o these bones is 50% likely to reveal them as f human and dwarf remains." He or she should simply describe it and let the group draw their own conclusions. and will proceed merrily out o the corridor. square room. EMPTY ROOM. As soon as a person or group comes around the corner at 65a. MV 120'. Each of the chambers in this area is filled with moldering skeletons. ML 9). 67. CAVES OF THE CARRION CRAWLERS. In reality. without knowing that their bearings have been reversed. where of course they will be teleported. hp 19. they must reverse their direction somewhere in the corridor between 65a and 64b. A couple of shabbywooden benches are visible. they are immediately teleported to the corner at 65b. the trap will be revealed for what it is.Save F1. Its function is to cause any individual or group who enters the corridor to return the way they came. As things start to seem familiar.63.however. Much moisture is present here. golds.#AT 1. HD 4. 3 0 in diameter. f I This area is the lair o 3 carrion crawlers (AC 7. both the rug and the statue are illusions. HALL OF STATUES. a group must pass the corner at 65a. They will have no knowledge of the teleportation.e. D paralysis. Two fist-sized emeralds glitter from its eyes.It is lined with 10' tall statues o warriors which serve as columns to f support the ceiling. 69. Two o these f loathsome creatures dwell in 68d. in other words. surrounds the statue. These corpses have been placed here by Xanathon himself. HD 3+1. Twenty raised stone platforms line the walls of this room. again.and they do in fact serve as columns. Since f the illusion has been created by the god. so if a character prods the rug with a sword or spear. 1 0 wide. and shiny patches o f green moss are visible in many places. 10 to either side. The purpose o this corridor is to prevent the uninitiated (or uninvitf ed!) from discovering the entrance to the second level. Save F8. HD 4+11. .#AT2 claw/l bite/l horn. barred on the outside. however. ~~ ~~ ~ This room is lined along two walls with a series o 10'tall f statues o an Ethangarian warrior. It is quite likely that the party will not discover this effect the first time through the level. This is a dingy network o damp stone caverns. dripping down the walls and collecting in shallow ~ o o l on the floor. MV go'. hp 9. This room is much like the room at the foot of the stairway descending from the shrine's first level (66). and The two small statues are actually gargoyles (AC 5. D 1-3/1-3/1-6/1-4. ML 12). At present. f This large. The DM should only give broad clues if the group is becoming frustrated or bored. the f gargoyles will wait until they have passed the entrance and then pursue and attack. no saving throw is allowed characters viewing it (i. CORRIDOR OF ETERNAL RETURNS. Since this system has been rigged with a teleport spell by Cretia. and has a coating o dust on the f floor about 1"thick. ML 11. they are always fooled). Upon each platform lies a moldering corpse. After this. They have no treasure here. The heads o the statues f f reach the ceiling. Cretia. no saving throws are allowed. o Cretia. Each room has a stout wooden door. f These two rooms are the prison cells o 6 ogres that have been captured by the Ethangarians. ~~ ~ 64. can only be hit by magical weapons). Save F2. - This cavern is very large. They will attack and pursue the party until they have all been turned by a cleric or destroyed. In order to reach the second level. 1ogre will be in 73a and the other five are in 73b. heading south. HD 2. ML 10) will attack using wooden clubs that have been broken off from chair and table legs. There is nothing o value in any o the f f caves. a bellow o rage is heard! f The ogres (AC 5. "This is the wine storage room. The statue in the middle bears the hideous likeness o Cretia. A ring of the stone floor. This room is completely empty. the DM is advised to let the group try to figure out what has happened through inferences rather than direct statements. and all 20 o these will become animated if a living creature enters the f room. approaching a right angle to the east. circles the outer wall o the room. They will fight savagely if either o the f doors is opened.D 1-10. If the party does not enter the room. MV 90'. while f those to the sides are smaller. irregularly-shaped room has three statues in it. f one in each o the alcoves at the southern end. Suddenly. hp 17. along with a pallet o f straw on the floor. He has used a potent spell with the aid of his chaotic god to affect them. (Zombies: AC 8. LARGE CAVE. Any character falling into it will take 3d6 o damage (3-18points). apparently empty cave. they will believe that they are still moving southward. They conceal a gaping pit that drops 30' to a prison cell in the second level. 24 A short hallway leads into a small. They will sense living creatures as soon as the party draws even with rooms 68b and 68d. for they desperately want to escape this place. The first touch will dispel the illusion. claws. The statues are plain. Water f drips and trickles down the walls. At the far end is a large block o stone. - 66. For example: The DM shouldn't say. A f circular rug. and one will be in 68c. hp 14. s 65. f convinced that they are mapping a whole new section o the first f level.D 1-8. and will immediately rush forward to attack. MV f 120'. and black. unadorned granite.
