TEXT: by Oliver Johnson
  Illustrated by Leo Hartas
  CORGI BOOKS
  A DIVISION OF TRANSWORLD PUBLISHERS LTD.
  Scanned and compiled by Underdogs
  Home of the Underdogs
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  DRAGON WARRIORS BOOK THREE:
  THE ELVEN CRYSTALS
  A CORGI BOOK 0 552 522899
  First published in Great Britain by Corgi Books
  PRINTING HISTORY
  Corgi edition published 1985
  Text copyright © Oliver Johnson 1985
  Illustrations copyright © Transworld Publishers Ltd.
  1985
  All rights reserved.
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  2. This book is sold subject to the Standard Conditions
  of Sale of Net Books and may not be re-sold in the UK
  below the net price fixed by the publishers for the
  book.
  Corgi Books are published by
  Transworld Publishers Ltd.,
  61 - 63 Uxbridge Road,
  Ealing, London W5 5SA,
  England
  Printed and bound in Great Britain by
  Cox & Wyman Ltd., Reading, Berks.
  CONTENTS
  INTRODUCTION
  ADVENTURE SCENARIO
  1: Gallows Wood, or, A Goblin Grim
  ADVENTURE SCENARIO
  2: The Castle of Terror
  ADVENTURE SCENARIO
  3: Wrecker Island
  ADVENTURE SCENARIO
  4: The Dark Hill
  ADDITIONAL RULES
  Morale Checks
  The Curse Table
  Diseases
  11
  91
  145
  177
  180
  181
  184
  9
  
  Introduction
  This is a book of four adventure scenarios for use with
  the DRAGON WARRIORS role-playing game. The rules
  from the first two books in the series, Dragon Warriors
  and The Way of Wizardry, will enable you to play
  through the adventures that follow.
  A brief history of the area in which these adventures
  are set is given below. However any of the ideas in this
  book may be used in different campaigns or settings.
  HISTORY
  The Kingdom of Ereworn was once a peaceful and
  prosperous area: legend had it that an archimage,
  Elvaron the Elf, in return for some forgotten favour,
  had thrown up impenetrable sorcerous barriers
  around the kingdom that no evil could penetrate. The
  covenant of this agreement was a magical block of
  stone that stood in the King's Hall in Castle Ereworn.
  One day the stone block shattered into three shards,
  thunder boomed over the hills and torrential rain and
  lightning obscured the face of the earth, only abating
  after a week. When the armoured men and the cour-
  tiers of the King's retinue fared forth to see what had
  become of the land in this time, they found the crops
  blighted in the field, the people wracked with plague
  and that the woods and dark places had become
  infested with evil. A nameless fear and dread hung
  over the heads of all those who dwelt in Castle
  Ereworn: one by one the knights took their weapons
  and their mounts and went off to seek employ in other
  kingdoms. The sorcerers left, deserting bubbling vats,
  slipping out of postern gates at dead of night, never to
  be seen again. The king proclaimed that the only cure to
  this malaise was for one brave man to travel to the
  planes beyond to seek aid from the spirit of Lord
  
  Elvaron. This could only be done by fixing the three
  crystal shards of the block back together: for the block
  was a gateway to the realm of the dead. None of the
  King's remaining knights came forward to aid him, for
  it was said that a fiercesome demon wolf roamed the
  planes beyond, battening on the souls of the living.
  The old king died, broken-hearted that no-one dared
  to take up the challenge he had set. His son was foully
  murdered soon after. Weak regents or greedy barons
  have all ruled in the many years since, but none for
  long. The real power in the land resides with the forces
  of anarchy and lawlessness that stalk every high road
  of the kingdom. The three crystal fragments, symbol of
  the Elven magic that had kept the kingdom together,
  have long ago disappeared both from the sight and the
  memories of men.
  One of the crystal fragments will be found at the end
  of each adventure scenario in this book. Together, they
  form the gateway to the spirit plane where the players
  will discover the demon wolf, Fengris, and the lonely
  barrow stacked with the magical treasure that was
  buried with Elvaron the Elf hundreds of years ago.
  Gamesmaster:
  As in the adventure scenarios in Dragon Warriors and
  The Way of Wizardry, all sections of the text marked in
  italics may be read aloud to the players. Compass
  Points are abbreviated: eg North is N, South is S etc.
  10
  Gallows Wood
  or, a Goblin Grim
  Overview:
  A beginner's scenario for 4-6 1st rank characters.
  The village of Ereworn is terrorised by a monster
  that stalks the streets at night, cursing the crops and
  the cattle. The player-characters are hired by the vil-
  lagers to track the monster down to its hiding place in
  Gallows Wood. The villagers neglect to tell the charac-
  ters of the many other dangers that lurk in the forest:
  magical traps, an evil sorceress, a mad forester, Duke
  Darian's Black Riders and the undead monks of Moan-
  ing Island. The characters will have to overcome many
  obstacles before they reach their goal.
  'TIME ELAPSED' TABLE
  As the players progress in this adventure, so, natur-
  ally, time passes. Strike through the 'time elapsed'
  since they set out on the box below: every time they get
  to a new section in the adventure, cross off a half-hour;
  if they leave the path for the forest, this will cost them a
  whole hour. Occasionally you will see that in the GM's
  overview to each section we have overridden this half-
  hour rule and asked you to strike off more or less time.
  As a general rule it might be helpful if you told the
  players that it has got dark (whatever the table says)
  once they have reached the disused carriage road.
  (Sections 18 and 19).
  11
  
  DAWN
  Twilight 
  Daytime
  Daytime
  Hours passed since
  the party entered the
  woods
  GM: roll for
  Random Encounter
  RANDOM ENCOUNTERS
  For each hour that the party are in the woods, roll for a
  random encounter on the table below. Every time the
  party leave the paths for the forest itself, roll for an
  encounter. When the time elapsed table records that
  night has fallen over Gallows Wood, start using the
  night-time encounter table instead.
  RANDOM ENCOUNTER TABLE
  Many of the creatures listed below will be found in the
  Creatures section of Dragon Warriors (pp 73-128).
  Some, however, are unique to this book. When this is
  the case, a cross-reference will be made to another
  section of the book where the creature's stats and
  description will be found. There are also one or two
  other creatures listed which don't occur anywhere
  else either in this book, or the Dragon Warriors rule
  book. You will find their stats and descriptions below.
  Encounters vary between daylight and night-time
  hours, so keep a tally of the time that has elapsed in the
  games day on the chart above. Assume all encounters
  to be hostile.
  12
  Daytime
  DUSK
  Twilight 
  Dark
  Roll d100:
  DAY
  01-30
  31-35
  36-40
  41-45
  46-50
  51-55
  56-60
  61-65
  66-70
  71-75
  76-80
  81-85
  86-90
  91-00
  No encounter
  1 Bear (see Dragon Warriors, p 78).
  2 Elves armed with Shortswords (d8, 3) and
  bows(d6,4) (see Dragon Warriors, p 86).
  1 Giant Spider (see Dragon Warriors, p 93).
  2 Gnomes (see Dragon Warriors, p 94).
  2 Goblins (see Dragon Warriors, p 95).
  1 Ogre (see Dragon Warriors, p 103).
  2 Wild Boars (see Dragon Warriors, p 115).
  4 Wolves (see Dragon Warriors, p 116).
  2 Dark Riders (see below).
  Werewolf (see below).
  6 Centaurs (see below).
  The Mad Forester (see : if the party have
  already slain him, roll again on the
  random encounter table).
  Deaths Head (see Dragon Warriors, p 80:
  this one is in its day-time incarnation,
  with a host human body).
  13
  
  NIGHT
  01-20 
  No encounter
  21-25 A flight of Bats (see Dragon Warriors, p 77).
  26-30 
  Deaths Head (see Dragon Warriors, p 80:
  it is searching for a host body).
  31-35 
  2 Elves (armed as above, see Dragon
  Warriors, p 86).
  36-40 1 Giant Spider (see Dragon Warriors, p 93).
  41-50 A White Lady (see below).
  51-55 An Ignis fatuu (see below).
  56-65 
  6 Wolves (see Dragon Warriors, p 116).
  66-70 
  Werewolf (see below).
  71-80 2 Gallows Ghouls (see 78).
  80-85 1 Vampire (see Dragon Warriors, p 120).
  86-90 1 Spectre (see Dragon Warriors, p 120).
  91-00 1 Hellrot (see 140).
  If you use the stats of a creature in a fixed location in
  a scenario, alter its scores in pencil, so when the party
  encounter the creature again you can erase any marks
  you may have made and use it again.
  BLACK RIDERS
  Clad in jet-black armour and mounted on fierce black
  warhorses, the Black Riders are the brutal emissaries
  of the Local Duke, Darian of Ereworn. They scour the
  woods and the surrounding land seeking out those
  opposed to the Duke's evil wishes. They deal out
  summary justice to such people; there are many gal-
  lows creaking under the weight of their victims scat-
  tered around the countryside.
  ATTACK 14 
  Sword (d8, 4), Bow (d6, 4).
  DEFENCE 5 
  Shield
  Armour Factor 4
  MAGICAL DEFENCE 4 
  Movement: 10m (20m)
  14
  EVASION 4
  Health Points 9
  Rank equivalent: 2nd
  Black Riders never raise the visors of their jet-black
  helms: behind them lies a ghastly secret: for the Black
  Riders are actually Wadwos, strange half-human,
  half-animal hybrids. Thick fur covers their humanoid
  bodies, and they have ugly, snout-like noses. They con-
  verse in a language of their own which consists of what
  sound like grunts and barks. However, they can also
  converse with humans in a coarse guttural tongue
  which echoes hollowly inside their helmets.
  WARHORSE: (see Dragon Warriors, p 101).
  WEREWOLF
  Werewolves are human beings who transform into
  ravening wolves after nightfall. Werewolves during
  the day take on all manners of personas; anything from
  a cringing peasant to a bold Knight. Towards dusk,
  however, they will attempt to slope off alone so that
  their transformation to wolf shape can occur
  unobserved. If the party encounter a werewolf in
  human form, he will be carrying a small phial hidden in
  his cloak: this is a potion of lycanthropy: this will
  induce werewolf form on the creature during daylight
  hours. If anyone else drinks the potion, assume it has a
  MAGICAL ATTACK of 8; anyone succumbing to its
  effect will themselves be prone to lycanthropy (shape
  changing) at nightfall; there is a 90% chance of this
  occurring to a player of 1st rank per night, 80% at 2nd
  rank, 70% at 3rd, 60% at 4th, 50% at 5th, 40% at 6th,
  30% at 7th, 20% at 8th, 10% at 9th and 1% from 10th
  rank upwards.
  15
  
  Werewolves as NPCs have average Adventurer
  stats during the day (see Dragon Warriors, p 149) and
  average Wolf stats at night (see Dragon Warriors,
  p 116). However they are partially immune to non-
  magical weapons in wolf form and have a basic AF of 4
  except against enchanted weapons or those made from
  solid silver. If a player succumbs to a potion of
  lycanthropy as above, he will still be able to progress in
  rank by day from his present level, and at night in his
  new wolf persona! Werewolves who were once human
  keep all their knowledge skills.
  In wolf form, werewolves are basically antagonistic
  to all humans.
  Werewolves regenerate all their possible Health
  Points during their transformation from human to wolf
  or vice versa.
  CENTAURS
  These are half human and half horse creatures that
  dwell in woodlands. They sport long white beards that
  are often tangled with moss and twigs. They are nor-
  mally extremely shy and will flee the minute they spot a
  party of humans approaching. Unfortunately they
  have a predilection for a heady alcoholic brew made of
  woodbark which is sold to them by the mischievous
  forest goblins. The centaurs become quite out of con-
  trol when under the influence of this drink (which is
  about a third of the time). They will then become
  overtly friendly when sighting a party, and will frolic
  around with mock stampedes at them singing jolly
  centaur songs; their mood will soon turn foul however,
  and they will attempt to bear off any female in the
  party (if a lady is present) or demand a payment of gold
  for more drink. If the party resist they will attack them,
  using their hooves as weapons.
  ATTACK 12
  DEFENCE 5
  Hooves (d8, 3)
  Armour Factor 0
  16
  MAGICAL DEFENCE 3
  EVASION 4
  Health Points 2d6 + 9
  WHITE LADIES
  Movement 15m (30m)
  Rank-equivaleat 2nd
  These are creatures from the demonic planes that take
  the disguise of beautiful women dressed in gowns of
  white samite and adorned with costly pearls and
  bejewelled circlets. They are actually disgusting
  worm-like entities, servants of the grim demon Fengris
  who stalks the planes beyond, slavering for the souls of
  men.
  White ladies seek to trap potential victims of their
  master's soul-lust by using a potent version of the
  Enslave spell. Unlike the spell cast by sorcerers,
  however, this form of it can be used on more than one
  victim at a time and is not subject to the usual Spell
  Expiry Rolls. The spell will hold its victim in unreason-
  ing subservience for exactly a year and a day. During
  this time, the souls of the victims are spirited away to a
  pool in a lichen-covered tower. This tower will appear
  magically in any secluded place within a mile of where
  the white lady is encountered, usually in shaded
  groves or swamps or other unvisited places. Anyone
  touching the water in the pool will activate a Banish
  Rune at its bottom; anyone failing to save against the
  spell (MAGICAL ATTACK of 22) will be transported to
  the nether planes. If anyone casts Dispel Magic on the
  surface of the water, the enslaved warriors following
  the lady will immediately be released from their spell.
  Once the White Lady has collected ten victims she
  will return to the demonic planes with them where
  their souls will be consumed by Fengris.
  If the party encounter a White Lady in this scenario,
  she will be protected by 1 - 6 average 2nd rank war-
  riors. She may pretend that she is being attacked by
  her guards to lure the party into trying to rescue her. If
  the lady is slain, she will slowly turn into the image of a
  17
  
  hideous worm before disappearing from this plane
  altogether; not a trace of her will be left behind. If the
  lady is slain and the party do not find her tower and
  release their souls from the pool, the warriors will
  wander the lands like crazed loons for the remaining
  length of their servitude.
  White ladies are powerful magic users:
  7th Rank Sorcerers
  ATTACK 13
  DEFENCE 7
  MAGICAL ATTACK 22 
  Dagger (d4, 3).
  MAGICAL DEFENCE 12
  Magical points 25
  EVASION 4
  Health Points 11
  IGNIS FATUUS
  These are false lights that burn over treacherous
  boggy ground. A party seeing them in the distance will
  imagine they are looking at a torchlight procession,
  and the noise of chatter and laughter will carry to them
  on the night-time air. If they follow the lights they will
  not draw any closer to them. After a mile or so, they
  will come to a quagmire where many unwary
  travellers have perished. Here the party will quickly
  become bogged down in a thick swamp out of which
  there is little hope of return. The leading members of
  the party will be sucked in automatically. Match the
  Strength of anyone sucked in against the Strength of
  the bog of 18. If anyone is helping to pull the victim out,
  add their Strength to the victim's Strength. If the victim
  fails to roll under the difference between the swamp's
  Strength and their friends Strength THREE times, the
  victim is assumed to have been sucked under and
  drowned.
  18
  Gallows Wood
  LIGHTING
  It will be murky daylight for most of the first part of the
  party's adventure. However, whenever they go into
  places where the daylight does not penetrate, they will
  have to light torches or lanterns to see. (See Dragon
  Warriors, p 54). This includes all subterranean places
  like dungeons, crypts etc. Lanterns and torches will be
  obligatory when the time elapsed table indicates that
  darkness has fallen.
  HISTORY:
  At the centre of the Vale of Shadows stands the village
  of Ereworn, hard by a river of the same name. To its
  east, as far as the eye can see, forests roll away over
  the aptly named Grey Hills. The village is a ramshackle
  affair, fallen from prosperity into adversity. It is
  governed by Duke Darian who allows no-one to enter
  the forests on pain of death. This he does because he is
  afraid that someone may stumble across the graves of
  his elder brother and his family whom he had mur-
  dered one night in a fearful area of the woods known as
  Hellglade. On the death of his own father, Darian
  seized the reins of power and now his Black Riders
  scour the realm extorting taxes, murdering and
  torturing.
  When the forests were prohibited to the people, they
  soon became infested with vagabonds, bandits and evil
  monsters. One particularly spiteful Hobgoblin has
  chosen the village as the object of his malice and on
  many a dark night his shadowy form can be seen cur-
  sing the crops in the field, shrivelling the udders of
  cows and poisoning the wells. Most of the villagers,
  after two years of this are on the point of starvation,
  others have moved away for good leaving their houses
  19
  
  20
  21
  
  derelict. The villagers are themselves too timorous to
  enter the forest to track down the monster in the day-
  light hours, and the corpses swinging on the village
  gibbet attest to the fact that those who are caught tres-
  passing there by the Black Riders are dealt with sum-
  marily. Entering the wood at night-time is known to be
  the equivalent of suicide. The villagers have now made
  a pact between themselves to hire the next strangers
  who enter the village and send them after the monster;
  without, of course, mentioning the other fearful dan-
  gers that entering the forest entails.
  All sections in italics may be read directly to the
  players.
  The first leaves of Autumn are swirling down as your
  party enter the village of Ereworn, in the Vale of
  Shadows. To the west you can see a river meandering
  down from some distant, wood-covered hills. The mar-
  gins of the forest come right up to the boundaries of the
  village. It is obvious to you that all is not well with the
  land: fields that should be ripe with harvest stand
  untended and wild, emaciated cattle huddle forlornly
  on a windswept hill, many of the doors to the huts in the
  village swing open and shut to the vagaries of the wind.
  On the skyline, blackly silhouetted, three figures clank
  in chains on a gibbet, black crows feeding on their eyes.
  You notice the few inhabitants who are outside
  scurrying into their huts as you approach, and soon the
  central street is utterly deserted apart from the fallen
  leaves that dance madly in the blustering wind. You
  approach the only tavern where a blistered sign creaks
  on rusty hinges. You can dimly make out the name of
  the inn: The Horned Satyr'. It seems that the place was
  at one time more prosperous than it is now; trailing
  woodbine hangs over a broken trellis that once must
  have shaded summertime drinkers, stools lie broken
  and lichen covered in a backyard where a fierce dog
  howls and leaps at you from the extremity of its chain.
  You hurry inside and find yourself in a cold, dust-filled
  parlour. Your eyes meet those of four taciturn, grim-
  featured men who sit at a table. They gesture for you to
  seat yours.elf next to them, which you do. You are
  served some bitter-tasting ale. One of them seeing you
  grimace at the beer's harsh taste addresses you:
  "Aye, it has not always been so with the ale of
  Ereworn: once it was the sweetest drink in all the Vale
  of Shadows. But now it is tainted by the curse of an evil
  hobgoblin that dwells in yonder forest. The same
  stands for all our meat and drink, the very well is
  cursed by this creature's breath whilst our children
  are born blind or with six fingers."
  "My name is Eldron, chief of this village. There sits
  Gond, keeper of this Inn, and there Smilch and there
  Garfas my advisers. Together we have decided to pay
  the sum of twenty gold pieces to any party that dares
  enter the forest and return with the head of Old Ned
  the hobgoblin. We will pay five gold pieces in advance
  and a further fifteen gold pieces if you return having
  successfully completed your mission." He throws five
  gold pieces down on the table. "Accept our money and
  our good wishes. Rest tonight at our expense. Tomor-
  row you will be able to pick up the creature's tracks in
  the morning dew."
  You accept Eldron's terms and split up the money as
  best you can. You are then served a meal by the inn-
  keeper's buxom daughter before being shown to some
  rather cheerless, draughty rooms. You wake early
  when it is still dark with the banging and thumping of
  Clothilda, the innkeeper's daughter, preparing for
  another day's trade. The backdoor opens as she goes
  out to fetch some water. Suddenly there is a scream
  and looking out of the window you see a bizarre sight:
  Clothilda has been bundled into a beer barrel and is
  being rolled away up the hill and into the forest by a
  spindly hobgoblin with a tassled cap. You grab your
  weapons and prepare to follow them. The innkeeper
  rushes in, his face is chalk white and his hands are
  trembling as he blurts out: "The devil! Ned has taken
  my daughter, I will offer a further twenty gold pieces to
  22
  23
  
  anyone who brings her back alive.'" Although it is still
  hour to dawn you follow the hobgoblin's trail
  an
  through the light frost on the ground. Soon you find
  yourself on a barely perceptible track winding its way
  beneath ancient oak trees.
  1. THE BEGGAR IN THE WOOD
  The party encounter a leprous beggar in the first clear-
  ing of the forest. They are surprised as he emerges
  from the mists. He is basically harmless apart from the
  terrible disease he's carrying, and will exchange a
  valuable riddle written on a parchment for any alms
  he's given.
  Players: 
  You are soon deep in the forest:
  ancient oak trees soar above your
  heads into the grey pre-dawn sky.
  24
  Huge black crows caw at you mourn-
  fully from the boughs. A thick ground
  mist whirls about you, but when it
  clears you can see the marks of the
  barrel in a trail through the morning
  dew on the grass. Two miles to the
  south you can see an ancient black
  tower sticking up from the forest.
  After half a mile the path you're
  following enters a clearing. Mist
  hangs here like a blanket and your
  visibility is reduced to torchlight
  range. You are surprised when a
  figure swathed in bandages and
  moaning lowly stumbles towards you
  through the mists. You have one round
  to react before it closes with you. You
  cannot see any exits from the clearing
  through the mist.
  BEGGAR
  ATTACK Not applicable
  DEFENCE Not applicable
  MAGICAL DEFENCE 3
  EVASION 3
  Health Points 3
  ARMOUR None
  Cash: None
  Weapons: None
  Equipment: An old parchment
  (See below)
  As he will explain if the players give him a chance,
  this old man once served the magician Fabian who
  lived in a tower in the forest (see section 10). He now
  presents a hideous sight, swathed in grey, stained ban-
  dages and extending fingerless hands towards the
  players, moaning for alms in a low voice which
  becomes louder and louder the more the party hold out
  from doing so. Anyone actually placing money in the
  leper's hands stands a 10% chance of contracting the
  25
  
  disease himself. (For the effects of leprosy, see
  Additional Rule No 3, p 184)
  (a) If the players ignore the beggar:
  He follows them to the end of the clearing, moaning
  louder and louder. Suddenly there is a loud flapping
  sound and two FOREST HARPIES who have been
  attracted by the noise, drop out of the sky towards the
  party. They have one round before they close with
  them.
  FOREST HARPY No. 1
  ATTACK 9
  DEFENCE 6
  MAGICAL DEFENCE 4
  EVASION 5
  Health Points 12
  Armour: Thick
  feathers/Leathery
  skin.
  Armour Factor: 2
  Equipment: None
  (All the Harpies'
  TREASURE is in their
  nest in section 12).
  FOREST HARPY No. 2
  ATTACK 9
  DEFENCE 6
  MAGICAL DEFENCE 4
  EVASION 5
  Health Points 12
  Armour and Armour
  Factor: as above.
  Harpies are hideous hybrid creatures with the
  bodies and faces of old women, but the wings and plum-
  mage of large crows. They converse with one another
  in loud caws. They will attempt to grapple any oppo-
  26
  Rank: 3rd rank
  equivalent.
  Weapons: Grapple with
  claws. A successful
  strike attempt means
  that the Harpy has
  grappled successfully.
  Characters may have
  one attempt to break
  loose before the Harpy
  becomes air-borne. To
  break free roll under
  strength on D20.
  Rank: 3rd rank
  equivalent.
  Weapons: As above.
  nent in their claw-like arms and legs and bear them off
  to their nest where they will devour them having
  stripped them of their treasure. In ancient times a
  curse was laid on these creatures by a powerful magi-
  cian and all harpies now emit a sickening stench which
  can be detected at 10m. It is therefore very unusual to
  be surprised by a harpy. On the other hand, harpies
  have such a horrible appearance that a morale check
  is necessary when in combat with them, (see Rules 1
  p 180).
  These harpies will fly off if one of them is killed or if
  they manage to bear off one member of the party. Any-
  one borne off will have to fight the harpies back at their
  nest in section 12.
  Once the harpies have gone, the players will notice
  the old beggar has slipped away into the mist and is
  nowhere to be found. There is nothing else of interest
  in the clearing.
  EXITS: The path to the N by which the players entered
  the clearing. There is a path to the S which snakes off
  through the mist into the heart of the forest.
  (b) If the players give the beggar alms:
  The beggar thanks you and points to a ruined tower
  that sticks out of the forest like a broken, black tooth
  about two miles away to the S:
  "Because you have helped me, I'll now help you; in
  my youth I served a powerful magician named Fabian
  that lived in yonder tower, fighting the forces of evil
  that even then lurked in this forest. On his deathbed he
  gave me this parchment and this stone". (He holds up
  an ancient vellum parchment and a sparkling gem the
  size of a large pebble). "He told me that if I ever fell
  on harsh times or I was badly treated I should seek out
  a wise man who would decipher the message on the
  parchment and with the power it gave me I could
  wreak terrible vengeance on my enemies. Come, take
  my parchment and this stone in reward for your
  kindness."
  27
  
  28
  The old man will offer the parchment and gem to the
  first person who offered him alms (don't forget the
  10% chance of contracting his disease if his skin is
  touched.) Without waiting to hear any questions the
  players may have, he melts back into the mist as
  mysteriously as he appeared and is nowhere to be
  found if the players search for him.
  EXITS: As above.
  (c) If the beggar is slain by the players
  They will soon realise that the old man was harmless.
  They will find the parchment and the gem as described
  above.
  EXITS: As above.
  TREASURE:
  The Parchment
  This appears to have an old heroic poem written on it:
  in fact, the first letter of each of the poem's words form
  an acrostic with a secret message relating to various
  parts of Fabian's ruined tower. (Section 10).
  GM: show the players the illustration opposite:
  Fabian invites noble daring men: yesterday the other
  warriors eagerly rode their horses ever nearer the
  hideous enemy: exhausted yet exalted, men of
  undaunted trust, hall heroes against nameless dark-
  ness, swords wielded over rising doom:
  Decoded this reads: 'Find my tower, then the eye,
  mouth, hand, sword.' The last four items refer to fea-
  tures of the tower. (See section 10).
  The Gem:
  A semi-precious stone worth about 5 Crowns. It has to
  be fitted into the empty eye socket of the stone gargoyle
  over the fountain in the ruined tower. (Section 10).
  29
  
  2. THE HOLLOW OAK
  The party finally catch up with Ned the Hobgoblin. He
  is hiding in the trunk of a hollow oak tree with Clothilda
  the serving wench. However, he disappears with her
  before the party can close with him.
  After another half an hour of trudging along the path
  the light amongst the trees has improved slightly, and
  you can see the pale yellow circle of the Autumn sun
  trying to dissipate the ghostly mists that wreathe the
  forest. You enter a small grassy clearing, the leading
  members of the party stopping dead when they notice
  the barrel lying abandoned in the middle of it. Suddenly
  you hear a shrill cry of distress coming from a hollow
  oak tree standing in the middle of the clearing, and you
  see Clothilda's blond head poke up over the top of it.
  Her cry is stifled instantly however and she is pulled
  down into the trunk again. For a brief second you see
  the face of her kidnapper: a grey hobgoblin looks at you
  from under puckered, hooded eyes, his sharp yellow
  teeth sticking out from his lips in a malevolent grin.
  Then he is gone.
  If the players rush up to the tree they will find it
  utterly empty. There is no sign of the Hobgoblin or
  Clothilda apart from a fragment of torn cloth from her
  dress snagged on some bark. Both of them seem to have
  disappeared into thin air.
  EXITS:
  A thin trail snakes off through the trees to the W. It
  seems to be seldom used judging by the untrampled
  grass and ferns growing in the middle of it. It leads to
  Section 3.
  There is a muddy path leading off to the E; some
  imprints of a human boot are noticeable. It leads to
  Section 13.
  30
  3. THE WEEPING WILLOW TREE
  An evil witch has set a curse upon a weeping willow
  tree hard by the river that flows through the woods.
  Anyone who steps underneath its shade is subjected to
  a powerful sleep spell. Every evening at dusk she
  returns to spirit away the sleeping bodies of her
  victims. So far today a woodgatherer named Garth has
  wandered under the tree and fallen instantly into a
  profound slumber. Seeing his sleeping body, a hungry
  wolf has sneaked up from the undergrowth, but just as
  it was about to sink its jaws into him, its bite turned to a
  yawn and it, too, fell asleep.
  The small trail doesn't get any bigger as you follow it;
  after an hour or so it emerges on the bank of the river
  that you recognise as flowing through the village of
  Ereworn. In a clearing by the bank there is a strange
  sight. Under the boughs of a drooping weeping willow
  tree you see a sleeping woodgatherer with a bundle of
  faggots and an axe by his side. A large wolf sleeps next
  to him, its teeth slightly bared as it snores. Two paths
  lead from the clearing; one to the S., and another back
  into the forest to the E.
  Anyone stepping under the shade of the weeping
  willow tree to investigate the sleeping bodies will auto-
  matically be subject to a sleep spell with the equivalent
  MAGICAL ATTACK of 20. Anyone succumbing to this
  will fall into an enchanted slumber that will last
  exactly 12 hours unless a 6 Magic Point spell of Dispel
  Magic is used on him, in which case he will regain his
  senses. Nothing will rouse the woodgatherer or the
  wolf unless someone casts the above spell and both of
  them are within the maximum radius of the effect of
  that spell. (5m).
  The woodgatherer will react favourably to anyone
  who rouses him from his slumber. The wolf will attack
  instantly.
  31
  
  Weapon: 2 handed
  forester's axe (d8, 6).
  Dagger (d4, 3).
  Strength 14
  Reflexes 11
  Intelligence 6
  Psychic Talent 10
  Looks 10
  GARTH the
  Woodgatherer
  ATTACK 12
  DEFENCE 5
  MAGICAL DEFENCE 3
  EVASION 4
  Health Points 5
  Armour: Padded
  Leather (AF 1)
  Equipment: Bundle of
  faggots, 1 silver
  florin (hidden in
  shoe), 1 copper
  penny.
  Garth will be extremely grateful to anyone for
  releasing him from the effects of the spell; so grateful,
  in fact, that he will join the party as an extra member.
  He is a reasonable fighter with his axe which he has
  wielded in many an unpleasant woodland scrape
  before. The GM should run him as an NPC. He is fairly
  strong, but also a bit dim-witted. Although he has not
  explored the woods thoroughly, Garth will relate the
  following information:
  - the local Duke's men will summarily execute anyone
  they find wandering about in the woods.
  - there is a ruined tower to the S.
  - a mad forester stalks the woods to the E and must be
  avoided at all costs.
  - the ruined monastery which stands on an island in
  the river to the S is reputedly haunted.
  WOLF
  ATTACK 15
  DEFENCE 3
  MAGICAL DEFENCE 1
  EVASION 3
  Health Points 10
  Rank: 1st rank
  equivalent.
  Fangs (d4, 5)
  Movement: 12m (25m)
  32
  The wolf will attack the nearest person in sight when
  it wakes from the spell.
  If the players linger until evening they will encoun-
  ter the WITCH who will fly into the clearing and snatch
  up any remaining victims under the tree.
  Rank: 3rd rank
  SORCERER
  Dagger (d4, 3)
  WITCH
  ATTACK 11
  DEFENCE 5
  MAGICAL ATTACK 17
  MAGICAL DEFENCE 7
  Magic Points 12
  EVASION 3
  Health Points 8
  She is dressed in tattered black robes, and a crumpled,
  high-peaked black hat. She is frighteningly ugly, with
  wispy white hair and a permanent malevolent scowl on
  her face. If she realises she can't defeat the party, she
  will attempt to fly away, offloading her most unplea-
  sant, offensive spell while doing so.
  EXITS:
  - The river looks too deep to ford here. If they liked,
  the party could cut loose some tree trunks and drift
  downriver to the village of Ereworn.
  - There is a neat path bordered by little white
  boulders leading off to the S.E. See Section 4.
  - A winding path heads S. See Section 6.
  - The path back to the hollow oak tree. See Section 2.
  4. THE FOREST IMP
  A mischievous imp sits on a toadstool in the centre of
  the path. He is intent on playing pranks and will direct
  the party straight towards a trap laid by Knutt, the
  mad forester (see Section 13).
  33
  
  The broad path is pleasant to walk along and the sun
  momentarily comes through the mist, brightening the
  dark groves around you. After a mile or two you come
  across a tiny green forest imp sitting on a toadstool in
  the middle of the path. He stares at you with black,
  crafty eyes, his pointed ears sticking up to either side of
  his green cap. There is an old sign tacked to a tree next
  to the path which leads on to the E. It reads "Tres-
  passers will pay with their lives. By order of Duke
  Darian". Another broad path leads to the S where you
  can see the mist hanging thick and low on the ground.
  The imp stares at you and then laughs derisively:
  "Ha! Scared of Duke Darian's notice are you? Why, the
  blond-haired wench who passed south but an hour ago
  was not afeared of that. Belike she were more worried
  'bout old Ned, the Hobgoblin who was carrying her."
  He laughs in a high-pitched titter. He leaps onto a
  dragonfly hovering nearby and whirrs away through
  the forest.
  EXITS:
  Path to the E. A broad path 6m wide that leads into a
  thick bank of mist. See Section 5.
  Path to the S. There are no tracks immediately visible.
  See Section 4a.
  4a. ANIMAL TRAP
  A spiked pit has been placed across the width of the 3m
  wide path. The front rank of any party will fall into the
  pit unless they can successfully roll under their
  Reflexes on a d20. The pit is 5m deep and will cause 1d6
  damage for the fall; there is also a 20% chance of any-
  one falling being impaled by one of the long spikes set
  at the bottom of the pit, for an additional 1d8. Knutt,
  the mad forester will arrive to inspect his trap after an
  hour if the players have failed to extract themselves
  from the pit (for stats, see Section 13).
  34
  As the lips of the pit overhang, climbing out of the pit
  without a rope and grapple will involve a climbing roll,
  difficulty factor 18.
  EXITS:
  The path continues to the E. for about half a mile and
  then stops abruptly. If the players wish to continue E,
  roll for a random encounter and strike another hour off
  the 'time elapsed table'. They will emerge in the clear-
  ing in Section 13. The players may retrace their steps
  back to Section 4 if they wish.
  5. THE UNICORN and the BLACK RIDERS
  The party are soon lost in a thick band of mist. After a
  while they hear a hunting horn and minutes later a
  huge white shape looms at them out of the mist. This is
  a beautiful white unicorn being hunted by Duke
  Darian's Black Riders and a pack of Hell Hounds. The
  unicorn is being hunted for its horn, which when
  ground down into a fine powder, temporarily increases
  ones intelligence by 4 pts. (See TREASURE below).
  You are soon lost in the thick bank of mist. You
  stumble on S for a while longer and then you hear the
  muffled sound of a hunting horn and the distant baying
  of hounds. The noise seems to be coming in your direc-
  tion. After a minute you see a white form looming out of
  the mist in front of you.
  UNICORN
  ATTACK Not applicable
  DEFENCE Not applicable
  MAGICAL DEFENCE 5
  EVASION 2
  Health Points 12
  The players will see a beautiful white stallion with a
  single horn on top of its head leap gracefully across the
  path just in front of them and bound away into the fog.
  The baying of the hounds is right on top of them now
  35
  
  and two rounds later two Black Riders, clad from head
  to toe in jet-black armour and mounted on sinisterly
  draped black horses, and four foaming mouthed, red
  eyed Hell Hounds will emerge from the mists. The
  party will surprise them.
  BLACK RIDER No. 1 
  RANK: 3rd
  ATTACK 13 
  Weapon: Hunting
  DEFENCE 8 
  spears (d8, 6)
  Sword (d8, 4)
  MAGICAL DEFENCE 5
  EVASION 4
  Health Points 15
  Armour: Chainmail
  (AF = 4)
  Treasure: 3 Gold, 3 silver, six copper pieces.
  BLACK RIDER No. 2 
  RANK: 3rd
  ATTACK 13 
  Weapon: Hunting
  DEFENCE 8 
  spears (d8, 6)
  Sword (d8, 4)
  MAGICAL DEFENCE 5
  EVASION 4
  Health Points 15
  Armour: Chainmail
  (AF = 4)
  Treasure: 1 Gold, 5 silver, 1 copper pieces.
  HORSE 1
  Health Points 16
  HORSE 2
  Health Points 20
  MAGICAL DEFENCE 2
  MAGICAL DEFENCE 2
  The Black Riders are Wadwos, the half-human
  henchmen of the local lord, the evil Duke Darian. They
  are humanoid in appearance, but their helmets, which
  they wear at all times, hide a ghastly secret. They are,
  in fact, the hybrids resulting from a sorcerer's failed
  experiment in the distant past. Their faces and the rest
  of their bodies are covered by a thick, coarse hair, and
  36
  they have snouts where their noses should be. They
  have been excluded from human society ever since
  their inception because of their violent tempers and
  animalistic tendencies. They have consequently a deep
  hatred for humans and will fight to the death without
  giving quarter.
  HELLHOUNDS 
  Rank 1st
  ATTACK 12 
  Bite (d4, 5)
  DEFENCES
  MAGICAL DEFENCE 3
  HELL HOUND 1 Health Points 5
  HELL HOUND 2 Health Points 10
  HELL HOUND 3 Health Points 8
  HELL HOUND 4 Health Points 7
  Hell hounds are the size of Dobermann Pinchers.
  They have black lustrous fur, and are distinguishable
  from other dogs by their particularly eerie baying and
  their blood red eyes which burn, it is said, with the
  fires of hell. They hunt in packs and once their leader
  has selected a victim, all the hounds will attack that
  victim at once.
  TREASURE: (See EXITS below).
  EXITS:
  The party are now totally lost and cannot find the path
  they came by.
  - If they would like to strike off into the thick of the for-
  est: roll once on the random encounter table and strike
  another half an hour off the 'time elapsed table'. Use
  the map of Gallows Wood to determine at which
  section the party will arrive.
  - If they would like to follow the tracks of the unicorn
  to the SW they will find its horn lying on the ground
  after a few metres. Its track mysteriously vanishes into
  thin air at this point. If the horn is ground down into a
  powder it will make 4 potions of intelligence which, if
  dissolved in water and drunk, will put up a character's
  Intelligence by 4 points for 1 hour. If the party follow
  the general direction that the unicorn would have
  37
  