silver or magical weapons needed to hit) will lurk behind the door to this chamber when it is alerted by the wailing in room 76. One item has escaped the snake's maw. the fact that the party has captured his "life force" in the form o the diamond will have to be communicated f to him. HD 4+4. Fear. fighting until destroyed or turned. D 2-8. Save F3. the unfortunate character will continue to take 1-6 points o damage per round until dead. a hideous figure lurches out o the f darkness. The hypnosnake will immediately stare into the eyes o the nearest f character. The effect disappears when the person no longer looks at the diamond. SCENARIO 4 DUEL WITH THE HIGH PRIEST The objective o this scenario is to obtain the antidote for the curse f from Xanathon. but it may prove rather frightening. D 2-8. .000 sp. #AT 1. and then a meeting between the High Priest and the party will 25 have to take place. see New Monster Section o n Page 3 ) This giant 0. it will use its bite and tail for combat. magical weapons needed to hit). hp 19. It seems to be surrounded by an aura of icy cold as it reaches forward with a claw-likehand. D 1-8. square room has a metal door set into the middle of each side. The ceiling is 15' above the floor. This is a mace f +2. RETURN TO RHOONA The return trip to the town is simply a repeat of the five day trek to the shrine. the effect is harmless. causing him or her to save vs. or they may attempt to arrange a f meeting with Xanathon at an outside location. the list at f the beginning of Scenario 3 may be used.74. gems worth 500 gp. 1. D 1-8 drain 2 levels. The door to this chamber is stuck. Giant Weasels: (2) AC 7.#AT 2 claw/l bite. It will continue to attack with tail and gaze until killed or the party flees. M12. 7 77. Paralysis or fall asleep. Many coins lie along the sides o the chamber. a ring o spell turning with 3 charges left. HD 6. The wailing is otherwise quite harmless. but if the diamond is taken back to Rhoona and brought near to the High Priest o Cretia. HD 4+1. A circular hole about 30' in diameter leads upward from the middle o the ceiling into the darkf ness above. f Once swallowed. It rises with with menacing f slowness . However." It is quite indestructable in its present form. ML 9. and potions f o speed and flying. This horrible undead monster (AC 5. the hypnosnake will curl its tail around to slash while it attempts to make eye contact with another player. or they will refuse to enter the room for 1-4 turns. hp 22. 13. If a character stares at the jewel for several rounds. Save F3. #AT 1 + blood drain. 2. MV 150'. Owl Bears: Dire Wolves: (2) AC 5. ADDITIONAL HILLS OF VESTLAND WANDERING MONSTERS DIE ROLL WANDERING MONSTER 1. This will take six rounds. and manages to consume virtually everything that it swallows. This chamber is lit with a pulsating. #AT 1. 3.500 gp. he will begin to feel vaguely dizzy and confused. In this case. If some encounters are desired. and several leather items and bottles are also visible. 50 gp (x7). it will f render Xanathon as mortal as any other man! If the characters flee. the party is immediately assailed by a terrible wailing. the body will f be digested and unrecoverable. and seated in this throne is a shadowy image o pure evil. HD 5. If at least one member o the party makes a saving f throw. #AT 1 special. ML 8. If the party attacks. MV 90'. WIGHT'S CHAMBER. Wandering monster checks can be made in the same fashion. If all characters fail their saves. This creature is a spectre (AC 2.leaving any o their number asleep on the floor. Save F3. f Draped on a thin golden chain over the throne is a huge diamond that seems to pulse with an evil light. After six hours. the group has been sorely damaged by the expedition to the shrine. f the hypnosnake will immediately begin to devour one o the sleeping f individuals. L 78. ML 8. Suddenly. and has rolled into the south end o the alcove where it lies in the shadows. It will fight until it is destroyed. The group may make another foray into the Temple o Cretia for this meeting. Save F6. reptile will slither forward as soon as it becomes aware o movement f in the corridor. +4 vs. D drain 1level. Obviously. the DM may wish to forego any encounters on this leg o the journey. several more wandering monsters are included here to be substituted as the DM wishes: 76. MV 150'. This large. As the door is forced. undead. The spectre's vault is filled with riches. 100 gp (x3). and the snake will do 1-6points o damage per round of the sleeping individual that it is swallowing. It will attack as soon as the door to its room is opened. SPECTRE'S VAULT.. MV 150'.. hp 15. Several of its previous victims were very well-armed and carrying much wealth and many magic items. eerie light that seems to be emanating from a giant gem. It will enter the corridor at the same time as the party draws even with the entrance to its alcove. hp 24. however. The gem is on a chain looped over a huge stone throne. The hypnosnake has a very efficient digestive system. but because of the highly corrosive acids inside the snake. As the door is opened. Characters must save vs. f The treasure equals 210 pp. as if a thousand souls are crying in eternal torment. even the gold and jewels have been consumed. Save F2. If. however. however. (3)AC 6. hp 27. ML 11. PRISON CELL. Contained in this diamond is Xanathon's "essence. a pair o f f elven boots. MV 120'. it will hurl itself at the party to do battle. In case many of those monsters have been killed. unless the characters attempt to fight it without looking at it. HAUNTED CHAMBER.a bag o holding. This alcove off o the corridor is the lair o the hypnosnakF(For f f more details. and 10 gp (x15). then two hours must pass before they may try again. HD 3. that person will eventually be able to persuade his comrades to advance.