  38
  taken before it disappeared they will arrive after 2
  hours (strike this off the 'time elapsed table') at the
  ruined tower in section 10.
  6. THORN FOREST
  The path S leads through a thorn forest inhabited by a
  band of Thorn Demons (see below for description). The
  party may try to avoid the thorn forest by taking a path
  that appears to skirt the thorn thicket to the E.
  The deciduous trees in the forest gradually thin out
  and you find yourself on the edge of a thick thorn forest.
  A path leads off to the W towards a cliff set into a hill.
  The track in front of you narrows to a single file path as
  it enters the thorns.
  EXITS: If the party decide to go E, turn to Section 7,
  otherwise continue with this section.
  You head into the thorn forest in single file. Suddenly
  you are surprised as the branches of the trees
  surrounding you seem to reach out briar-covered
  claws and rip at you with them. You notice the whole of
  the thorn thicket around you has become animate and
  that the trees are not trees at all, but thin, insect-like
  beings with ebony-coloured, stick-like arms and legs
  and dark, knotted domed heads, with what look like
  conker husks for eyes. They screech at you in a horrible
  bony chatter. They have surprise for the first round.
  THORN DEMONS
  ATTACK 11
  DEFENCE 6
  MAGICAL DEFENCE 5
  EVASION 3
  Armour factor = 0
  Thorn Demon 1 HP
  Thorn Demon 2 HP
  Thorn Demon 3 HP
  Rank 2nd
  Weapons: Raking Claws
  (d6, 4)
  7
  10
  9
  39
  
  Thorn Demon 4 HP 9
  Thorn Demon 5 HP 7
  Thorn Demon 6 HP 6
  If a Thorn Demon successfully penetrates the
  armour of a character wearing leather armour three
  times, it is assumed that that armour has been reduced
  to shreds and now has an Armour Factor of 0.
  EXITS:
  It will take a full hour for the players to struggle
  through the thorn thickets to reach section 9. There is a
  20% chance of anyone wearing either padded leather
  or hardened leather armour of having that armour's
  Armour Factor value reduced by one point as it is
  shredded by the thorns. Anyone not wearing armour
  has a 20% chance of receiving 1-4 Health Points
  damage.
  7. KILLER BEES
  The party have to pass through a cave filled with a
  swarm of deadly killer bees. They guard a great trea-
  sure concealed in the giant honeycomb which hangs
  penduously from the ceiling. The entrance to the cave
  is one abreast; the first player through will be attacked
  instantly. Torchlight will be required in the cavern,
  otherwise the bees will have surprise.
  The path starts climbing up the side of a narrow
  gorge, and you are soon in one abreast battle order.
  There is a sheer drop of several metres to the left and
  an overhanging cliff to your right. You soon come to a
  point where the ledge disappears altogether and you
  are left standing in front of the dark entrance to a cave.
  You can see nothing inside the cave, but you can hear a
  loud buzzing hum coming from the darkness.
  40
  20 KILLER BEES 
  Treat as single entity of
  5th rank.
  ATTACK 10 
  Sting (d4, 1). The sting
  DEFENCE 5 
  acts as a medium
  strength poison
  MAGICAL DEFENCE 1
  Health Points for all 20 Bees = 20
  Armour Factor 0
  Killer Bees are approximately twice the size of
  normal bees. The swarm will attack one victim only.
  They will fight until the party have been driven at least
  halfway back down the ledge towards Section 6.
  The cavern is 30m by 30m with a rough, stalactite-
  covered ceiling. Hanging from one of the stalactites at
  the height of approximately 5m is a large bee hive 1.5m
  across.
  EXITS: There is a low tunnel at the back of the cave.
  Daylight can be seen at the end of it and by crawling
  down it the players will emerge on another ledge
  facing east over the forest. There is no path down into
  the forest as such, but one member of the party (roll for
  whom randomly) notices a giant footprint on some soft
  ground not far away. If the party wish to follow this
  track, turn to Section 8. If they wish to retrace their
  footsteps to the thorn forest, turn to Section 6.
  The Beehive:
  Many years ago an Elf named Ornas hung his magical
  lyre on one of the stalactites hanging from the cavern
  ceiling. Later a foul goblin slew him as he slept, but left
  the cave without noticing the lyre suspended high up in
  the air. When the wind blew through the lyre it emitted
  a beautiful magical note and a swarm of passing killer
  bees, attracted by the sound, swarmed on it, building a
  large honeycomb around it in which their queen lives.
  41
  
  Anyone tampering with the beehive will be attacked
  immediately by the Queen Bee.
  QUEEN BEE 
  Rank equivalent 3rd
  ATTACK 13 
  Damage rating of sting
  DEFENCE 7 
  (d4, 3)
  The sting acts as a
  medium strength
  poison.
  MAGICAL DEFENCE 3
  Health Points 7
  Armour factor 0
  The Queen Bee is about twice the size of the other
  bees and will also fight to the death.
  If the honeycomb is split in half, the party will find
  the lyre inside it (see below).
  TREASURE:
  The Lyre of Ornas
  The lyre will attract unintelligent living creatures to it
  when it is moved about or if it is put in a place where
  the wind can blow on its strings. Both these actions will
  make it produce an inaudible magical hum. To repre-
  sent this in game terms, allow one random encounter
  roll for the particular type of terrain the party are in at
  the time per hour and ignore any result involving intel-
  ligent beings. Creatures attracted in this way will
  remain neutral to the person carrying the lyre and
  anyone standing around him, although they may attack
  anyone who approaches the party. The creatures will
  depart immediately someone plucks the strings of the
  lyre. The party may be rather unnerved at being sur-
  rounded by an assortment of wild animals. Remember
  that it may take the party some time to learn to use the
  lyre to their advantage. Ornas used to control crea-
  tures attracted to the lyre by a Command spell (see
  p 26 The Way of Wizardry).
  42
  8. MAD OLD MAN
  The party follow a false trail made by a lunatic. This
  wastes another full hour and another random encoun-
  ter must be rolled for. Anyone stopping to inspect the
  footprints on the trail may be perplexed by the fact
  that there are only right-hand footprints visible. There
  is also a faint trail of a single human size foot next to
  them.
  You follow the track of the large footprints for an
  hour. Then you hear a high-pitched singing coming
  from ahead of you. You eventually reach a glade where
  you find an old man wearing some tattered rags with
  leaves and other foliage tangled in his matted white
  hair. He leaps to his one good foot when he sees you,
  preparing to defend himself with his crutch. You notice
  the crutch has a large ape-sized foot stuck onto the
  bottom of it. It is obviously this which has left the trail
  through the woods which you have been following.
  If questioned, the old man will rave about the ghostly
  monks of Moaning Island. See Section 21. (An
  encounter with them many years before addled the
  man's brains). If pressed, he will reveal that he knows
  the whereabouts of a secret treasure cache. If the
  party are foolish enough to follow him, he will lead
  them in a wide circle through the forest back to the
  same glade as they're standing in now. This will take
  another hour and another roll on the random
  encounter table will be required. Once they're back in
  the glade, the old man will proudly walk over to a
  hollow bole in a tree and bring out a handful of acorns
  and nuts: his treasure cache!
  EXITS:
  The party will have completely lost the old man's
  original trail and will be unable to find it again. Check
  the direction they chose to take against the area map
  on pp 20-21; they will arrive at the clearing or
  encounter section closest to their line of advance. This
  43
  
  will take another hour, and another random encounter
  must be rolled for.
  9. BOOBY-TRAPPED BRIDGE
  The players come to a rickety looking bridge which
  crosses a bubbling mire. It will take another hour to
  find a way around the bog (roll for a random encoun-
  ter). The bridge will collapse under a cumulative
  weight of 20 Strength points on it at any one time. A
  colony of swamp folk live in the mud underneath wait-
  ing to drag any unfortunate victim beneath the mire.
  They only emerge on dry land in order to repair the
  bridge after it has collapsed.
  The ruined tower you saw from a distance now looms
  up in front of you through the mist. Just before you
  reach it, however, you come to a rickety bridge span-
  ning a bubbling quagmire. There doesn't seem to be any
  obvious alternative route around this obstacle.
  If the bridge does collapse, those players remaining
  on the bank will see a number of green heads pop up
  from below the level of the mud.
  Rank equivalent: 2nd
  Grapple (See below)
  Average strength = 10
  SWAMP FOLK
  ATTACK 12
  DEFENCE 6
  MAGICAL DEFENCE 3
  EVASION 4
  Armour factor 0
  Health Points:
  Swamp man 1 = 7 HP Swamp man 3 = 8 HP
  Swamp man 2 = 7 HP Swamp man 4 = 8 HP
  Swamp folk have wrinkled green heads like toads
  and yellow blinking eyes. They reach out webbed
  hands to drag their victims down into the quagmire.
  They will take three rounds to wade towards their
  44
  victim. (They will attack one victim at a time: roll ran-
  domly to see who this is). Each one must make a
  successful attack roll to be able to grapple a victim.
  Each round compare the combined average Strength of
  all the swamp folk grappling with the Strength of the
  victim: if it is greater the victim will have been half-
  submerged. If this happens twice the victim is pre-
  sumed to have been dragged beneath the surface and
  will have drowned within a turn. Anyone falling into
  the swamp wearing metal armour of any kind will sink
  beneath the surface in 4 rounds unless rescued.
  EXITS:
  - Around the swamp: see above.
  - Across the bridge to the tower (see Section 10.)
  10. THE RUINED TOWER
  The party may possess the parchment with a riddle on
  it from Section 1. The riddle ought to point them succes-
  sively to the eye of the stone head above the fountain,
  the mouth of the head, the hand of the statue in the well
  in which there is an enchanted sword (see below).
  Many years ago the sorcerer Fabian summoned one of
  the enchanted beings known as a Titan from its extra-
  terrestial plane. He ordered it to guard an enchanted
  sword in his possession. After he had placed the sword
  in the Titan's upraised hand he cast a powerful
  Fossilize spell both on the sword and the Titan. They
  have remained in the well of his tower for the last few
  decades in a petrified form, accumulating moss and
  lichen. Only a Dispel Magic spell will release sword
  and warrior from their stony vigil. Such a spell is writ-
  ten on a scroll hidden in the mouth of the grotesque
  head over the fountain.
  Unfortunately, Fabian didn't give any instructions to
  the Titan apart from the order to guard his sword; it
  will therefore attack anyone who attempts to take it
  from its hand. The only safe way of getting the sword is
  45
  
  to attach a rope around it and yank it out of the Titan's
  hand at the instant it is defossilized. The Titan will pur-
  sue anyone with the sword for its allotted time on this
  plane, (fractionally under 1 hour). Conversely, it will
  remain motionless for one hour if no-one tries to take
  the sword. After one hour it will return to its own plane
  with the sword.
  There are other additional dangers around the
  tower. A stone statue by the door is actually a gar-
  goyle, whilst in the well area of the tower lurk a troupe
  of ghastly skeletons.
  The tower is set on top of a small hillock which sticks
  up from the level of the forest. It would appear that the
  tower is all that remains of a castle. Ruined walls lie in
  heaps in the brambles all around you. The sides of the
  tower are matted with ivy and climbing plants. There is
  an arched entrance at its base; its door has long since
  vanished. A single statue of a grotesque being covered
  with ivy stands to the left of the door. You can see what
  looks like a fountain and a well within the tower. The
  floors of the tower all seem to have collapsed, leaving
  the inside open to the elements. A thick layer of grass
  and weeds has overgrown its ancient flagstones.
  The statue is in fact a Gargoyle: the party will have 3
  chances in 6 of being surprised by it (see Dragon War-
  riors p 89).
  GARGOYLE
  ATTACK 15
  DEFENCE 8
  MAGICAL DEFENCE 6
  EVASION 4
  Health Points 14
  Talons (d10, 3)
  Armour factor 7 (but
  only 2 v magic
  weapons)
  46
  Inner Courtyard of Tower:
  This is a fairly large circular area open to the sky
  above. In the centre of it is the low parapet of a well
  which must have been used in ancient times to supply
  water during sieges. Set into the far wall is an orna-
  mental water spout with a carved, grotesque stone
  Tower
  
  face. The water issues through its mouth into a large
  stone basin supported by a stone griffin. The floor of
  the circular area was once covered with flagstones,
  but weeds and grass have now grown over them.
  (a) A search of the overgrown courtyard will
  eventually reveal a flagstone with a rusted circular
  metal ring set into it. When this is pulled up, it will
  reveal a flight of steps descending into the darkness of
  the well. A dripping noise can be heard from below.
  (b) Anyone leaning over the parapet will hear a
  melancholy dripping sound below. From the sound of
  the echo they will be able to deduce that the well is
  actually a large underground area. During the day
  they will just be able to make out the form of a titanic
  statue immediately below the circular hole of the well.
  It holds a sword up to the sky in one of its hands.
  (c) The grotesque head of the fountain has a semi-
  precious stone set into one of its eye sockets. The other
  eye socket is empty. A gout of water issues from its
  mouth into a stone basin in front of it.
  The flow of water from the stone mouth will stop if a
  gem of 5 Crowns value or more (like the one the party
  may have picked up from the beggar in Section 1) is
  placed in the empty eye socket. This will also have the
  effect of deactivating the mechanism of the trap which
  will be sprung if anyone puts their hand (or any other
  object) into the stone mouth.
  TRAP: Anyone placing their hand or any other object
  into the stone mouth of the fountain will activate a
  spring which will cause the stone teeth to crash
  together. For damage, treat as a broadsword: (d8, 6).
  The teeth will remain locked together unless prised
  apart by a metal implement.
  TREASURE: Inside the stone mouth is an ornately
  carved tubular bronze scroll case (itself worth 1
  Crown). Inside the case is a scroll of Dispel Magic.
  Underground Chamber: (Unlit apart from a small
  patch of light from the well-opening during the day).
  This is a dripping subterranean crypt, with serried
  ranks of skeletons lying on stone shelves on the wall.
  Other skeletons lie under the knee-deep water. The
  walls are dripping wet and covered by a slimy moss.
  There is a black statue of a warrior 3 metres tall
  standing in the centre of the room, directly under the
  well-opening above it. It holds a stone sword aloft in
  one of its hands.
  Anyone wading through the water for more than one
  round will have their ankles grabbed by the bony
  fingers of the animate skeletons beneath the surface.
  Assume the character is held in place unless he can
  successfully roll under or equal the difference
  between his Strength and the combined Strength of
  two skeletons (16). Skeletons lying on the stone shelves
  will also get down from their perches and advance
  towards anyone who remains in the crypt for more
  than two rounds. They carry antique, rusted swords.
  49
  48
  