D 1-8. hp 5. which he will have to use to get the antidote. floor. hp 16. 38b. 2 3rd level ser26 DM Note: It is not necessary for all the powder to be thrown in the Duke's eyes to remove the curse. 79. Xanathon can be wounded. but not barred. if the group attempts to negotiate with Xanathon for the antidote. hp 5. they have merely to find the Duke and throw the powder in his eyes to free him from the curse. He will react with obvious relief if he sees that the party has returned safely from the shrine. He will suspect that Xanathon's invulnerability depends upon the jewel being kept far away from his person. AC 4. He will bring two vials with him in a small sack: one vial containing worthless chalk dust and the other the identical white powder that is actually the antidote for the curse. and Draco has not been seen for quite awhile either. the High Priest will show up for the meeting. but obviously the characters will have to inquire o someone to learn f o occurrences (or lack thereof) while they were gone. TO THE RESCUE! Assuming that the characters have survived the adventure thus far. they will find that a few changes have been made since they last visited it. D 1-8. It must be assumed that those horses that look healthy have been fed grain on the sly. but they are unguarded. He will try to accomplish this by holding the meeting in the dining room. PORCH. The doors to the entry room are a pair o huge. A huge pool. If the message is given to any other Ethangarian. If this battle should take place. and if melee begins he will fight with every spell available to him (see Scenario 2). As usual. From room 82 come 6 1st level guards (AC 6. but he has some theories that he will discuss with the group. Any clerics and the magic-user that might have been killed by the group will not have been replaced. they will find the community in an uproar. but they do not know that Draco has cancelled this directive. and move off o the porch to attempt to shoot at f the party. but the population fears that it will be soon. but rooms 38a. he will endeavor to prevent the group from seeing the secret door to room 55. ML 9). both of these secret doors will fly open and the guards will leap to the attack.As the party returns to Rhoona. he will dispatch 12 1st level fighters within the hour to carry the jewel back to Ethangar. His advice will be to use the jewel as a bargaining agent to get Xanathon to revoke the curse. A written message delivered to a cleric or fighter in the temple will be certain to reach Xanathon. He will first attempt to bargain with the dust. o f course. negotiate a peace. At the first successful hit upon the cleric. he will attempt to find the f group and slay them all. and thus become a hero.000 gp gem. wooden slabs. the curse would be removed if even only a little o the antidote got into f his eyes. carved with a f skillfully wrought image o the Rhoonian crest: a longship. The Duke has not been heard from since the decree announcing that horses must eat meat.have been completed. If it is at all possible. he will offer worthless dust first. These two facts are common knowledge in the town. dominates the south side o the palace. and a look at it f will explain why the Duke ordered taxes to be paid in beer. and only come across with the true antidote if he sees no other way to regain his jewel. He may be convinced if a slightlydetailed account of where the gem was found is included in the note. this ruse will be easily detected. f sail spread wide and running before a stiff breeze. Therefore. Only the DM knows exactly how long it will be before the dwarven army arrives. He will urge that Xanathon be prevented from regaining possession o the jewel. Whichever secret door the party used to gain access to Xanathon's chambers will have been bricked and mortared shut. 3O'high. a fee o 10-40gp will be asked. alone. Eight squat towers. Remember that Cretia and Forsetta are in direct oppof sition o alignment. he will use spells and weapons as ruthlessly as possible. with a line o eight fountains down f the center. He is planning to step into the Duke's shoes when the dwarven attack becomes imminent. Although the party has seen no one on the palace grounds. As in an outside meeting. they must select a location and communicate this to the High Priest.Three o the 1st level fighters are armed with crossbows as f well as shortswords. indented into the front o the palace. Now Xanathon may be struck and damaged as any other cleric. if the players elect to sprinkle the powder over the Duke (or some such similar action). Because o his vulnerability when the jewel is near him. as well as his mace +2. D 1-8. and will f only fight if absolutely pressed. the guards will have been watching their approach through narrow slits in the stone wall. Only if this first attempt fails will he offer the genuine antidote. Xanathon f will attempt to negotiate his way out o this confrontation. or if any one character tries to open the front doors. ' ML 10). and the message has a 50%chance o f f being delivered. and successfully completed their objectives in the first four scenarios. Eric of Forsett may be found in the tavern where the adventure began. If the group is shrewd enough to use a detect magic or commune spell. Eric will also caution the group that Xanathon is not to be trusted. Each fountain spouts a stream o the foaming brew! A wide porch is f . MV 60'. If he somehow escapes the party's wrath after the exchange has been made. If the diamond is dangled from its chain within 1O'of the High Priest. no damage will be done. 2O'in height. The doors to the palace are locked. From room 87 come 4 1st level guards. Xanathon will only respond if he is convinced that the party has indeed captured the diamond. If the party elects to meet Xanathon outside of the temple. As soon as the diamond is safely out o the city. and that Eric would like to see the Temple o f f Cretia destroyed. but the light will blink out o the f diamond and the stone becomes a mere 2. it will tend to pull toward him. If the group decides to seek the High Priest out in his temple. The characters might recall seeing the orders for a mustering o a f large militia. He does not know the specific workings o the spell that keeps Xanathon's life force stored f in the indestructible diamond. The whole place appears f deserted. When all o the characters are on the f porch. The logical place to do this. f Most o the few horses in the town will be looking very weak. supported by ten massive columns. and 39a-d will all have been regarrisoned with four 1st level fighters per room (24 total. trying to arrange an exchange for the jewel. KEY TO THE DUCAL PALACE DM Note: Use MAP E for this scenario. This huge stone structure is surrounded by an unfinished stone wall. as a f result of having no digestible food. is the Ducal Palace. MV 9"ML 10) and two3rd level sergeants-at-arms (AC 6.MV 90. Assuming that Xanathon realizes that the group does indeed possess his life force. Whenever the gem is this close to him. and have prepared an ambush. At either side o f the porch is a secret door leading to a guardroom.