  50
  SKELETONS
  ATTACK'11 
  Swords (d8, 3)
  DEFENCE 3
  MAGICAL DEFENCE 3
  EVASION 3
  Armour Factor 0
  Health Points = Skeleton no 1 : 3
  Skeleton no 2 : 3
  Skeleton no 3 : 4
  Skeleton no 4 : 4
  Skeleton no 5 : 4
  Skeleton no 6 : 4
  Skeleton no 7 : 6
  Skeleton no 8 : 6
  The skeletons will not attempt to chase anyone up
  the stairs.
  The statue is the Fossilized form of a Titan. See
  above.
  Rank: 15th
  Weapons: Sword
  (d8 + 4, 9); Fist
  (d3 + 4, 6)
  TITAN
  ATTACK 25
  DEFENCE 20
  MAGICAL DEFENCE 15
  EVASION 5
  Health Points 5
  Armour factor 5
  An immense bronze warrior glowing with occult
  flames, the Titan usually resides on another plane until
  called to earth by a powerful spell.
  TREASURE: The Titan carries a Fossilized + 2 magical
  sword in its hand.
  It will chase anyone with the sword remorselessly
  for its allotted one hour on this plane. If it ever catches
  up with the person carrying the sword it will pulverise
  them before picking up the sword and returning to the
  tower. A Titan will always walk in a direct line, swot-
  51
  
  ting aside any obstacle in its way. Stone walls or trees
  will not present any grave obstruction to its progress.
  EXITS: There are stone stairs up to the flagstone in the
  inner courtyard. The area surrounding the tower holds
  nothing of interest.
  EXITS: A path winds off from the foot of the tower into
  the woods to the S (see Section 11). The bridge over the
  swamp in Section 9 can be seen to the N.
  11. ELVEN GRAVES
  The party enter a clearing reserved by the elves for the
  burial of their dead. It is protected by day by elemental
  forces and at night by Elf warriors.
  You emerge at the edge of a clearing from which all
  the ground has been cleared of grass, leaving bare
  earth. There are five low mounds protruding from the
  earth; small saplings are growing on top of them all.
  There is a low, rough-hued stone altar at the S end of
  the clearing, upon which some apples and acorns have
  been placed. A small fire burns underneath the altar.
  You can smell the fragrance of some aromatic wood on
  the smoke as it drifts towards you. The clearing is
  otherwise empty apart from the whirling Autumn
  leaves that are blown across it.
  The party may skirt the clearing if they wish, but it is
  surrounded by thick foliage which will take half an
  hour to get through. If the party decide to take this
  route, don't forget to roll for a random encounter. If
  they do decide to go around, they will eventually
  emerge under the rocky hill in Section 12.
  If the party enter the clearing by day they will get
  about halfway across then they will notice that the
  leaves blowing about on the ground are forming into a
  humanoid shape and bearing down on them. At night
  two Elves lie in wait, ready to ambush any intruders.
  (Take their Stats from Random Encounter Table).
  52
  Air Elemental (a shifting manlike outline containing
  leaves and particles of dust).
  ATTACK 19
  DEFENCE 14
  MAGICAL DEFENCE 8
  EVASION 8
  Health Points 14
  Attack (d10, 6)
  Armour factor 0, but
  immune to non-
  magical weapons
  Air elementals are difficult to see with any clarity
  because of their shifting, transparent form. As a
  consequence any one fighting one will do so at - 1 to
  ATTACK and DEFENCE. It can deflect any arrows or
  light weight missiles with its control of the wind. This
  elemental was bound within the confines of the bare
  patch of burial ground. It will fight until it is totally
  destroyed or it has driven off the intruders from the
  area. The elemental will not follow anyone off the
  burial ground. Fortunately for the party they have
  encountered an Air Elemental with relatively few
  Health Points!
  Each mound contains an elven burial, with the bones
  wrapped around in wood bark and an item of treasure
  laid across the skeleton's chest. If anyone desecrates
  the graves however, the 2 elves (see the Random
  Encounter Table) will ambush the party at nightfall
  wherever they happen to be at the time.
  TREASURE: (The uses of some of the articles should
  not be made immediately apparent.)
  Mound 1: A pair of green elven boots. Anyone putting
  these on will find they can move silently at all times,
  even when walking on twigs and leaves. (Value 20
  Crowns).
  Mound 2: A hazel divining stick. Once a day the person
  carrying this stick may ask it to point to a particular
  thing or person. For example, it will point in the direc-
  tion where the nearest water may be found. Unfor-
  53
  
  tunately, if the diviner is in the middle of the desert, the
  stick may be pointing to a well many miles away! It will
  also point to specific people: for example if it was
  asked to point to someone's murderer it would either
  point to a specific person who was visible or in the
  direction in which they could be found. Unfortunately,
  the stick is not infallible and will only divine correctly
  80% of the time. If it fails to work correctly, keep the
  results of your roll secret: the stick will point in a ran-
  dom direction which you may determine by rolling a
  D8. The stick points due N on a 1, NE on a 2, E on a 3, SE
  on a 4, S on a 5, SW on 6, W on a 7 and NW on an 8.
  (Value 50 Crowns).
  Mound 3: An ornately carved yew longbow. With a
  quiver of six enchanted, +1, silver-tipped arrows.
  (Value 30 Crowns).
  Mound 4: An elven mirror. The Looks rating of anyone
  looking into this mirror will seem to them to have
  improved by 6 points. (Value; 10 Crowns).
  Mound 5: An elven cloak. A mottled green and brown
  drape. Anyone who puts it on and remains motionless
  has only a 5% chance of being spotted at any range
  above 2 1/2m in woodland. (Value 25 Crowns).
  EXITS: A path continues on towards a rocky eminence
  about 1 mile to the S. (See Section 12).
  12. HARPY LAIR
  There is a lair of the forest Harpies that the players
  may have encountered in Section 1 at the top of the
  rocky hill beside the path leading S. The body of anyone
  borne off by the Harpies in Section 1 will be found in
  the grotesque nest of human bones at the top. There
  are always two Harpies stationed in the nest and they
  will attack anyone attempting to climb up the side of
  the hill.
  The path eventually brings you to the base of a hill
  covered with boulders and rocks. Its sides are steep
  54
  and it looks like it could be quite a difficult climb to the
  top. From a distance away you thought you could make
  out ghastly creatures half woman and half crow, flap-
  ping around the top of the hill. They are no longer
  visible. You can glimpse a road running through the
  woods to the S at a point about half a mile below you
  down a gentle slope.
  Any member of the party with Reflexes of 12 or more
  won't have any difficulty climbing the slope. Make a
  normal climbing roll for those with Reflexes under 12
  wishing to climb. (The difficulty factor of the slope is
  12).
  The Harpies will attack anyone halfway up the
  slope; they will attempt to grapple their victims. Two
  consecutive successful Hit rolls will indicate that they
  have succeeded in picking up their victim. They will
  then proceed to fly up and drop them from a great
  height.
  At the top of the crag is a gruesome nest made
  entirely of human bones. The party will discover any
  previous victim of the Harpies from their party here.
  Ragged bits of armour will be found still clinging to the
  bones. One suit of magical armour is still usable (see
  below).
  TREASURE:
  Scattered around the nest are 9 GPs, and 130 SPs.
  Set of + 1 magical hardened leather armour.
  A Potion of Dexterity.
  EXITS:
  A path leads around the base of the crag and then
  descends a forested slope to the road which passes
  through the forest. Turn to Section 20.
  13. THE HUT OF THE MAD FORESTER
  The party find a warning nailed to a tree. Continuing,
  they enter a clearing in which stands the hut of a mad
  forester. If they enter the hut they will find the
  forester's wife cooking a meal. She will appear to be
  55
  
  terrified when the party enter, but her terror is not of
  them, but of her husband who is likely to return any
  second. He habitually attacks any strangers found
  wandering the woods. Duke Darian's Black Riders who
  also range the woods looking for intruders, have long
  ago decided to leave this dangerous psychopath alone.
  The path seems to be well used and you stroll on as
  the sun struggles up over the trees and shines dimly
  through the mist. Soon you come to a notice tacked to a
  tree. It reads; "Trespassers will answer with their
  lives". It is signed by a 'Duke Darian'. Suddenly the mist
  gets thicker and you can hardly see a metre in front of
  you.
  Soon you emerge into a clearing. You can see lamp-
  light pouring from a window set into the wall of a low
  wooden cabin in front of you. You can smell the scent of
  wood smoke in the air.
  (a) If the players want to investigate the hut:
  Looking through the lamplit window they can see a
  woman in simple rustic clothes preparing some food in
  a kitchen. She seems rather careworn; her face is
  creased with wrinkles and she seems prematurely old.
  She will not be very welcoming if the players enter the
  hut. She will keep insisting that her husband will be
  returning in a minute and that they had better get out.
  She will look nervously towards the door and wring her
  hands as she does so. This is not a false bluff: her
  husband is returning and is a dangerous psychopath
  who will attack anyone he finds in his hut with his two-
  handed foresters axe (with surprise if all the members
  of the party are staring at the woman instead of at the
  door).
  KNUTT, THE MAD
  FORESTER
  ATTACK 14
  DEFENCE 5
  Rank: 4th
  Two-handed axe (d8, 6)
  Armour factor 2
  56
  MAGICAL DEFENCE 3
  EVASION 3
  Health Points 14
  The mad forester will attack the party in a berserk
  rage and will give no quarter: he will pursue anyone
  who flees into the woods. His wife will plead with him
  to stop fighting, but this will prove to be futile. If he is
  killed, she will rush out of the hut shrieking and will
  never be seen again.
  TREASURE:
  The mad forester has roamed the woods for years mur-
  dering innocent travellers. He has stacked their bodies
  in the woodpile at the back of his hut. Anyone sifting
  through the logs and bones will find a few tattered
  leather purses containing some coins, total value: 11
  Crowns, 115 Florins.
  They will also discover a small phial in one of the
  skeleton's pockets: the liquid inside it is a Potion of
  Healing although only an alchemist or someone who
  has already possessed a Potion of Healing will be able
  to deduce this.
  (b) If the party decide to skirt around the hut and
  continue:
  They will be able to see the wood pile containing the
  foresters previous victims, and may investigate it if
  they wish. (See above). If they linger for long they will
  see the forester returning to his hut through the mist.
  EXITS: There is one path leading away to the S at the
  end of the clearing (it leads to section 14). However,
  there is a 20% chance that the party will miss this in
  the thick mist. If they do, deduct half an hour from the
  'time-elapsed table' and roll for a random encounter.
  The party will eventually make it back onto the path
  leading S to section 14.
  57
  
  14. HELLGLADE
  The villagers of Ereworn have awarded this name to
  this glade deep in Gallows Wood for a reason. Restless
  ghosts and supernatural happenings occur night and
  day at this place. It is here that Duke Darian had his
  brother, his brother's wife and their children foully
  murdered so that he inherited the baronetcy of
  Ereworn. The victims of this deed now flit around the
  glade as ghosts attacking all intruders unless they
  pledge to avenge them by killing Duke Darian. The mist
  always hangs thickly around this part of the wood and
  visibility is poor.
  The mist is still extremely thick all around and you
  can barely see the person in front of you. Suddenly you
  sense that the path has opened out into a large clear-
  ing, and a moment later a gentle gust of wind rolls away
  the bank of fog to reveal a glade about 100m long. A
  small stream meanders down the centre of the glade
  and there is a dark mere in the middle of it. Three low
  mounds can be seen by the edge of the mere. The mist
  seems to hang back at the edge of the wood. A path
  crosses and recrosses the stream running down to the
  mere. A small boat is moored to the side of the mere.
  The mere is about 20m across.
  The Mere: The surface of the mere is a uniform jet
  black. Nothing is reflected in it, and anyone throwing
  objects into it will find that no ripples are caused by
  doing so. As the party approach it, a pale arm, wound
  about with white samite breaks the surface. Its hand
  clutches a sparkling jewel on a golden chain. It will
  remain in view, even if the players decide to get into
  the rowing boat moored to the side and row over to it.
  (The boat takes four people). If they do so however, the
  hand will vanish as abruptly as it appeared. Those in
  the boat and those remaining on the shore will notice a
  bubbling whiteness floating up from the bottom of the
  mere. It will burst the surface of the mere and the
  58
  59
  
  players will see the ghastly form of a Spectre looming
  over them. There are 4 chances in 6 that they will be
  surprised.
  SPECTRE
  ATTACK 18
  DEFENCE 12
  MAGICAL DEFENCE 11
  EVASION 4
  Health Points 12
  Touch (d12, 5)
  Armour factor 0 (but
  immune to non-magic
  weapons)
  Everyone (both in the boat and on the bank) will be
  subject to a fright attack. However, the Spectre will not
  physically attack the party immediately, but will
  parley with them in a low, moaning voice. It will tell
  them how it is the tortured spirit of a woman murdered
  by the infamous Duke Darian. If one member of the
  party agrees to avenge her murder by travelling to
  Darian's castle and killing him, she will not attack the
  party. However, if no-one agrees to help her, she will
  attack with all her powers. The first person to agree to
  avenge her will find that a Sword of Damocles (The
  Way of Wizardry p 35) has appeared above his or her
  head. This will not disappear until Darian has been
  killed. If Darian has not been killed within a week, the
  Sword will descend on the victim. The Spectre will tell
  the party that a magical glove will be found in the
  grave to the W of the mere. This will enable anyone to
  pick up an enchanted spear in a clearing just off the
  glade. The spectre will disappear with a low moan. If
  the spectre is defeated in combat or the party agree to
  do its bidding, they will notice they can now see reflec-
  tions in the surface of the mere.
  TREASURE:
  If anyone dredges the bottom of the mere with a rope
  and grappling hook, they will bring up a hideous, slime
  covered skeleton, with a few rotten vestiges of a rich
  satin dress, still clinging to its bones. A bright jewel on
  60
  a golden chain is still hanging around its neck (value 10
  Crowns.)
  The Mounds:
  These are actually the graves of Darian's brother and
  his two children. The restless ghost of the Duke of
  Ereworn hangs about the graves waiting for someone
  to approach them. Unless they have already made a
  pact with his wife (see Spectre section above), the
  ghost of the former Duke will rise up in front of anyone
  who approaches the graves and demand that they
  avenge his murder by slaying Darian. (The Ghost will
  drive a similar bargain to the Spectre above): he will
  also tell the players to dig up his grave, the westermost
  of the three and retrieve the gauntlet they find there.
  (See previous section). If the intruder or intruders
  refuse to accept his terms, he will attack them imme-
  diately. At this stage, the Ghost will use its fright
  attack.
  TREASURE:
  The three graves contain three skeletons: two are
  small and one adult-sized. The adult skeleton is
  dressed in extremely rusty chain mail. The chainmail
  gauntlet in its right hand will enable anyone to pick up
  the enchanted spear safely. (See below).
  The Enchanted Spear:
  Although the mist boils round the edge of the clearing,
  it never drifts over it. A gap is visible in the western
  side of this ring of mist. If the players walk up to the
  edge of it they will see a tunnel in the mist leading to an
  old oak tree. A spear glowing with a supernatural aura
  has been stuck into the side of the tree. There is a pile
  of skeletons right underneath the spear. Others are
  scattered about the woods for 4m. The Duke of
  Ereworn thrust the spear into the tree as he was being
  61
  
  murdered. Anyone grasping the shaft of the spear and
  not wearing the Duke of Ereworn's glove (see Mounds:
  Treasure) will be subjected to a sudden bolt of flame
  which will burst out of the hilt of the spear. Treat as a
  Deathlight spell. The charred skeletons lying around
  the tree are all victims of the spear.
  TREASURE: The spear is + 2. If it is touched by anyone
  not wearing the gauntlet mentioned above, the equi-
  valent of a Deathlight rune will be activated.
  EXITS: Two paths lead off to the S. of Hellglade. One to
  the S, (see Section 16) and one to the SW., (see Section
  15).
  15. A RUINED VILLA
  This was once a pleasant villa with an orchard set in
  its grounds. The orchard and the villa are now in ruins.
  The only part of the building left intact is its basement
  where there is a secret treasury guarded by various
  traps, a giant viper and a Mummy. The ancient wizard
  who once lived here was buried in the orchard; his
  skull reputedly has great occult powers but it is
  guarded by a ghastly Hydra, the poisonous breath of
  which has polluted the orchard, making it a grey and
  brown wasteland filled with sulphurous gases.
  You come to a low, partially ruined wall that runs
  along the overgrown pathway that you are following.
  After a few minutes you find the wreckage of a weed
  covered gate and an opening in the wall where it once
  stood. You can dimly see the ruins of a building at the
  end of a driveway flanked by withered trees.
  - If the players would like to investigate the ruin, con-
  tinue with the description below.
  - If they wish to ignore the ruin and continue along the
  path, turn to Section 18
  62
  63
  
  Unlike the buildings with which you are familiar, (all
  ramshackle, wooden or rough stone affairs,) this struc-
  ture has the remains of smooth stone slabs on its walls.
  Two ornately carved, fluted columns have fallen into
  the middle of the ruin. You recognise it as one of the
  buildings your fathers and grandfathers told you were
  built by a god-like race of men who ruled the world long
  ages past, leaving wondrous buildings scattered
  across the land. The intricate mosaic patterns on its
  floor are now covered by grass and brambles and any-
  thing of interest in the place seems to have been
  removed hundreds of years ago.
  Hidden behind the brambles in the SE. corner of the
  rectangular hollow of the ruin is a rubble-filled shaft
  that used to be a stairway to the basement area of the
  building. Anyone sliding down the shaft will find them-
  selves on the ruined floor of a paved room. Although a
  small amount of light filters down from the shaft above,
  the far corners of the room are in total darkness: some
  sort of light will have to be produced by the party.
  Numbers refer to those on the map above:
  1. A wooden door with the carved visage of a war-like
  god stands immediately to the W of the shaft. To the N
  the room is in a complete ruin with great piles of
  churned-up earth and blocks of shattered masonry. If
  the party investigate, they will find a large hole the size
  of a man in the NE corner. A wall still stands in the NW
  corner: a small hole leads to 2. If the players spend
  more than thirty seconds investigating the room a giant
  viper will slide out of the hole in the NE of the room and
  attack.
  GIANT VIPER
  ATTACK 13
  DEFENCE 5
  MAGICAL DEFENCE 1
  EVASION 2
  Rank Equivalent: 2nd
  Bite: (d3, 2] Treat the
  venom from its bite
  as a strong poison.
  64
  Armour Factor: 0
  Health Points 12
  2. This small chamber used to be the robing room of
  the priests of the war god Mars who was worshiped in
  room 3. Ceremonial robes hang from worm-eaten pegs
  around the walls. These are now parchment-thin and
  will crumble to dust if touched. The floor is covered
  with a layer of fine white dust. A skeleton lies on the
  floor dressed in a ceremonial maroon robe. (This too
  will crumble into a fine dust if touched).
  TREASURE:
  The only treasure in the room is a bronze key the
  players will find still hanging from the skeleton's
  rotting leather belt.
  EXITS:
  There is a single wooden door in the W wall of the
  room. It leads to the E side of the altar in room 3.
  3. This is a long, rectangular room. Pillars run down
  its E. and W. sides. There is a raised dais at its N. end
  with an altar dedicated to the war god Mars in its
  centre. The floors and walls are covered with intricate
  mosaics depicting scenes of war and slaughter. The
  room is empty and covered with a thin layer of dust.
  There is a mirror with a tarnished silver frame
  hanging on the wall over the altar.
  TREASURE:
  The mirror casts an illusion which will make it appear
  to anyone looking into it that one of their companions is
  sneaking up behind them with a dagger and is about to
  stab them in the back. Don't forget there is only a 5%
  chance of anyone seeing through an illusion. (See The
  Way of Wizardry p 27). Otherwise if the player sub-
  jected to the illusion responds aggressively to it, he will
  certainly get a surprise attack on anyone standing in
  his near vicinity for one combat round. He will realise
  his mistake by then of course, but his companions may
  take his aggressive action as a premeditated assault
  on them.
  65
  