and rare coins are all attractively arrayed in the displays. I I The door leading into the museum (room 89)is locked. but. (Although. All of the f walls o the room. Room e is the quarters o the butler and chief servant. KITCHEN. This huge cooking area contains many ovens. it will be virtually impossible to break open from below... The total worth o f the objects is 30.. displaying treasures f and unique items from around the world. but of course no lawful character would euen consider stealing from the legally appointed Duke. This long hallway has seven doors on the right hand wall. The cases contain a number a different items. At the far end it turns to the right. and one to the left. A curtained alcove extends slightly over the floor of the ballroom from the second floor. but will get a bonus o 4 added to their saving throws. and will move down to get clear shots. perhaps the DM may have to gently inform them that they would never think o it!) f 81. except for eight stone columns and dozens o tapestries portraying seafaring scenes. Rooms a-d are occupied by 1married couple in each room. 1 I The tapestries are quite valuable. None of the fighters carries any treasures. I 84. breaking the cases when the rest o the party has left. since it is inside the case. Both o the doors in the f hallway are unlocked. If a thief rolls successfully to "find traps. of course. several large tables.ML 12). . and several chests. 89. goblets. banded with iron. DUCAL MUSEUM. as is the door to the training room (90). 27 86(a-h). STORAGE ROOM. The alcove is the area in which musicians played during the elegant balls that the Duke used to hold. In this elegant chamber. 83. while f . lawful characters will not disturb the treasures. and eight soft chairs and a couch are set in the corners o the room. all o excellent quality. Characters between 10'and 20' away must also save. straight-backed chairs. Along the walls are a series o glass-topped trophy cases. all characters within 10'o the case must f save vs. and may f only be destroyed by a disintegrate spell. A thick carpet covers the f floor. 82. rustic farm and hill scenes. ~ ~ This huge room is bare. D 1-8. tapestries. This room is much like the other guardroom (room 82). except for some plain wooden benches along the walls. DUCAL ENTRY ROOM. A suit of plate mail and a pair of crossed swords hang to either side o one o the doors. I 85. the poison gas f might make him regret his greed . stormy weather) are depicted. a bachelor. 88. one f next to each o the sitting areas. are covered by these hangings. a large pantry. f f I The plate mail and swords are non-magical. containing only some simple wooden benches and the door to the corridor. and many different situations (battles. and a 5th level officer (AC 4. The trapdoor is made o thick wooden planks. Three o f these 1st level fighters are also armed with crossbows. HALLWAY. three neat rows o slender cof lumns dominate the center of the room. rugs. SITTING ROOM. There are 20 tables and 200 chairs in the room. The glass cases are divided into 12 separate areas. but will still be unable to remove it. Each o these is f trapped with poison gas that will be released if the glass is broken or the lock picked without a proper key.000 gp. This chamber is stacked high with long wooden tables and expensive.weird bottles. jeweled f daggers.geants.SERVANTS' QUARTERS. Poison or die. A ladder leads to a trapdoor in the ceiling. The rest o the fighters will attempt to melee f with their long and short swords. Three low tables are also in here. This is the furniture that is used in the ballroom for the Duke's formal dinner parties. The columns here are the same f finely crafted but simple supports that were found on the porch and in the entry room. This simple room is bare. Since several iron bars have been used to bolt the trapdoor from above. clear sailing. Four stone columns support the ceiling. I This wide passageway has two closed doors leading off it. some cupboards. If a neutral thief should happen to lag behind. except the front door and two side f doorways. instead o the usual 15'. f Candlesticks o gold and platinum." he will learn that the trap exists. GUARDROOM. The eight rooms in this area are the quarters for the palace servants. The f gas will diffuse in 2-12 rounds. 80. BALLROOM. If the poison gas is released. and a wide stairway leading to the second floor. unusual farming and seafaring tools. The ballroom is currently empty. hp 28.
Poison or die. f f which bears the Rhoonian crest are stretched across a thick cushion o blue velvet. If the quilt on the floor is f examined carefully. An elegant crystal chandelier hangs in the center o the room. both depicting peaceful woodland scenes. If the trap is sprung. As with Lady Merete. and these show signs o chipf ping and hacking.the Dukes o Rhoona usually paid in coin or goods for the items that f they brought back from their expeditions. has a tiled floor throughout and a huge ceramic tub at one end. and a huge. Several snow white bearskin rugs are placed about the floor. attacking creatures must subtract 2 from all "to hit" rolls). MINSTRELS QUARTERS. f 98. all characters present must make a save vs. straps. PRACTICE ROOM. MV 150'. A hidden catch at the edge of the door needs to be pushed in order to release it. nearly empty room. The lady met a rather unpleasant fate at the hands o Draco Stormsailer after the curse was placed upon the Duke. The DM should immediately change the alignment of any lawful characters who steal from the Duke to chaotic. feathery soft bed is against the south wall. If characters go through the secret door and stay close to the wall. bloodstains will be visible on the bottom. studies of all of f f f the different races. This room contains a large wall-mirror. The Duke's family has collected the precious f volumes from all over the world. and a thin coat o dust is on the floor. A soft carpet is on the floor. She f is now residing at the bottom o the fjord. HD 6. 1 I A rack at one end o this room holds six rather battered f swords. the Duke's consort. The room was used by the Duke and his officers for weapons and hand-to-hand combat practice. f 95. and one o the quilts has been dragged across the f floor. ML 8. AT 2 tentacles. The door to the cage is held with a simple latch that anyone who wishes to may open (no roll necessary).and a shield +2. In this display case are the ancestral weapons and armor o the Duke f o Rhoona. This library contains more books than could be found throughout the rest o Rhoona. This wide hallway gives access to most o the second floor. and some o these have thick towels hansins from them. The covers o the bed are f messy. DUCAL LIBRARY. dainty chair. two hand axes. Within this room is a collection o whips. DRESSING ROOM. Four unadorned stone columns support the ceiling. I I The rack holds the weaoons that were used for oractice bv the Duke and his guests. a straight-backed chair at the table. the door swings silently open to allow access to the ducal chamber. All o the minstrels' belongings have been removed. Several tables and chairs are placed about this room. A successful hit with the f sword upon a chaotic opponent will paralyze that opponent unless the victim saves vs. Laid across this potent protection is the ducal longf sword +3. The Duke used to enjoy reading and would often spend hours here.This magnificent weapon is known as "Justifier. BATHING ROOM. The display case is trapped wich enough poison gas to fill the entire room. gas will be released. since anyone who passes through it will find himself in the cage with the 2 displacer beasts (AC 4. The key is currently stuffed into the mattress o the Duke's f bed. This is a large.3 . At the f opposite end o the room is a locked. This room is lavishly decorated. UPPER HALLWAY. Several racks line the walls. 96. several pleasantly soft chairs and some small tables are placed tastefully about the room. since only the proper key will open the case safely. and the walls are lined with bookshelves. and two low armchairs are the only other items of furniture in the room. the temptation o f some o these powerful items may prove irresistible for some playf ers. This was formerly the bedroom of Lady Merete Hollowan. 100. 92. although a smashed lute lies under one of the beds. f This is the room where the Duke's lady entertained female guests while the Duke attended to matters o state or war. f Four slender columns stand at the corners o the opening f o the stairway from the first level. It has not been used for several months.unlike Draco Stormsailer . This chamber contains only four beds. since it hasn't beenused for a few months. the displacer beasts will not be able to reach them. the 28 This room used to be the practice and sleeping area for the four musicians that the Duke kept in the palace. The gas will linger in the room for 2-12 rounds. 94. The monsters are hungry and angry. f 97. A long wardrobe rack formerly held dozens o elegant evening f gowns. DUCAL WEAPONS ROOM. their Dresence was no lonser desired after the Duke became cursed. f f The. so they will attack any creature that they can reach. four straight chairs. Even if a thief picks the lock. and f chains. in the hands o a creature f o chaotic alignment. may also be founz at the bottom o the fjord. D 2-8/2-8." and has the special purpose o defeating chaos. the sword functions as a cursed sword -3! f Although the DM will no doubt have reminded the players that lawful characters would never steal from their leader. A thin layer of f dust will be visible if the room is scrutinized. If released. glass-topped case similar to those in the museum. manuf als describing the techniques o all o the crafts practiced in Rhoona f f o the line o Rhoona and the kingdom o Vestland. and six music stands. LADIES WITHDRAWING ROOM. decorate the walls. a delicate vanity table set against the wall and a small. and four dented shields. The obvious door represents the Duke's idea of a practical joke. and the atmosphere is one o plush luxury mixed with f homey comfort. although . all neatly stacked on two wall racks. but it has been tipped over and the gowns now lie 93. The books on the shelves include histories and geographies o the f lands throughout the southeastern portion o the continent. MISTRESS BOUDOIR. f I 99. Save F6. . The secret door leading to Draco's room can be discovered with the usual roll. A small writing table. In this small sitting room. Furthermore. A glistening silver suit o plate mail +2. and many other volumes that at one time or another caught the fancy o the Duke of Rhoona. Spells. Two tapestries.