  The mirror may be taken down from the wall and
  carried around, although it is a bulky object 1m high
  and 0.5m wide. If the glass is removed from its frame,
  the illusion is immediately dispelled. The silver frame
  is worth about 5 Crowns. Anyone removing the frame
  will be subject to a curse within a MAGICAL ATTACK
  of 12. - See Additional Rules 2.
  EXITS: There are two wooden doors; one in the
  NE corner of the room, one in the SE.
  There is a secret door set into the NW. wall. The wall
  is covered by a mosaic depicting dead warriors rising
  up from the battle field and striding off into the land of
  the dead. One of the soldiers seems to extend a hand
  out to anyone in the room, as if inviting them to follow
  him. If the mosaic is touched where the soldier's hand
  has been painted, a panel concealed to one side of it
  will slide up revealing room 4.
  4. A rectangular room running E-W. There is a
  small pool set into the stone floor in the centre of the
  room. This is filled with some water covered with a
  green sludge. A large mosaic of the war god on the W
  wall glares menacingly at anyone entering the room. If
  anyone does enter the room, a voice, apparently
  coming from the mosaic, will order them to halt imme-
  diately. At the same time a large stone block set into
  the ceiling at X will drop down. Anyone who is under it
  when it falls (i.e. players who have stopped at the
  command), will have to make dodge or be hit by the
  block. The block has a SPEED of 13 and will do 3d6 HP
  damage.
  The walls of the room are bare granite apart from
  the large mosaic on the W wall. There seem to be no
  obvious exits from it. However, anyone looking closely
  at the centre of the N and the S walls will discover
  parallel hair line cracks running down them. A section
  of the wall will swing round if it is pushed on either side
  of a central vertical pivot.
  TRAPS: The pool at the centre of the room is
  inhabited by an evil spirit. It will attempt to take over
  another body if anyone immerses any part of their body
  in the stagnant pool. Ten gleaming gold pieces are
  spread across the bottom of the pool to tempt the
  unwary. The spirit attacks its victim with a spell that
  drives the latter's soul from its body.
  SPIRIT:
  MAGICAL ATTACK: 12
  The spirits attacks will cease the moment the charac-
  ter's hand is removed from the water.
  If someone is taken over by the spirit, they cease to
  be a player character, their soul having been driven
  from their true body. However, the GM should not
  allow the other players to be aware of this fact. There
  is only a 5 % chance that the party will have noticed
  any change in his behaviour: for example a slight start
  as he placed his hand in the water or a certain change
  in his voice when they talk to him after he has been
  taken over by the spirit. The spirit will use its new body
  to attack the rest of the party as soon as it has a clear
  advantage over them. (i.e. when they are already in
  combat with another enemy etc.)
  (a) The panel to the N: The gap left after the panel
  has swung round is just wide enough to admit one
  person. When this person has slid through the entry,
  the panel will suddenly slam to (unless it has been
  wedged open). The person who slid into the small gap
  will find himself in a tiny room with bare granite walls.
  With the door shut there is barely enough air to
  breathe in the confined space. The air supply will run
  out in one hour. The stone partition will take two man
  hours to break through from the inside if the person
  trapped has a suitable implement such as a sword.
  Those members of the party left outside the door
  when it slams will hear the grating of rock from beyond
  the wall and then a terrifying high-pitched scream sug-
  gesting that the character who has just gone inside has
  been horribly crushed. The members of the party left
  outside will be unable to hear any noises made by the
  66
  67
  
  trapped character, and may presume him to be dead.
  The door will take one man hours to break down with
  sharp instruments such as swords etc. The party will
  find their comrade gasping for air but otherwise
  unharmed if they manage to break down the door
  within one hour.
  (b) The secret door to the S: There is a secret door in
  the South Wall.
  EXITS: The secret door leads to section 5.
  5. If the secret door in the centre of the S wall of
  room 4 is operated, the party will emerge into a long
  corridor running to the South. The corridor ends in a
  blank wall and there are no obvious exits from it. The
  walls of the corridor are of white plasterwork. Judging
  by the dust on the floor, no one has passed along it in a
  very long time.
  TRAPS: Halfway down the corridor and hidden behind
  the thin layer of plasterwork in the E. wall is the
  mummy of a long-dead centurion of the war god Mars
  worshipped in room 3. It will burst through the plaster-
  work wall as soon as two people have walked past its
  alcove and down the corridor, or if one person walks
  down the corridor past it and returns again. It will
  surprise anyone standing in the corridor next to the
  alcove.
  6th rank equivalent
  Shortsword (d8, 3)
  Bronze plate armour:
  AF = 3
  MUMMY
  ATTACK 17
  DEFENCE 12
  MAGICAL DEFENCE 9
  EVASION 4
  Health Points 16
  The Mummy is dressed in antique bronze plate
  armour, with a bronze helmet with a short plume. If it is
  slain he will place a Doom on the character who slew
  him. The Doom is a type of curse with a MAGICAL
  ATTACK of 18. If it takes hold, the slayer of the mummy
  68
  will die within a month unless certain steps are taken.
  (See Dragon Warriors, p 119).
  TREASURE: There is no treasure in the corridor,
  although the centurion's bronze armour is worth about
  5 GPs.
  EXITS: Although the corridor ends with a blank wall,
  anyone rapping on it will discover it to be hollow.
  Behind is room 6. It won't take long to break down the
  plasterwork between the corridor and the room.
  6. This is a small treasury packed with six chests.
  Their contents are as follows (roll on a d6 for which one
  the players open first.)
  1. A golden cup. When this is picked up it will auto-
  matically fill to the brim with wine. This will happen
  once a day only, (value 10 Crowns).
  2. A +1 magical shortsword similar to the one
  wielded by the centurion.
  3. A purse with one gold coin in it. The same gold coin
  will automatically return to the purse five minutes
  after it has been removed from it. A character who
  owns this item will always have at least one Crown
  (apart from the five minutes it takes the Crown to
  return to him).
  4. A suit of bronze plate armour, suitable for someone
  of Strength 16 upwards.
  5. An old leather-bound book, mouldering away at the
  corners. It tells how Master Edas the magician was
  buried in a nearby orchard many hundreds of years
  ago; how his skull is meant to have immense magical
  powers and how a many-headed hydra was placed
  over his grave to prevent it falling into the wrong
  hands.
  6. TRAP: A Tarantula spider will race up the arm of
  the character who opens this chest, at the same time a
  cloud of poisonous gas will pour out of it.
  TARANTULA
  Bite (d4, 2) (treat as
  strong poison)
  69
  
  MAGICAL DEFENCE 1
  Health Points 2
  Any sudden movement to escape the gas will result
  in the tarantula biting its victim. If the victim remains
  stock still he will have to inhale the gas (treat as strong
  poison). The spider however, will soon be overcome by
  the gas itself and fall to the floor dead. Any other
  character who does not leave the treasury within 2
  rounds will also have breathed in the fumes and be
  subject to the poison.
  EXITS:
  There are no other exits from the dungeon.
  The ruins of a mist-filled orchard can be seen at the
  back of the villa (see section 17). A path leads SE
  through the trees to section 18.
  16. NIGHTMARE HUT
  The party come to an apparently disused rickety hut
  standing in a woodland clearing. Anyone entering it
  however, will find that it is a hideous trap: the hut is an
  animate being which devours anyone who enters its
  woody maw!
  You pass through the clinging layer of mist around
  Hellglade and emerge into a deserted woodland
  clearing. An old rickety hut covered by climbing plants
  and moss stands in the middle of it. You can see a path
  out of the clearing to the S. The hut is 2m high by 3m x
  3m.
  NIGHTMARE HUT
  ATTACK (see below)
  DEFENCE 0
  MAGICAL DEFENCE 5
  EVASION Not Applicable
  Health Points 40
  70
  Anyone stepping into the hut will suddenly be
  engulfed as the wooden jaws of the Nightmare
  suddenly clamp shut; they will be slowly crushed
  unless they can free themselves. This is done by sub-
  tracting their Strength from the Strength of the hut
  (which is 14). The character must then roll equal to or
  under the the resulting figure on a d20. After the Night-
  mare has successfully crushed its victim, it will raise
  itself up on stilt-like legs and scuttle away through the
  forest.
  EXITS:
  A path leads of the S. to Section 18.
  17. HYDRA
  A hydra lurks over the grave of an ancient holy man
  who was buried in the orchard of his nearby villa. (See
  Section 15 above.)
  The orchard is now totally blighted: white worms
  crawl in rotten apples and a choking mist hangs
  between the brown leaves of the trees.
  Breathing in this air for more than two Combat
  Rounds will subject any victim to a mild poison attack.
  Because of the thick fog of smoke the party will be
  surprised when they stumble on the Hydra a few
  minutes later.
  HYDRA 
  Rank Equivalent: 7th
  ATTACK 13 
  Bite of nine heads (d6, 2)
  DEFENCE 2 
  (Subsidiary damage done by
  breath: treat as medium
  poison).
  Health Points 9 (But see below).
  The Hydra is a green hued nine-headed woman with
  a serpent's body. She stands on a small knoll (the grave
  of Master Edas). She is bound to this area by a potent
  magical spell and will not move away from the tree
  71
  
  around which her body is wound. When one of her
  heads is destroyed, two spring up in its place. To repre-
  sent this in game terms, instead of deducting 1 Health
  Point for damage done, add 1 Health Point to the
  Hydra's total Health Points; this represents the
  addition of a duplicated head. The hydra can therefore
  only be destroyed by a single blow or by a spell.
  TREASURE: The gall in the hydra's spit and in its tail
  is highly poisonous and can be applied to weapons and
  arrows as a strong poison.
  Six foot under the tree on the knoll lies the body of
  Master Edas.
  MASTER EDAS'S SKULL
  Master Edas was one of the foremost sorcerers of all
  time, his knowledge of the magical arts is legendary
  and even in the players' day people still refer to him as
  the epitome of a golden age of learning. Rather than
  seeing his lore going to waste at his death, Master Edas
  consigned his knowledge to a fire-blackened skull, now
  buried under the mound protected by the hydra in
  Gallows Wood. There is the imprint of a cloven hoof on
  the blackened part of the skull and some say that Edas
  made a pact with the Devil to achieve the state of
  immortality that he now enjoys in the skull.
  The first person who touches the skull will find that
  it has attached itself to them as if by an invisible chain
  some 10m long. Although the skull can float in the air
  and fly about it can never go further than 10m from its
  owner.
  The skull may confer at any time with the character
  who owns it on the subject of the magical arts. Its
  knowledge is equivalent to that of a tenth rank sor-
  cerer, and it will always be able to identify sorcerous
  problems that the character may be confronted with
  (eg it will be able to recognise that a door is locked with
  a Portal spell, that a pool needs a Dispel Magic spell to
  72
  73
  
  release its spirits, this room is protected by a Death-
  light rune etc). By flying up in the air or scouting
  around corners it can help spy out the land for its
  owner. Unfortunately, Master Edas was not a good
  man, and will feel disinclined to go out of his way to
  help any one of a saintly or beatific nature. The skull
  will deliberately answer such a character's questions
  evasively or with riddles and it will try to incite them to
  mischief by lying about the motives of the character's
  friends in the party. On the other hand, Master Edas
  will aid and abet ne'er-do-well characters who have
  control over it. The GM however must remember that
  Master Edas ultimately will want to destroy anyone
  who owns his skull, not withstanding how wickedly
  they act.
  Armour factor 2
  MAGICAL ATTACK
  None
  MAGICAL DEFENCE 17
  EVASION 8 
  Movement: with owner
  Health Points 10 (regenerates 1 point per round).
  EXITS: There don't seem to be any paths leading out
  of the sulphurous mist in the woods, so unless they
  want to wander off and become lost, the party will
  have to return through the ruined villa to the roadway
  in section 18.
  18. THE EERIE CARRIAGE
  The party emerge on a partially overgrown road that
  passes through the centre of the wood. An eerie car-
  riage pulls up opposite them. If they enter it, it will
  seem that the horses drawing the carriage will sud-
  denly gallop off at breakneck speed. The sensation of
  rapid movement and the sight of the landscape flash-
  ing past outside the windows of the carriage are all in a
  sophisticated illusion. If the players don't get off the
  coach it will eventually take them into the courtyard
  74
  75
  
  of Duke Darian's castle (see The Castle of Terror,
  p 105).
  You emerge at the edge of an empty stretch of par-
  tially overgrown road that runs in front of you from the
  NE to the SW. Suddenly you hear the sound of hooves
  and the rumble of wheels. Round a bend in the road to
  the W comes a black carriage drawn by four black
  horses. The carriage slows, then draws up opposite to
  where you stand hidden in the undergrowth of the
  forest. No driver or groom are visible on the driving
  seat of the vehicle. The four horses are jet black stal-
  lions, with black feather plumes set into their manes.
  They champ at their bits, snorting fiercely. One of the
  carriage doors is open and black curtains drift out of it
  in the forest breeze. The interior of the carriage is
  completely dark.
  If anyone steps into the coach, it will seem to them
  that the coach has suddenly lurched away and is
  travelling at great speed. This is actually an illusion
  and anyone subjected to it has the usual 05% of seeing
  through it. In reality, the coach is rolling along at a
  gentle canter. Treat anyone who jumps out of it as if
  they had fallen 2m-4m (1d4 damage). Anyone wishing
  to jump onto the moving coach, must roll under their
  Reflexes on 1d20. If the party want to try to stop the
  horses, they will find them to be Hippogriffs; winged
  war-mounts that will fight any human that gets in their
  way. (You will find their stats on p 103). If the players
  remain with the carriage, they will find it travels for a
  couple of hours and then deposits them in the court-
  yard of the castle of Ereworn. (see p 105 of the next
  scenario).
  If the party do not get into the coach, see EXITS
  below.
  EXITS:
  If the players decide to walk to the E they will even-
  tually come across the old man in the scenario The
  Castle of Terror on p 105. However, to the W they find
  a puddle with the imprints of a hobgoblin foot and a
  dainty little one, obviously Clothilda's, stamped into it.
  The trail seems to lead to the W In confirmation that
  the hobgoblin passed this way at some stage, the party
  find a small fragment of cloth from Clothilda's dress
  snagged on a nearby bush. If the players decide to
  follow this route, turn to section 19.
  19. GALLOWS GHOULS
  The party come across three gibbets standing on a
  small knoll by the road. These gallows have given their
  name to the wood. Here Duke Darian's Black Riders
  string up trespassers and let them hang until they die
  of hunger and exposure, or the Forest Harpies sweep
  down on them and carry them off. At the moment there
  is only one old man hanging here. His hands are tied
  behind his back and they in turn are attached to a rope
  suspended from the gallows. Greedy gallows ghouls
  lurk in the undergrowth waiting for the old man's
  demise so they may feed on him. They will attack any-
  one who attempts to snatch their prey from them.
  You walk along the road, the forest trees looming
  over you on either side. Cresting a rise, you find your-
  self overlooking three gallows set on top of a small
  mound. An old man hangs from one of them. He is
  dressed in the coarse, woollen cloak of a monk. He
  hangs from a rope tied behind his back and he is moan-
  ing softly. You hear him muttering something about
  'them' getting him. Looking around you fancy you see
  dark figures inching towards you through the
  undergrowth.
  (a) If the party help the old man down:
  The old man thanks the players profusely, but almost
  immediately the party is surrounded by a horde of
  ghastly ghouls ravening for the old man's flesh:
  76
  77
  
  SIX GALLOWS
  GHOULS
  ATTACK 17
  DEFENCE 9
  MAGICAL DEFENCE 7
  EVASION 4
  Armour Factor 0
  Health Points 
  Ghoul no 1:11
  Ghoul no 2: ll
  Ghoul no 3:16
  4th Rank Equivalent.
  Claws (d6, 3)
  Ghoul no 4:14
  Ghoul no 5:15
  Ghoul no 6:14
  The ghouls have dark, sunken eyes, skull-like faces,
  and expose dirty yellow teeth in a horrible grimace.
  They fight with their sharp rending claws. None of
  them wear any armour. They are dressed in tattered
  rags and attack with their sharp talon-like claws. The
  old man is too weak to help his saviours but the ghouls
  ignore him as they struggle with the players. The
  ghouls will flee if they see they are losing the battle.
  If the party fight off the ghouls, they will find that the
  old man is dying. Before he does so however, he
  explains that he was travelling to the ruins of a monas-
  tery situated on an island in the middle of the river just
  a mile to the W. The monastery was once a sanctuary
  for all that was good in the world, but was finally cor-
  rupted and all the monks were then turned from the
  good and began to lead evil lives. Now only the shat-
  tered ruins of the monastery are left standing. Every
  night in the great chapel the ghosts of these evil monks
  assemble, moaning and howling around the last vestige
  of goodness in the monastery - a holy chalice which is
  said to have magical powers, and to be a potent relic.
  The old man expires and the party may continue W to
  Section 20.
  (b) If the party leave the old man:
  As they trudge down the road they will hear the ghouls
  whooping with joy as they move in to feast on him.
  78
  EXITS:
  - A path leads S. The muddy footprints are visible
  leading in this direction, Section 20.
  - E to the Castle (see p 91).
  20. THE DEATH'S HEAD ON THE RIVER
  A death's head lurks in wait for the party as they
  emerge from the forest by a broad river. They may
  recognise the river as the one that, looping N, flows
  past the village of Ereworn.
  You emerge from the forest by a silently flowing
  river. There is a dark island in the centre of the river.
  Dark crumbling ruins dominate it. There are some
  noticeable imprints in the mud by the river bank It
  looks like this is where the hobgoblin and Clothilda
  crossed over to the other side of the river. A rowing
  boat large enough to take all members of the party is
  moored in the reeds.
  (a) If the party arrive at the river during the day:
  The party will come across a cloaked man standing by
  the boat. He has a well-moulded face, but his body is
  completely covered by his dark cloak and some gaunt-
  lets. He holds a sword in one hand. A sickly smell hangs
  in the air around him and it would seem that he has just
  dowsed himself with a whole bottle of perfume. This is
  a Death's Head in its day time incarnation as a zombie.
  (See Dragon Warriors, p 80).
  The horrible smell is coming from the decomposing
  host body that the Death's Head acquired for itself
  three days ago. It is now anxious to obtain another one,
  and to this end will attack a victim as soon as possible
  after dusk, preferably having lured away a single
  member of the party just before darkness arrives so
  that it can attack them on their own using its Spellbind
  ability. (See Dragon Warriors, p 81).
  79
  