103. The Duke will cower in bed. or little of f value would still remain here. and longsword +1. and dress according to his rank. and will be spying on the group through it. MV 60'. All three o them realize that. and he will ask for a few minutes to clean up before talking to the party.ML 12. and longsword +l. hp 30. when his servants were tying his shoes. All o the chests are locked. Fortunately.350 sp Chest 3 . An ornate tapestry hangs across one wall o the room. but the tub looks as if it has not been used for some time. A leather cloak and a pair o boots lie on the f floor. f 107. will offer each loyal character a 2. A dozen soft chairs are placed around the room. If there is no surprise.4. This curtained room projects slightly over the ballroom below. The door to the bathing room stands open. The contents o f the chests have been neatly organized. AC 2. there is no chance o finding the door. f Behind the tapestry is a secret door leading to the ducal treasure room. D 2-9 (ld8+1). he will have full memories o all o his actions while f f he was cursed. the Duke. Since the dwarves are not exceptionally interested in the destruction and plunder o their f former ally. Four straight-backed chairs and four music stands are the only things to be seen in here now. sweetened with an offer o gold to make amends for f the inconveniences suffered by the dwarves. As the group approaches the door.101. A trickle of drool runs into his tangled beard. he will begin to growl and bark like a dog. allowing his two companions to enter room 103 right behind him. The door may be opened by f rotating the middle chandelier clockwise through three full revolutions. as follows: Chest 1 .000 gp reward as "an inadequate token" of his gratitude.000 gp 105. This room has a dozen simple wooden bunks and several benches in it. If the tapestry is not moved. The door to room 103 is locked. and three chandeliers hang from the ceiling. The dressing room is a plainly finished room with a pair o closets f and a small chair in it. MINSTRELS GALLERY. A beautiful. Draco does not know o its existence. Draco's head will be placed on display before the Ducal Barracks. A plush carpet covers the floor. but any other use o the powder will have no effect. PRIVATE DINING ROOM. polished to a mirror-like sheen. When he sees someone approach the door. and he is now thin and pale. and his eyes are bloodshot. f bellowing a battle cry. The Duke used this room to entertain small groups of intimate friends at informal dinner parties. A bedraggled figure is visible on the huge bed. he will fling it outward and attack.12. AC 0. ML 12. the treasure chests will again prove a temptation to a lawful character's alignment. dark wood table. plate mail. Draco will carry himself forward with the momentum o his f charge. shield. Duke o Rhoona. This large room is messy and dirty. The bed is against the south wall. since the Duke f considered the treasure room virtually invulnerable. initiative is rolled for normally. Before any o the characters can react a f huge. The closets are filled with various ducal robes and garments. His hair shoots away from his head in all directions.850 ep Chest 5 . D 4-11 (ld8+3). MV 60'. The secret door to room 106 has been left slightly ajar. he will quickly prepare to ride to Rockhome and attempt to turn back the approaching army with an honest apology . AC 2. however. f 29 If the characters leave the room. ML 12. support the ceiling. each secured with a sturdy lock. and f twelve chairs are placed around it. His black beard is parted by a wicked slash o a mouth. When f the Duke is cured. and a small gaming table with four chairs is in the middle. 102. one near each corner. and the chair was used by His Excellency. This comfortably furnished room is the height o royal f luxury. so it cannot be smashed open. staring eyes.610 pp Chest 4 . and explanation. This secret room contains five large chests. and may be noticed on a +1chance. DUCAL TREASURY. strength bonus o 2.11. A roll of 1or 2 on a d6 indicates that the party is surprised and Draco automatically gets the first attack.9. bull-like figure o a man charges into the room. total worth 40. Depending on how many days have passed since the expulsion of the dwarves. making no move to flee or defend himself as the characters approach. it is bashed open from the other side. depicting an earlier Duke o Rhoona's victory f f over a tribe of hill giants many years ago. hp 75. DUCAL SITTING ROOM. Four stone columns. These are the statistics for Draco and his henchmen: Draco: 14th level fighter. they will grudgingly accept the Duke's offer. A bare writing table is against the wall and an overturned chair is next to it. plate mail +2. the door must still be discovered with the usual rolls to detect a secret door. chain mail. occupies the center o the room. and after learning of the events that have transpired. this room. As the characters near the bed. DUCAL BOUDOIR. The antidote for the cure will work as soon as it is thrown in his eyes. 106. no sign o his unpleasant ordeal will be visible. one type o treasure per f chest. The attack on the porch was simply a delaying action. The door is a solid stone slab. When the Duke returns from pacifying the dwarves. but will pull the blankets up around his chin and watch the group's approach with wide. PALACE BARRACKS. but none are trapped. 