  DEATH'S HEAD/
  ZOMBIE 
  Rank Equivalent: 6th.
  ATTACK 10 
  Shortsword (d8, 3)
  DEFENCE 4
  MAGICAL DEFENCE 7
  EVASION 1
  Health Points 16
  (b) If the party arrive at night:
  They will hear cries of help as they row across the
  river. They will be able to see in the light of their
  torches the head of a man sticking up from the level of
  the water quite close to them. (This is the night-time
  incarnation of the Death's Head.) It will fly up and
  attack the party in the boat with surprise if they go to
  rescue it. If they don't attempt to rescue it, it will attack
  them anyway, but without surprise.
  There is a fishing net in the bottom of the boat. If a
  player successfully throws it over the Death's Head
  (treat as a thrown weapon with a speed of 17, with the
  Death's Head having a chance to evade) then the mon-
  ster will be caught and rendered harmless.
  DEATH'S HEAD
  A = 14
  D = 18
  MAGICAL DEFENCE 7
  EVASION 7
  Health Points 6 .
  6th rank equivalent
  Horn (d10, 4)
  Armour Factor 3
  Movement: 30m (flying).
  EXITS:
  The party may either disembark from their boat on the
  island in the middle of the river (turn to Section 21), or
  on the far bank of the river, turn to Section 22.
  80
  21. THE RUINED MONASTERY
  There is only one interesting building amongst the
  many ruined ones on this island. Roll for a random
  encounter as the party explore the buildings. After
  about half an hour they will discover the chapel.
  During the day the chapel is deserted and the party
  will see a beautiful silver chalice standing on the
  ancient altar stone to the E of it. The sun streams
  through one of the arched windows of the chapel
  throwing a pool of light on the altar. A minstrel's
  gallery runs around the chancel at the height of 5m
  passing directly over the altar. This is wide enough to
  take one person abreast at a time.
  At night the lower part of the chapel is filled with
  howling ghosts. They approach to within a 2m semi-
  circle of the chalice but seem to be unable to come any
  closer. The steps up to the minstrel's gallery are on the
  outside walls of the chapel, with a small arched
  entrance into it. The ghosts will attack anyone trying to
  pass through their midst to reach the chalice. How-
  ever, it is possible for someone to walk along the min-
  strel's gallery at the top of the chapel, throw a rope
  around the chalice, and pull it up. The character must
  roll under his Reflexes on 1d20 to achieve this. The
  ghosts do not fly but they can swarm up the walls and
  will reach anyone in the gallery within 3 rounds. They
  will not attack anyone within a 2m radius of the
  chalice, however (see Treasure below) and characters
  within this circle will be immune to their Fright Attack.
  TREASURE: The Silver Chalice
  This is a holy relic which converts all water put into
  it into holy water.
  Holy water: - Undead creatures cannot pass over a
  line of holy water, therefore a circle of it drawn around
  an area is a guarantee against the approach of vam-
  pires and other undead creatures.
  81
  
  : - The water if given to any undead
  creature as a drink will automatically 'slay' them.
  : - Holy water is needed to consecrate
  burial ground.
  No undead creature will be able to approach within 2m
  of the chalice itself.
  EXITS: The party may pass over to the riverbank to the
  S using the rowing boat. Turn to Section 22.
  22. THE WOLF PACK
  Old Ned the hobgoblin has summoned a wolf-pack.
  They will attack the party as they disembark from the
  rowing boat.
  There is a landing stage on the far side of the river.
  Beyond this is a clearing fringed by a dark ring of trees.
  As you disembark you hear a dreadful howling and
  then the crashing of undergrowth under animal
  weight. A split second later, a party of wolves break
  cover and head towards you moving at breakneck
  speed.
  SIX WOLVES
  WOLF
  ATTACK 13
  DEFENCE 3
  MAGICAL DEFENCE 1
  EVASION 3
  1
  11
  Health Points:
  Rank equivalent: 1st.
  Fangs (d4, 5 points)
  Movement: 12m (25m)
  2
  3
  4
  5
  6
  12 
  11 
  10 
  10 
  11
  EXITS: 
  A winding path leads off from the clearing to
  the SE This leads to Section 23.
  83
  82
  
  84
  23. THE WELL IN GALLOWS WOOD
  The party have finally tracked Ned the hobgoblin
  down. However, the well in which he lives is his home
  territory and he is not going to give up Clothilda or the
  treasure he has stashed away around the place
  without a fight. His first likely action when encounter-
  ing the party is to throw his spider-silk net, (see 'Hob-
  goblins', Dragon Warriors p 99) trying to entangle as
  many members of the party as possible before dealing
  with the others.
  You eventually reach a dank clearing in the middle of
  which you can see the lichen-covered stones of an
  ancient well. It is overhung by the drooping branches of
  a weeping willow tree.
  The footsteps of the hobgoblin are clearly visible in
  the mud: they lead up to the edge of the well and then
  disappear. Looking over the edge of the well you can
  see an ancient brick shaft descending to an earth floor.
  Thick tendrils of ivy cling to the wall all the way to the
  bottom. No exits are apparent at the bottom of the
  shaft. The shaft is roughly 10m deep. A mouldering
  rope hangs from a wooden crossbar.
  The climb down is of a difficulty of 14 (anyone with
  Reflexes of 14 will have no problem with it.) For falling
  damage, see below.
  TRAPS:
  The 'earth' at the bottom of the shaft is actually only a
  thin crust; underneath there is a pool of viscous mud
  which will suck anyone down who is foolish enough to
  let go of the ivy or the rope they have used to descend
  the shaft. The mud will engulf its victim within three
  rounds unless he manages to struggle through the mud
  to the side of the shaft. To determine whether a charac-
  ter reaches the side successfully, he must roll under
  his Strength on 1d20.
  EXITS: A moss covered stone about 1m x 2m about two
  thirds of the way down the shaft is actually the door-
  85
  
  The Well in Gallow's Wood
  CROSS-SECTION
  86
  way to the hobgoblin's underground lair. It swings in if
  pushed.
  Numbers refer to numbers on the cross-section map.
  1. A Moss-covered passageway (unlit) leads to an iron
  door.
  2. The door is unlocked and leads to a room hollowed
  out of the earth. Gnarled roots of trees protrude like
  ghastly monsters extending claws into the room. There
  are several mysterious holes that could be crawlways
  that lead away into pitch darkness from this room. The
  room is stuffed full of the hobgoblin's thefts from the
  village: old rocking chairs, iron utensils, battered
  chests, an assortment of clothes, rotten bits of food,
  mirrors, and even a wooden table. A tattered cloth cur-
  tain partitions this area from 3. Shrill cries for help
  will be heard coming from behind the curtain.
  3. Clothilda is tied to the gnarled root of a tree in this
  room. It is she who has been crying for help. The only
  furniture in here is a foul-smelling straw pallet. Large
  cobwebs hang from roots sticking through the ceiling
  and there is a stoup of sour wine on the floor. Many
  strange holes, similar to the ones found in room 2, dis-
  appear into the darkness. Clothilda will tell the party
  that the hobgoblin has just disappeared down one of
  these bolt-holes but when they look down it they will
  find it to be empty. Meanwhile, the hobgoblin has
  doubled back using the tangle of underground tunnels
  around his underground hideaway. He will slip
  through one of the tunnels and back into room 2, sur-
  prising the party unless someone has had the presence
  of mind to say they were keeping an eye on the partition
  curtain. For a full list of spells, see Dragon Warriors
  p 100).
  NED, THE HOBGOBLIN:
  ATTACK 16
  DEFENCE 10
  Rank equivalent: 4th.
  Shortsword (d8, 3)
  4 Puffballs (range 10m).
  See Dragon Warriors
  p 99
  87
  
  MAGICAL ATTACK 17
  MAGICAL DEFENCE 7
  Armour Factor 1
  Health Points 15
  Ned will fight to the death. As has been mentioned,
  he will first try to throw his spider's web over the party
  followed by his Glissade spell. He will also almost cer-
  tainly use his puffballs in the confined space.
  TREASURE:
  Buried under the floor of room 3 is Ned's treasure
  cache. This consists of:
  - A glowing, orange crystal shard; it appears to
  have been broken from a large block. It has a strong
  magical aura.
  The glowing crystal shard is the first part of the
  Elven Crystal. The other two fragments of the
  crystal block will be found in the next two
  adventures. When they are reunited, they will form
  an astral gate through to the barrow of Elvaron the
  Elf where the party will find great magical
  treasures (see Adventure 4).
  - 1 suit of + 1 ring mail armour.
  - 2 potions (roll on potion table) 1 medium strength
  phial of poison.
  - 3 jewels worth approximately 30F, 80F and 90F
  respectively.
  - 68 Gold pieces, 490 Silver pieces.
  There are no further rooms to explore here. The
  party will have to say they are digging up the floor of
  room 3 to find the treasure: if the party don't think to do
  this, Clothilda may have seen the hobgoblin playing
  with his booty.
  Finishing the adventure:
  This adventure is effectively over. You may allow the
  players to return to the inn with no further trouble. On
  the other hand, it would be more realistic to roll for one
  or two random encounters during the long trudge to the
  88
  village. The innkeeper will be overjoyed to have his
  daughter back, the citizens of Ereworn will also be
  delighted that the hobgoblin has been defeated. Not
  only will the party receive the 35 Gold Pieces due to
  them, they will be given two horses equipped with
  saddles.
  The villagers have been heartened by the players'
  success and tell them of the evil Duke Darian who lives
  in Castle Ereworn to the E. The party may already have
  reasons to visit the Duke anyway, (especially if they
  have encountered his Black Riders in the woods), but
  the villagers will tell them of the incredible treasures
  hidden away in the castle.
  89
  
  The Castle of Terror
  Overview:
  An intermediate level scenario for 4-6 1st-2nd rank
  characters.
  On a lonely crag overlooking the Old Kingdom of
  Ereworn stands a castle of frightening aspect: it is the
  seat of the evil Duke Darian whose emissaries stalk the
  land terrorising the populace and extorting money
  from them. Like the hobgoblin in the Gallows Wood sce-
  nario, the Duke possesses one of the fabled magical
  crystals of Elvaron the Elf. He has sought long and hard
  for the other two but has never found them.
  This scenario may be a tough one to survive, and the
  party might want extra help. Two characters are pro-
  vided below, with brief descriptions. These may join
  the party at some stage of the adventure and may be
  run as NPCs (see Dragon Warriors, p 145) or by the
  players themselves.
  GONDRIC
  STR 13
  REF 9
  INT 5
  PSY 10
  LKS 12
  Armour: plate
  (AF:4)
  Health Points: 15
  3rd rank Knight
  ATTACK 15
  DEFENCE 8
  MAGICAL DEFENCE 4
  EVASION 4
  Equipment: 
  Weapons:
  Basic Knight 
  Shortsword
  equipment 
  (d8, 4)
  + shield 
  Crossbow
  (d10, 4)
  Cash: 6 GPs
  14 Florins
  Gondric used to be a local lord, but was stripped of
  his fiefdom by Duke Darian and his Black Riders.
  Gondric's mansion is now just a pile of rubble
  inhabited by a tribe of vicious orcs; his family and
  91
  
  retainers are all dead or scattered to the four corners
  of the earth. He has sworn vengeance on Darian and
  will go to any lengths to achieve his goal. Gondric is
  rather dim-witted and will always willingly thrust him-
  self into the most dangerous situations: he will insist on
  always being in the front rank of any battle order. As a
  consequence, the Gamesmaster may find that his sur-
  vival time in the castle is only a few minutes.
  MAZIRIAN
  STR 13
  REF 14
  INT 15
  PSY11
  LKS 8
  Armour:
  Hardened
  Leather (AF:2)
  Cash: 2 GP
  11 Florins
  2nd rank Mystic
  Health 
  ATTACK 13
  Points 11 
  DEFENCE 7
  MAGICAL
  ATTACK 15
  MAGICAL
  DEFENCE 5
  EVASION 4
  Equipment: 
  Weapons:
  Basic Mystic 2-Handed sword
  equipment 
  (d10, 5)
  Mazirian is a tough fighter-mystic who will not flinch
  from doing his fair share of spellcasting or combat.
  However he will insist on a large share of any treasure
  discovered by the party, demanding a quarter of every-
  thing, no matter how many other characters there are
  in the party. He will fight to defend his right to this
  share and may therefore turn out to be more of a
  burden than an asset.
  Arriving at the Castle:
  There are three ways of reaching the castle: two of
  them originate from the previous scenario Gallows
  Wood:
  92
  1. The party may have encountered the spectre or the
  ghost in Section 14 of Gallows Wood. If so, they may
  also have struck a bargain with one of them that they
  would kill Duke Darian. It is likely, if this is the case,
  that the party will be anxious to set out for the castle, if
  not immediately, as soon as they have rescued
  Clothilda from Ned the hobgoblin.
  2. The party will reach the castle if they either follow
  the road to the West in Section 18 of Gallows Wood or
  stepped into the eerie coach they came across there.
  3. Duke Darian is feared and hated in the village of
  Ereworn; after rescuing the land10rd's daughter, the
  party may find themselves hired by the villagers to
  attack the Duke. The players may already have enough
  of an excuse to journey to the castle if they have
  encountered the evil Black Riders in Gallows Wood.
  Unless they have stepped inside the eerie carriage in
  Section 16 of Gallows Wood, the party will reach the
  castle by travelling West along the road that goes
  through the forest. Roll once on the Gallows Wood ran-
  dom encounter tables to see if they have any diffi-
  culties in the first part of their journey.
  1. THE GREY HILLS
  The party meet the ghost of an old Sorcerer wandering
  an area known locally as the Grey Hills. He was foully
  slain by a pack of Darian's Hell Hounds many years
  ago while fleeing from the castle. He offers them
  shelter for the night. When they wake they find his
  desiccated skeleton at the end of the cave in which they
  have slept. Next to it lies a rusted chest full of magic
  potions.
  You follow a winding road; it would seem by the Jack
  of tracks on it that it isn't used very much. After ten
  miles it enters some bleak, unvegetated foothills. Snow-
  capped mountains rise up to the N. The wind starts to
  moan over the hills and you see a sudden rain squall
  93
  
  heading your way. Soon you're engulfed in it, rain
  coursing off your tunics; the rain turns in a moment
  to a blinding snow-blizzard and visibility becomes
  extremely bad. Suddenly you hear a different moaning
  sound of a semi-animal nature and blundering out of
  the storm in front of you, you see a huge, white-haired
  creature standing 3m tall, ft moves in to attack you
  straight away.
  YETI
  ATTACK 18
  DEFENCE 10
  MAGICAL DEFENCE 8
  Health Points 21
  Rank Equivalent: 5th
  Claws (d8, 6 points)
  Armour Factor 3
  Yetis are shambling two-legged, white-haired crea-
  tures with a permanent hoar frost dripping from them.
  They have blue ice for eyes and their teeth and claws
  are like iron-hard icicles. They are permanently sur-
  rounded at a distance of 10m by a magically created
  snowstorm. The temperature automatically drops
  below zero in this area. Once the yeti is slain, the bliz-
  zard will suddenly abate and a ghostly howling will be
  heard echoing through the hills. There will be no sign
  of the yeti's body on the snow-covered ground.
  You realise you have lost the path during the blizzard
  and all the features you might have recognised in the
  landscape have been completely obliterated by a thick
  covering of snow. It is now getting dark and the sun has
  just dipped below the line of the Grey Hills. To your sur-
  prise you see a small campfire burning next to a cave
  mouth in a cliff ahead of you. An old man, dressed in
  white robes sits in front of it, staring into the flames.
  Without looking up he calls to you.
  If the players decide to ignore the old man:
  They rough it out for the night on the mountainside; roll
  twice for encounters on the Hill Encounter Table in
  Dragon Warriors, p 138. Even if they survive the
  94
  encounters, party members will find they have suf-
  fered exposure in the bitterly cold night air: each
  character must roll under his Strength on a d20 or lose
  1-3 Health Points from the exposure. The party will
  stumble across the road leading to the castle in the
  morning. (Turn to Section 2).
  If the party decide to speak to the old man:
  The old man invites you to sit with him by the fire. He
  tells you he has travelled from Castle Ereworn to the
  North. He quarelled with the Duke there who set his
  hounds upon him. The old man gave the hounds the slip
  and found his way to this cave. He tells you that he will
  help you in your mission when you wake up. As you are
  listening his words become an indistinct murmur and
  you feel very tired.
  The players are being subjected to a sleep-inducing
  spell with a MAGICAL ATTACK of 22. Anyone
  resisting the spell will see the old man slowly fade from
  view and then disappear. The fire will burn with
  magical flames all night long, before it, too, vanishes.
  Everyone else will remain fast asleep until dawn.
  When the players explore the cave in the morning,
  they will find a skeleton lying at its far end, beside a
  small wooden chest. The skeleton looks like it has been
  savaged by some wild animals. A rusty key will be
  found in the tattered white cloak wrapped around the
  skeleton. This will open the small chest. Any attempt to
  force open the chest will smash its contents.
  TREASURE: If the players open the chest with the key
  they will find four magical potions. They are labelled.
  1. Evaporating Potion.
  2. Healing Potion [five doses).
  3. Potion of Strength.
  4. Dust of transformation: (sabre-tooth tiger),
  (for descriptions, see The Way of Wizardry, p 89)
  EXITS: The party will now be able to see the road to the
  castle winding through the foothills below them.
  95
  