104. they must win this battle or their plot f will be destroyed. the Duke will take 3 turns to wash. As f he charges the party with upraised sword. He is not confined in any way. shield +2. The two will take up defensive positions on their leader's flank. They will fight to the death. The man is Stephen. His formerly robust appearf ance is gone. engineered by the most skilled dwarven stonemasons available. hp 50. DUCAL DRESSING ROOM.080 gp Chest 2 . and an evil gleam is in his eyes. His bearing will grow proud again. The bards still sing o that Duke's victory. As it now stands. MV 60'. brush his hair and beard. Captain: 9th level fighter. Draco has drilled a small hole in the door to the dressing room. The contents o the chests are the proceeds o the taxes and plunder f f that the Dukes of Rhoona have acquired throughout the past century. he will throw an elaborate banquet for the characters. but nothing o any real value is in here. strength bonus of 2. a scarlet "D" can be seen emblazoned on his chain mail! lraco and his two henchmen have been planning an ambush ever since the guards informed them that the party was approaching the palace. shield. and the story of the curse and the party o adventurers who saved f the day will be spread rapidly throughout the town. When he emerges. . He will ask f for details of the party's adventure. Lieutenant: 6th level fighter.1000 gems. If the tapestry is moved. and longsword. D 3-10 (ld8+2).
ogre.. If the DM wishes to allow it. f are being kidnapped by a band o slavers. The next round.and treasure that cries to be found . and probably attempt to create some kind o diversion while several of the thieves rob the party o everyf f thing they can carry away. one or f two encounter adventures that would be playable in an hour. or bite for 1-8.. but o course. with magic-user. the hyposnake stares into the eyes of a potential victim while swaying in a rhythmical fashion. The problem: The cave overlooks the fjord between Rhoona and Norrvik. The victim must save vs. Paralysis. It is rumored that a network of tunnels and rooms extends through the ground underneath the thieves' shack. The hypnosnake is a semi-intelligentreptile that attempts to hypnotize its prey before devouring it. and the dragon enjoys plundering cargoes and burning boats. and clerics to support them. is behind this wicked scheme. The youths are smuggled aboard ships in the middle of the night and taken to the barbaric reaches o the far corners o the world. They will attempt to steal anything that they can get their hands on. If the characters are especially courageous..Note that. A character who is surprised by the hypnosnake automatically meets its gaze.. the character attacks at -4and the hypnosnake at 2 on all "to hit" rolls. If the hypnosnake watches itself in a mirror for a full round. THE SLAVERS'WAREHOUSE: The disappearance of a f number o children and young adults from Rhoona will cause worry and dismay among the populace. In the latter case. it must make a save vs. A sturdy band of high level fighters. C. In this way. If any characters are fortunate enough to survive this jaunt. The hypnosnake can also lash out with its barbed tail for 1-10points o damage. They will locate the group. a number of things can occur in the town or nearby countryside that will provide activity and challenges for the adventurers. 1-10 No. As with any other D&D @ game situation. The party must figure out that they Armor Class: 4 Hit Dice: 8* Move: 90' (30') Attacks: 1bite or 1gaze. thief. they may wish to plan an expedition against this fierce lizard. or could be used as short. Appearing: 1 Save As: Magic-user 5 Morale: 9 Treasure Type: D Alignment: Chaotic HYPNOSNAKE To hypnotize its prey. if it chooses to bite. Mundane items such as lumber and tools are stored here.After the banquet. so information regarding its lair and hangouts will be difficult (expensive) to come by. A. Within a week. or troll bands that could begin to harass the outlying farms. 1tail Damage: 1-8or sleep. . etc.. plots in the town against the legal authority o the f Duke. Its eyes are a whirling blend o all the colors o the rainbow. Most o the residents o the Old Town f f fear this group. This hideous serpent is a red and green striped reptile that may grow up to 20 feet in length. The map o the town may be used f further. or instantly fall asleep. THE BAND OF MASTER THIEVES: This is a group of five or six high level thieves who operate out o a shack in the Old f Town.characters who saved the Duke from the evil curse. f f The slavers' headquarters is a warehouse on the waterfront. Each o these scenarios could be expanded to fill f an entire evening o playing time. if the characters desire. the hypnosnake may seek out another victim and attempt to hypnotize again. RAIDING RED DRAGON: An old and evil fire-breathing dragon finds a comfortable cave in which to lair. The expedition could include a wilderness adventure as the group battles various wandering monsters on the way to the dragon's lair. life will begin to return to normal in Rhoona. Characters who are in hand-to-hand combat with it will meet its gaze unless they state that they are looking away. the breweries will have produced enough beer for it f brating. their curiosity will be aroused. These suggestions for other adventures will obviously require some DM preparation. motivated by the pile of treasure that it is bound to have accumulated. the characters may even purchase a boat or ship in Rhoona and launch some exploring expeditions of their own. it may be assumed that they will return wealthier than before! Numerous situations could be created with Rhoona as a base o f operations: hill giant. but a secret room serves as a prison until the next slave ship sails. f f CREDITS DESIGN: DOUGLAS NILES DEVELOPMENT DOUGLAS NILES AND ALLEN HAMMACK EDITING: DEBORAH CAMPBELL RITCHIE 30 . places (shops and taverns) that have been f marked should remain in their original locations. it cannot f attempt to hypnotize that same round. FURTHER ADVENTURING IN RHOONA If the group decides to stay in Rhoona. If they hear rumors of the rich rewards given to the . they will be accorded the status o heroes for a time. they can get to know the town very well. and indeed. Paralysis or fall asleep. the only boundaries are the limits of your imagination! B.