  96
  2. BRIDGE OF ILLUSIONS/HELL HOUNDS
  The players get their first sight of the castle set high up
  on a lowering crag. They reach a very thin, narrow
  stone bridge at the foot of the crag. It spans a mist-
  filled chasm. This bridge is actually an illusion (only
  5% chance per player of seeing through it). Unfor-
  tunate players at the front of the party may find them-
  selves plunging into the chasm, although those behind
  should be able to check themselves (unless of course
  they are riding their horses towards it at breakneck
  speed). The drop is 10m. Four of Duke Darian's Hell
  Hounds roam in the mist-filled chasm. Players falling
  may be cushioned by the snow however (see below).
  After six hours of travel, you find yourselves
  amongst the towering peaks of the Pagan Mountains.
  The road winds up and up through narrow passes and
  by the side of steep cliffs. Soon you see a bleak castle
  atop a black crag in the middle distance. A track leads
  to it, passing over an extremely narrow, arched stone
  bridge and up a steep incline. A gate stands in the
  crenellated wall facing you. There are four towers at
  each corner of the square construction. The two imme-
  diately in front are only slightly taller than the sur-
  rounding walls and are crenellated at the top. The
  tower in the NW corner is slim and minaret-like with a
  conical peak. The tower in the NE corner also has a
  peak at its top with attic windows set into it. There is a
  large iron-bonded, double gate set into the curtain wall
  immediately in front of you. The landscape is snow-
  covered and you can see the marks of carriage wheels
  and hoofprints leading towards the bridge.
  If the party approach the bridge with caution, they
  will notice that the carriage tracks and the hoofprints
  are not visible on the bridge itself. Anyone stepping
  onto the bridge will fall 10m to the bottom of the chasm.
  However their fall will only be the equivalent of a fall
  of 5m as they will land in a bank of soft snow (1d6 HP
  97
  
  Castle Ereworn
  Ground Level
  s.w.
  Tower
  KEY
  S= Secret door
  D = Closed door
  O= Open entrance
  Spiral
  staircase
  Staircase
  [arrow down]
  W=Window
  98
  damage). The illusion will be dispelled immediately
  someone falls over the edge.
  The Chasm:
  Thick mist reduces visibility to 2m in the chasm and
  nothing can be seen of its bottom. Its sides are steep
  99
  
  and covered with loose scree and ice. Treat as having
  a difficulty factor for climbing of 11. (see Dragon
  Warriors p 64). The blood-curdling howling of the hell
  hounds can be heard echoing through the mists. The
  hounds will attack anyone at the bottom of the chasm.
  Rank Equivalent: 2nd
  Fangs (d4 + 1, 5 points
  and strong poison,
  see Dragon Warriors,
  p 68).
  Armour Factor 1
  HELL HOUND 1 
  10
  HELL HOUND 2 
  15
  HELLHOUNDS 
  13
  HELL HOUND 4 
  9
  FOUR HELL HOUNDS
  ATTACK 16
  DEFENCE 3
  MAGICAL DEFENCE 8
  Health Points
  Anyone attacked by the hell hounds will be
  surprised by them. Hell hounds are black mastiffs with
  burning red eyes, reeking of sulphurous flames.
  EXITS: The road zig zags up to the double gates of the
  castle. Turn to Section 3.
  3. AN ICY RAMP/HlPPOGRIFF STABLES
  The players are at the Eastern end of an icy ramp that
  rises steeply to the W. Some large stone balls resting
  on a plinth at the top of the ramp will be released when
  the party are half way up. Unless the party can evade
  them they will be knocked back onto the set of vicious
  stakes that have been hammered into the E wall. There
  are four hippogriffs in the stable behind the door half-
  way up the ramp on the N side. These are untamed
  creatures who will attack humans on sight before fly-
  ing away. Only those who can throw a magical harness
  over them can control them (see below).
  The gates swing open at your touch. A steep ramp
  leads up immediately to your left just inside the gate, ft
  100
  101
  
  is surrounded by high walls. It is entirely covered with
  ice. A row of vicious metal spikes are set into the E wall
  just inside the gate. There are two skeletons still wear-
  ing leather armour impaled on them. At the top, of the
  icy ramp you can see a stone ledge with three large
  stone balls resting on it. There is a stone bas relief
  above this ledge of a scowling, one-eyed cyclops. The
  ramp is about 20m long. There is a wooden door set into
  the right hand wall of the enclosed area about 10m up
  the ramp. You can see a gateway leading off to the N
  just next to the plinth.
  If the players take precautions when ascending the
  ramp they should not slip. However when they have
  just got to the doorway in the N wall, half-way up the
  ramp, the three balls on the ledge will suddenly tip for-
  ward and come rolling down towards them. Everyone
  on the ramp must dodge them (match ball's SPEED of 9
  vs. character's EVASION). Anyone failing to dodge will
  have been knocked over by one of the balls and will
  slide down the slope at breakneck speed towards the
  spikes. Allow anyone in this predicament one chance
  of hacking any weapon they happen to have in their
  hands at the time into the ice (Armour Factor equi-
  valent = 3). If they succeed, the slide will have been
  adjudged to have been halted. If they fail (or have no
  weapons ready) treat each metre that the character
  slides back as the equivalent of a vertical fall of half a
  metre (see Dragon Warriors, p 66). The damage rating
  of the spikes at the bottom of the slope is 2d4, 4 points.
  A falling character will hit 1-4 of them. The wooden
  door on the right is unlocked; it leads straight into the
  stables.
  (a) The Stables
  There are four Black Hippogriffs stalled inside this
  long stable building. These are the same type of crea-
  ture that the players may have encountered in section
  18 of Gallows Wood, The hippogriffs will bolt towards
  102
  the door immediately they are opened; they will
  trample anyone who tries to prevent them leaving.
  They can only be controlled if they are bridled with the
  four magic harnesses hanging on a rack just to the left
  of the stable door.
  The door of the stable swings open revealing a brick
  floored stable filled with mouldering straw and thick
  cobwebs. You can hear a savage stamping of hooves
  and a fierce snorting coming from the shadows at the
  far end of the building: suddenly, four black horses
  gallop out of the far stalls towards you. There is a rack
  with various riding appurtenances like bits, reins and
  saddles on your left.
  FOUR BLACK 
  Rank Equivalent: 5th
  HIPPOGRIFFS
  ATTACK 17 
  Bite (d6 + 1, 5 points)
  DEFENCE 4 
  Kick (d10, 6 points)
  MAGICAL DEFENCE 5 
  Armour Factor 0
  Health Points: 
  HIPPOGRIFF 1 
  26
  HIPPOGRIFF 2 
  21
  HIPPOGRIFF 3 
  21
  HIPPOGRIFF 4 
  24
  Hippogriffs are savage, untamed flying horses who
  can sprout wings for an hour each day and fly their
  riders through the air. However only a potent spell like
  Enslave or the magical bridles hanging in the stable
  can bend them to a human's will. The bridles look like
  ordinary bridles, although they give off a faint magical
  aura. The hippogriffs will only attack people obstruc-
  ting their progress.
  To successfully bridle a hippogriff, a character must
  roll a successful attack roll against the beast's
  DEFENCE. It will then be directed by whoever holds the
  bridle. However, if the rider relinquishes his grip on
  the bridle for even one second, the beast will be freed
  from the spell. It will then try to throw off its rider at all
  costs (match its ATTACK against the riders DEFENCE)
  103
  
  and then try to escape. Unless they are prevented, the
  hippogriffs in the stable will rush through the stable
  doors and, sprouting their magical wings, fly off into
  the distance.
  There is nothing else of interest in the stables.
  TREASURE:
  Four enchanted bridles. (See above). These will control
  any other unintelligent creature they are thrown over,
  but their effect automatically wears off after 24 hours.
  The Plinth at the top of the ramp:
  The plinth normally rests at a horizontal angle, but is
  now slightly tilted in the direction of the ramp (unless
  of course someone has reached the top of the ramp
  unseen). Anyone looking closely at the bas relief of the
  cyclops will notice that its eye is actually a spy hole. If
  they sneak up on the spy-hole unexpectedly they will
  see a bloodshot human eye behind it. The eye belongs
  to the guard in room 10 (p 113). The mechanism for
  operating the tilt on the plinth is also in this room.
  4. AN ARCHED GATEWAY
  There is an arched gateway to the right of the plinth. A
  brick-lined tunnel leads via another arch into a court-
  yard.
  You can see the spikes of a portcullis protruding
  from a slit behind each arch. A smell of burning oil is in
  the air. There are six murder holes set into the roof of
  the tunnel. These are circular apertures through
  which burning oil can be dropped, or missiles fired, in a
  siege.
  The burning smell comes from the vat of burning oil in
  room 12. Once the majority of the party are in the
  tunnel, the guard in room 12 will drop both portcul-
  lises, trapping them. The portcullises are made of
  heavy iron, and will take 6 man hours to break through.
  104
  The guard will then proceed to fire crossbows and
  pour the oil on any players visible below the murder
  holes. Players may attempt retaliatory missile fire
  (because of the narrow aperture of the murder holes
  treat as a long range shot) or spells. The guard will not
  necessarily be able to see anyone leaning flat against
  the walls of the tunnel, although the oil (not the cross-
  bow bolts) will fall on all areas of it. If you want to
  check where the next load of oil is going to be poured
  down, roll D6 to obtain the correct hole reading 1 at the
  S to 6 at the N. Characters may attempt to evade the oil:
  it has a SPEED of 12 and a damage rating of d4 + 2, 4
  points.
  EXITS: Into the courtyard (Section 5) or back down
  the ramp (Section 3).
  5. THE COURTYARD
  There are a number of exits from this area and it might
  be a good idea to provide the players with a rough
  sketch map of it.
  if the players have arrived in the carriage from
  Gallows Wood, section 18, you will have to read
  out the section below before continuing with the
  general description.
  The coach wheels into the courtyard of a bleak
  mountain castle. High towers soar up into the
  night-time air to the N. Suddenly, there is the
  clank of a chain being released and a portcullis
  drops down, blocking off the only exit to the court-
  yard. Torches burn fiercely on brackets set into
  the walls; the flames bluster in the cold night
  wind.
  105
  
  106
  The courtyard is bounded by two storey buildings on
  all sides with towers in the four corners. Zombie
  archers are stationed on the second floor and will
  shoot at anyone visible in the courtyard (see Section 6
  for their stats.). The courtyard area is 30m x 30m. The
  low parapet of a well can be seen in the centre of the
  yard. There are two wrought-iron demonic figures
  mounted onto it; they support a twisted iron bar which
  has a rope tied to its centre; the rope disappears down
  the well. A broad staircase with an ornate balustrade
  leads up to the second floor of the building in the N
  wall, it is 4m wide. Two statues have been placed on
  plinths at the end of the balustrade.
  The tower in the NE corner of the courtyard is five
  stories high with a peaked conical roof. Dark apper-
  tures are visible high up on the fourth floor and as the
  players watch they fancy they can make out the sound
  of beating wings and shrill inhuman screeches coming
  from them. There are some attic windows set into the
  conical roof itself. The NW tower is about half the
  height of the one in the NE corner, and has no windows.
  As well as a hail of arrows from the zombies lurking
  on the second floor, the party will be attacked by the
  grey gnomes who sit motionlessly on their plinths at the
  end of the balustrade. They will use their Embog spell
  as soon as someone approaches the staircase.
  EXITS:
  North Wall: 
  On the NE corner the semi-circular wall
  of the tower abuts into the square court-
  yard. There are two arched, latticed
  windows at ground level, one on either
  side of the staircase.
  West Wall: 
  On the W wall there are two open lat-
  ticed windows at ground level.
  East Wall: There are two closed windows south of
  the tower at ground level. There is a
  door half-sunk in a rancid looking pool
  of mud at the bottom of a short flight of
  steps.
  107
  
  South Wall: There are two locked windows either
  side of a door (unlocked)
  There are a number of open, latticed windows
  around the first floor. All the buildings around the
  courtyard have steeply gabled roofs.
  THE GREY GNOMES
  ATTACK 15
  DEFENCE 9
  MAGICAL DEFENCE 8
  EVASION 4
  Health Points: Grey Gnome 1:10
  Rank Equivalent: 3rd.
  Claws (d8, 5)
  Armour factor 3
  Grey Gnome 2:14
  Unlike their woodland brothers, grey gnomes fre-
  quent the sides of buildings and plinths, where, like
  gargoyles, they lie in wait for passers-by. Unfor-
  tunately, their extreme ugliness is such that they are
  seldom overlooked by potential victims; as a conse-
  quence, they have only a 1 in 6 chance of surprise.
  These particular gnomes will unleash their Embog
  spells as soon as they are detected and flee while the
  party try to extricate themselves from the quagmire
  they have created in the centre of the courtyard.
  6. THE STAIRCASE AND THE FIRST FLOOR
  The staircase is 4m wide and will take 4 players
  abreast. It has curiously rounded steps which spin
  round when stepped upon, acting as rollers. Normal
  progress is halved for anyone trying to struggle up
  them. They are 10m in length.
  There are 8 Zombies stationed at the 8 windows
  overlooking the courtyard on the first floor. They will
  continue to shoot their bows at the party as long as they
  remain in the courtyard, but once they have reached
  the staircase and begin to climb up it, they will slowly
  move round (movement rate 6m) to attack with short-
  swords. There will be at least two zombies at the stair-
  108
  case head shooting their arrows as the party make
  their ascent.
  EIGHT ZOMBIES
  ATTACK 10
  DEFENCE 4
  MAGICAL DEFENCE 1
  EVASION 1
  1st rank equivalent
  Shortswords (d8, 3)
  Bow (d6, 4)
  ARMOUR FACTOR 0
  Movement 8m
  Health Points:
  ZOMBIE 1:
  ZOMBIE 2:
  ZOMBIE 3:
  ZOMBIE 4:
  ZOMBIE 5:
  ZOMBIE 6:
  ZOMBIE 7:
  ZOMBIE 8:
  20
  21
  20
  23
  18
  19
  17
  20
  All the Zombies will eventually Close in on and
  attack the party.
  The first floor is totally empty apart from the zom-
  bies and 2 suits of armour mounted on stands outside
  an embossed bronze door leading into the NE tower.
  EXITS:
  - The bronze door leading into the NE tower (Section
  30).
  - A single wooden door leading into the SW tower
  (Section 12).
  TREASURE:
  The suits of armour are plate armour (Armour Factor
  5). However they are not attractive acquisitions:
  Suit no 1: Anyone putting this on will be subjected to
  a curse (see additional rules no 2 p 181) with a MAGI-
  CAL ATTACK value of 15.
  Suit no 2: Anyone putting this on will be subjected to a
  spell with a MAGICAL ATTACK of 20. If the victim suc-
  cumbs to this he will be taken over by an evil intel-
  ligence and become intent on the destruction of the
  rest of the party. The character will attack his fellows
  109
  
  after one turn, with surprise (if they haven't been
  watching him carefully.). The GM should not make it
  obvious that the player has become antagonistic to the
  party before he attacks them, (he may for example take
  the player out of the room to tell him he has been 'taken
  over', but should have him sit with the other players,
  running his character as normal until the time comes
  for him to attack; the GM should then run the character
  as a NPC). The spell is subject to normal Spell Expiry
  rolls, and may be dispelled with a 7-MP Dispel Magic
  cast on the controlled character.
  7. GROUND FLOOR
  If the party climb through any of the windows on the N
  or W walls, or if they open the door in the W wall, they
  will find themselves in a vast, L-shaped hall. This hall
  extends along the whole length of both the N and the W
  wall. Only a small amount of light filters through the
  heavy dark velvet curtains that cover the windows.
  (a) North part of the Hall:
  The floor is covered with dust and broken furniture. A
  foul animal odour hangs in the air. To the E there is a
  single, metal-studded door set into the semi-circular
  wall of the NE tower. This is locked. The entrance to
  the NW tower is visible at the W end of the hall. There
  is nothing else of interest here, but if the party lingers
  too long, they will hear a low animal growl and see a
  huge wolf lope around the W corner of the hall towards
  them (see below).
  (b) West part of the Hall:
  This must once have been the banqueting chamber of
  the castle; overturned tables and other pieces of
  smashed furniture lie scattered around. The S part of
  the hall is in deep shadow. Portraits of the Dukes of
  110
  Ereworn line the walls. There is one labelled 'Duke
  Darian' on the Southern wall (see below: EXITS). The
  arched entrance to the NW tower is visible in the N
  part of the hall.
  The party will hear a low growl and a huge (2m tall)
  and shaggy-haired wolf will materialise from the sha-
  dows and lope towards them, baring huge, yellow
  fangs. This is one of the demonic incarnations of the
  demon-wolf Fengris (see p 177) which stalks the hall
  battening on the corpses of slaughtered adventurers
  thrown in here by Duke Darian's henchmen.
  DEMON-WOLF
  ATTACK 19
  DEFENCE 5
  MAGICAL DEFENCE 12
  Health Points 33
  6th rank equivalent
  Fangs (d6 + l, 7)
  Armour Factor 2
  The demon-wolf attacks any intruder in the hall with
  a berserk fury. If it is slain, its carcass will suddenly
  dissolve into a stinking mist: no trace of the wolf will be
  found once it has dispersed. The demon will return,
  completely healed, in exactly one day. Anyone passing
  through here again after that time will have to fight it
  again. Anyone fleeing from the wolf up the NW tower
  will believe that it is following them up it (see Sec-
  tion 8).
  EXITS:
  - The tower in the NW corner (see Section 8)
  - If the full-length portrait of Duke Darian on the S
  wall is pushed, it will swing round, revealing a secret
  door to Section 9.
  1ll
  