rolled on 2d20 by the DM. it is assumed that they have collected a few possessions and treasures from previous adventuring. 14 9 8 11 8 9 8 13 DEX.LIS All pregenerated characters are of Lawful Alignment. The players should roll percentile dice to determine the choice of the items. The player with the highest roll gets the first choice. knock haste detect magic. In addition. the DM may allow each character to roll a d6. 8 10 14 12 16 11 15 10 CON. If the pre-generated characters are used. fly First Level: Second Level: Third Level: OPEN LOCKS 35% REMOVE TRAPS 30% QUILLAN'S THIEF ABILITIES CLIMB MOVE PICK WALLS SILENTLY POCKETS 40% HIDE IN SHADOWS 30% HEAR NOISE 1-3 40% 91% Because these are mid-levelcharacters. 13 16 13 7 11 14 10 15 INT. who is neutral. privately) f 31 . detect magic find trap. ESP fireball. 23 40 18 13 22 30 12 28 STR. except for the thief (Quillan). 10 14 9 9 11 9 10 13 CHA. and so on. magic missile invisibility. 1 1 8 11 10 12 12 10 8 NAME Ariel Clydell Annelise Kimbra Barthel Lamar Quillan Raynor CHARACTERS BONUSES AND PENALTIES STRENGTH SAVING THROW +1 +2 MISSILE FIRE -1 0 +1 0 +2 0 +1 0 +1 0 0 0 0 0 0 +1 -1 0 +1 0 +1 +1 CHARACTER SPELLS Ariel: First Level: Second Level: Third Level: Fourth Level: Annelise: First Level: Second Level: Third Level: Kimbra: cure light wounds. Mutiply this figure times 100to get the amount of gold pieces carried by that character. 9 7 12 15 9 10 11 7 WIS. NAME Ariel Clydell Annelise Kimbra Barthel Lamar Qui11an Raynor CLASS/LEVEL cleric17 dwarf16 elf15 magic-user16 halflind5 fighter16 thief15 fighter16 HIT PTS. the group possesses the following items. silence 15' radius striking cure serious wounds sleep. charm person web. until all of the items have been distributed. PREGENERATED CHARACTER POSSESSIONS Longsword +1 Longsword +1 Shortsword +1 Shield +2 Shield +1 Shield +1 Plate Mail +1 Plate Mail +1 Leather Armor +1 Ring of Protection +2 Wand o Magic Detection (2-40charges.
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^. r . .'. ..taxesm s &wid in beer. i w ~ f . ' a ' ..: * . .. .1 . .qujlawed. casts~ds ugb sw ow Overthe tpm. . .Palace. i . 3u and wty are Rhoonak or& lype Ol ny YOU can un& the dark mystery thatplagues the townaniiweefrom..y6w and your pam/ o vaI~ant'actventurers a m i v e . . ." .. strange things satw e i g t i. . . _v . ~6 casting its evil ema4ijl)ns over the . . .. .. ut horses muat. *?wnis in an hoar and a dwarven army@marching 3 Rhoon~~Tfhis is the situation &.. ... 'r ... .. . . R Hobb POR 756 La*= Genera All Rights R e s >USA TheMlll Rathmore Road Cambndse CR144D Unlled Kinsdom ISBN 0-935696-563 SR0550 .. . % *A ragged Ma who prowJs the s e gr @& .. . ' ' ' trea- &iev m n g h i mastetgOverthrow.theCll~ofxanathon.. ' clyptic &&!e '. ' ' ? ! ..3 e of Xanathc ouglas Niles Something is rotten in Rhoona .' . .. dwarves aE. ' suffering m . . & I & I *2 . .^. youyou. .. . myst&i9u$ :black-garbed e%..~..... First DukeEjtephen vanishes Then : m e prod& mations beg@coming out of the Dqcal.... . . &wing . When the grotesque god cretia. . . =v. . . you.. ... ..be ridden backwmds'ljcjon the entire . . .. .. . :.. p nn ..**. .. . .
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