  8. THE TOWER OF FEAR
  There are no windows or arrow slits in the tower. It is
  illuminated by torches burning on brackets at every
  90° turn of its circular stairwell. These torches cast
  illusory shadows that, like the illusion spell, are 95%
  convincing. Similarly the walls of the tower are
  enchanted, giving off strange noises. Once the party
  have gone round the first angle of the staircase, they
  will see the shadow of the demon-wolf cast in giant
  relief on the wall behind them, at the same time they
  will hear its savage snarls and grunts. (This will
  happen whether or not they have already slain the
  demon wolf in the hall) If the party stop ascending the
  stairs for any length of time, the sounds of pursuit will
  get closer and then abruptly cease. At that instant the
  torches on the wall will snuff out.
  If the party continue to ascend the tower, they will
  eventually come to a carved oak door with a bronze
  handle set into it. The stairs terminate in a dead end at
  this point. The carving on the panel seems to be a
  curious allegory; wild beasts with spears held in their
  paws and hooves are slaughtering warriors garbed as
  hunters lying at their feet.
  Three skeletons lie on the stairs just in front of the
  door: anyone who takes the tune to inspect them (the
  sounds of pursuit are right behind the party now) will
  notice that all the skeletons have had their rib cages
  smashed in at approximately the same height as one
  another.
  Anyone twisting the handle of the door will release a
  spring that activates a secret panel behind the carving
  on the door. A number of sharp spears will spring out
  of the panel at chest height. The character who twisted
  the doorhandle will have to make an EVASION throw
  against the spear's SPEED of 16. If the character fails
  he will be hit by 1 -6 spears (2d4, 4).
  EXITS: There is only a blank wall behind the door. The
  party will have to turn back.
  112
  9. GUARDHOUSE ENTRANCE
  An empty room: a spiral wooden staircase descends to
  the right, another ascends to the left (a faint bubbling
  sound and the smell of burning oil emanate from it).
  There is a closed wooden door right in front of the
  secret door through the portrait in Section 7. There is a
  large jar resting on a table next to the secret door.
  TREASURE: this jar contains four doses of wolfsbane.
  When this evil-smelling herb is thrown in front of a
  wolf, (even the demon-wolf in Section 7), it will force
  the animal to cringe away. It will be unable to
  approach within 5m of the area for at least an hour.
  EXITS: As above.
  10. SPY-HOLE ROOM
  A table and chair are set against the right-hand wall of
  this room. On the E wall at eye-level is a spy-hole with a
  good view down the icy ramp in Section 3. There is a
  lever set into the floor next to the spy-hole. This tilts the
  stone plinth at the head of the ramp.
  The party will be surprised when a warrior clad
  from head to toe in black armour springs from behind
  the opened door to the party's right. He is wielding a
  two-handed sword. This is one of Duke Darian's Black
  Riders. He heard the players enter room 9 and hid
  behind the door waiting to ambush them.
  BLACK RIDER
  ATTACK 13
  DEFENCE 8
  MAGICAL DEFENCE 5
  EVASION 4
  Health Points 15
  Rank Equivalent 3rd
  Two-handed sword
  (d10, 5)
  113
  
  Armour: Chainmail (AF = 4)
  If the party defeat the warrior and remove his hel-
  met, they will find that he is in fact only half human,
  having thick facial hair and a snout similar to that of a
  boar. (See Section 5 of Gallows Wood)
  EXITS: There is another wooden door in the S wall. (See
  Section 13).
  11. A DESERTED HALL
  This is a much larger room than the previous two, con-
  sisting of a large stone hall with a fireplace at the E
  end. Two large bay windows look out over the snowy
  peaks of the Pagan Mountains to the South. There is a
  sheer drop of 20m underneath the windows. The room
  is full of dusty junk. There is a large ornate marble fire-
  place at the E end of the room which has not been used
  for some time.
  TREASURE: Stuffed up the fireplace, wrapped in a
  mouldy cloak is a hunting horn that, if blown, will sum-
  mon the hell hounds from the misty chasm in front of
  the castle in Section 1. If the horn is blown twice the
  hounds will attack anyone not in the immediate vicinity
  of the player holding the horn. One blast of the horn
  will make the hounds return to the person holding the
  horn. Three blasts and the dogs will vanish into thin
  air, never to be seen again.
  EXITS: There are no other exits from this room.
  12. THE MURDER HOLES
  This extends over Sections 9,10 and 11 below. Six mur-
  der holes have been set into the roof over the entrance
  corridor to the castle, and a large tub of burning oil
  bubbles away over a wood fire next to them. There is
  also a rack of four crossbows (d10, 4) set against the E
  114
  wall. They are all loaded. There are two windows i
  the S wall looking out across the mountains to th
  South. There is an unlocked wooden door in the N wall
  If the players have fought the guard in room 2, th
  Black Rider stationed here will ambush anyone comin
  up the stairs with his crossbow. The Black Rider will b
  surprised by anyone coming through the door in the 
  wall from Section 7,
  Rank Equivalent 3rd
  Sword (d8, 4)
  Crossbow (d10, 4)
  BLACK RIDER
  ATTACK 13
  DEFENCE 8
  MAGICAL DEFENCE 5
  EVASION 4
  Health Points 15
  Armour: Chainmail (AF = 4)
  EXITS: Back down the stairs or through the door in the
  N wall to Section 7.
  13. POLTERGEIST ROOM
  The door in the S wall opens into the centre of a long
  hall which serves as the castle armoury: racks upon
  racks of every type of imaginable weapon are stacked
  against the wall. At the W end of the 25m long roon
  there are target butts with a number of arrows sticking
  out of them. At the E end of the hall is an alcove with a
  gleaming sword on a stand in it. The room is devoid of
  inhabitants apart from two black armour-clad corpses
  lying on the floor halfway to the alcove. The figures
  have practically every weapon in the armoury sticking
  out of their armour and somewhat resemble human pin
  cushions.
  The room is protected by a Poltergeist, an invisible
  entity which has the power of hurling material objects
  through the air. If anyone attempts to reach the
  magical sword in the alcove, the Poltergeist will begin
  115
  
  116
  to hurl weapons at them. It is 10m to the alcove, roll
  once for every 2m the character traverses on the table
  below. Treat any blows from the Poltergeist normally;
  the Poltergeist has an ATTACK of 25.
  Roll d100
  01-45 
  No effect
  46-50 
  1 Dagger (d4, 3)
  51-55 
  2 Daggers (d4, 3)
  56-60 
  1 Sword (d8, 4)
  61-65 
  2 Swords (d8, 4)
  66-70 
  1 
  Axe(d8,6)
  71-75 
  2 Axes (d8, 6)
  76-80 
  1 Halberd (d10, 5)
  81-85 
  2 Halberds (d 10, 5)
  86-90 
  1 Volley of six arrows (d6, 4)
  91-95 
  2 Volleys of six arrows (d6, 4)
  96-00 
  3 Volleys of six arrows (d6, 4)
  The Poltergeist can not be driven from the room.
  TREASURE: The sword in the alcove is a + 1 magical
  shortsword.
  14. THE KITCHEN
  The door to the kitchen from the courtyard is partially
  blocked by a pool of evil-smelling mud. The door, which
  opens outwards, is jammed solid and will require a
  combined Strength of over 25 to open.
  If the door is successfully opened, the liquid mud will
  ooze into the kitchen. It will gradually solidify and start
  to take on an octopoid form with tendrils of weeds and
  refuse. The players may not notice this happening as
  they may be busy exploring the rest of the rooms. It will
  take ten rounds to form into a ghastly jellified brown
  mass. This will ooze after the party and attempt to trap
  them in a position where it can attack them.
  MUD MONSTER:
  ATTACK 16
  2nd Rank Equivalent
  Claws (d6, 4)
  117
  
  DEFENCE 2
  MAGICAL DEFENCE: 3
  EVASION: 1
  Health Points: 16
  The kitchen is faintly illuminated by a window high
  up on the wall at the level of the courtyard outside.
  There are a number of rusty kitchen utensils lying
  around on dusty tables and sideboards and some
  mouldy food.
  Some stairs lead down into the darkness of the E
  wall. There is a door to the N and one to the S. The N
  door leads to the pantry (Section 14a) and the S door to
  the SE tower (Section 15). Both doors are unlocked.
  (a) The Pantry
  This room is crammed with rotting food. There is abso-
  lutely nothing of interest in it. Anyone who lingers here
  will breathe in the poisonous fumes that hang in the air
  and will be subjected to the equivalent of a medium
  poison attack. There are no exits from here.
  15. THE SOUTH-EAST TOWER
  There are two large chambers in the tower; these have
  not been entered for a long time and are thick with dust
  and cobwebs. A particularly large cobweb hangs
  across the centre of the ground floor room. A figure
  clad in antique rusty armour hangs motionless in the
  web. If anyone tries to disentangle the figure they will
  become enmeshed in the web. This is a web of a Giant
  Spider (see Dragon Warriors, p 93).
  GIANT SPIDER
  ATTACK 13
  DEFENCE 2
  MAGICAL DEFENCE 4
  EVASION 4
  Health Points 11
  Bite (d6, 3 points and
  normal poison)
  118
  The bite of a Giant Spider carries a powerful venom.
  Anyone wounded by the Spider must attempt to roll
  less than or equal to his Strength on 3d6. If he fails, he
  will be paralyzed within 2-12 Combat Rounds and be
  dead within ten minutes.
  The room is lit by two dust-choked windows looking
  over the mountains to the S. There is a drop of 10m
  under the ground floor windows. There is a similar
  room above this one. There is nothing of interest apart
  from some dusty furniture and discarded military ban-
  ners, now rotting on their poles.
  TREASURE:
  There is a skeleton inside the suit of armour caught up
  in the cobweb. There are 3 GPs in its money pouch and
  a Vial of Smoke. (See The Way of Wizardry, p 91).
  There are no other exits.
  DUNGEON LEVEL
  There is a large underground area underneath the
  castle. Some of it is still used as Duke Darian's dun-
  geons and is staffed by some of his ghastly undead ser-
  vants. However, there are other parts which even
  these servants never enter: these places are guarded
  by fierce monsters from a bygone age.
  16. THE BANQUETING HALL
  This is reached by two long flights of rickety stairs
  plunging into the depths of the castle. The staircase
  has a landing at its dog leg. There is a mirror set on the
  N wall of the landing facing up the staircase.
  The mirror will not reflect undead beings (ie any
  undead members of the party such as vampires etc).
  The mirror is a secret doorway into the basement level
  of the NE tower. Anyone trying to touch its surface will
  find that their hand passes right through it. Anyone
  stepping through it will find themselves in Section 28
  119
  
  There is a wood panelled dining hall at the bottom of
  the stairs. A ghostly fire burns in a large fireplace set
  into the S wall and there are a number of pots on the
  mantelpiece. The fire casts flickering shadows over the
  walls of the room. A long cobweb-festooned table rests
  in the middle of the hall, mouldy chairs are scattered
  around the floor as if whoever was dining here years
  ago left in a hurry. Mouldy food lies on a tarnished
  silver dinner service. There is a rusted bell resting at
  the top of the table. The panelling extends around the
  room and the only ornaments are some halberds held
  onto the walls by brackets.
  The bell, if rung, will summon the servants in room
  17.
  The Fireplace
  The fire burns without giving out any warmth. Anyone
  touching the flames will receive d6 damage auto-
  matically. Anyone stooping down and looking through
  the flame will see that there is a passageway leading
  off into the darkness behind the hearth. Anyone trying
  to pass through the flames will receive one d6 damage
  and then find themselves in the passage marked 18 on
  the map.
  TREASURE
  There are 5 pots on top of the mantelpiece; they con-
  tain the following:
  Pot 1: A white powder
  Pot 2: A blue-black fluid (Potion of Night Vision)
  Pot 3: A black powder (pepper); buried in this is a ring
  with a stylised flame insignia carved into it. This is a
  ring of protection against flame: it will absorb the first
  4HP damage caused by a flame attack (eg Dragons-
  breath, Firestorm etc). This includes the fire in the
  hearth below the mantelpiece. The value of the ring is
  100 Crowns.
  120
  121
  
  Pot 4: A grey powder (this is very strong snuff, anyone
  sniffing it will be rendered helpless by a sneezing fit for
  2 rounds.
  Pot 5: A blue liquid (this is a medium poison if anyone
  drinks it). There is only one draught in the pot.
  The silver service once it has been cleaned is worth
  about 50 Crowns. However anyone trying to carry it all
  alone would be severely encumbered (treat as ten
  items for encumbrance purposes).
  EXITS: Through the fire to 18.
  17. SECRET ROOM
  There is a secret room concealed behind a panel in the
  SW corner of room 16. If the panel is rapped it will
  sound hollow. If the wall bracket holding a halberd to
  the right of the panel is yanked down, the panel will
  slide up revealing six liveried and very pale-faced ser-
  vants staring sightlessly into the room. They will
  remain motionless unless someone rings the bell on the
  dining room table. They will then suddenly lurch into
  the room and start to clear up the dinner plates from
  the table. If anyone has taken any part of the dinner
  service, they will attack them with the halberds on the
  wall. They will react similarly if anyone attacks them
  or tries to obstruct them. If no one interferes with
  them, they will pick up the empty plates and stump up
  the staircase towards the kitchen. (Don't forget they
  may run into the mud monster which even now may be
  oozing down the staircase.) They will return if the bell
  is rung again and will obey simple orders issued by
  whoever is holding the handbell.
  SIX UNDEAD
  SERVANTS
  ATTACK 10
  DEFENCE 4
  Rank Equivalent: 1st
  Weapons: Halberds
  (from the wall) (d10, 5)
  Armour Factor: 0
  122
  MAGICAL DEFENCE 1
  Health Points
  SERVANT 1 
  15
  SERVANT 2 
  15
  SERVANT 3 21
  SERVANT 4 
  14
  SERVANTS 
  21
  SERVANTS 
  15
  18. CORRIDOR OF DEATH
  After two metres the crawlway from the fireplace
  opens out into a 3m high corridor. There is room for two
  people to walk abreast. There is no light so torches are
  obligatory. The corridor you're in continues for 10m to
  the S and then turns to the right. There is a pile of skele-
  tons lying about halfway down the corridor.
  TRAPS:
  The whole corridor is in fact a trap. A 1m wide section
  of the floor about halfway down the corridor sinks into
  the ground if someone stands on it. The section drops
  down onto a spike which drives into a bag filled with
  poisonous gas below it. If the person removes their foot
  from the section of the floor, the poisonous gas will
  rush into the corridor from around the edges of it. This
  is a strong poison. (See Dragon Warriors p 68). As the
  gas bag below the floor retracts, pulleys attached to
  either end of it are pulled in, operating catches set into
  the ceiling which will drop concrete blocks down on
  either side, trapping anyone in the middle of the corri-
  dor. The skeletons are victims of the trap and if the
  players inspect the floor and ceiling around the first
  pile of bones they come to, they will spot the slot out of
  which the slab will fall. The gas will dissipate after
  three rounds: it will take one man hour to break down
  one of the stone slabs. The gas will not escape from the
  floor if whoever stepped on the panel keeps their foot
  on it.
  EXITS: The right hand bend in the corridor leads to
  another corridor to the W.
  123
  
  19. DUNGEON CORRIDOR
  This corridor is about 10m long and has two doors set
  into the left hand wall. There is a set of wooden stairs
  ascending to the ground floor level at the far end of the
  corridor. A clanking of chains may be heard outside
  the most Eastern of the two doors. A faint light can be
  seen coming from underneath it. Nothing can be heard
  outside the door to the W. The E door leads to room 20.
  The W door leads to Section 22.
  20. THE GUARDROOM
  A very pale and extremely large man is pacing up and
  down this room. He is dressed in a leather jerkin and
  there is a bunch of keys clanking on the end of a chain
  attached to his belt. He is holding a flail in his right
  hand and a large stretch of chain in his left hand. The
  room is illuminated by a solitary torch guttering on one
  of the walls.
  6th Rank Equivalent
  Flail (d6 + 1, 5)
  Armour Factor 2
  KEEPER OF THE JAIL
  ATTACK 20
  DEFENCE 10
  MAGICAL DEFENCE 8
  EVASION 6
  Health Points 20
  The keeper will attack anyone who enters, first
  throwing his magical chain (see TREASURE below) and
  then attacking with his flail. The keeper is one of the
  undead and does not shed blood when wounded. He
  will attempt to neutralise his opponents and then fling
  them into one of the cells surrounding the guardroom.
  TREASURE:
  The keeper's chain is a magical one; it can be thrown
  as a normal missile weapon (short range only; 5m). If
  the chain strikes the victim, he must roll under his
  Strength on d20, otherwise assume the VICTIM is
  124
  reduced to 0 in both ATTACK and DEFENCE as the
  chain pinions his arms to his body. If the victim wishes
  to shrug off the chain, he will be allowed another
  attempt to break its grip the next round. (Repeat the
  process above).
  The keeper has all the keys to the cells on his belt.
  EXITS: There are 3 cell doors opening out from the
  Guardroom.
  Cells:
  There are four cells in all, some with interconnecting
  doors.
  They contain the following:
  (i) Has one prisoner. He is thin and gaunt and when the
  party manage to get him to speak, all he can tell them is
  that he was chased down in to the dungeon areas by
  the demon wolf in Section 7. He was then captured by
  the Keeper of the jail and thrown in here. He had one
  companion, but he was taken out of the cell a few hours
  ago and he hasn't seen him since. Although feeble and
  unarmed he will accompany the party.
  PRISONER
  ATTACK 9
  DEFENCE 4
  MAGICAL DEFENCE 3
  EVASION 3
  Health Points 3
  (ii) and (iv) are empty apart from skeletons and rags,
  (iii) An empty room: cries of pain can be heard coming
  from a door in the S wall. This door leads to the Torture
  Chamber (see below).
  WEAPON: Any supplied
  by the party.
  Armour Factor: 0
  125
  
  21. TORTURE CHAMBER
  This room is lit by a brazier and torches along the
  walls. Four skeletons are ranged around a gaunt look-
  ing man stretched on a rack. It is his cries of help you
  heard through the door. Various sinister looking tools
  of the torturer's trade hang in racks around the walls.
  There are doors in the E, NE and W walls. The skele-
  tons will pick up red hot iron brands from the fire and
  will attack the party with them.
  SKELETONS:
  ATTACK 11
  DEFENCE 5
  MAGICAL DEFENCE 3
  EVASION 3
  Health Points Skeleton 1
  Skeleton 2
  1st Rank equivalent
  Red hot brands (d4, 5)
  AF:0
  Skeleton 3
  Skeleton 4
  6
  4
  The man on the rack is in a bad way. He mutters
  something about the Elven Crystal 'at the top of the
  tower' and then expires with an anguished groan.
  22. OUBLIETTE ROOM
  This room is lit by torches ranged around the walls. It
  is a plain stone chamber with four 1m wide holes set
  into the floor at regular intervals. A basket with a rope
  attached to it is lying near the lip of one of them: it con-
  tains very stale bread and some water in a pitcher. The
  party recognise the holes as the entrance to under-
  ground chambers, called oubliettes, down which pri-
  soners are cast who have been ordained for long and
  enervating deaths. Numbering from the N.:
  (i) As the party lean over this one they will hear a voice
  call out from below: 'Help me! I am a prisoner of Duke
  Darian's'. A particularly repellent monster with the
  powers of ventriloquism is trapped down this oub-
  liette. It will seize any rope thrown down to it and allow
  126
  itself to be hauled up out of the darkness. Once it comes
  into the party's view it will be able to crawl up the nar-
  row funnel of the hole that remains. Once it is out it will
  run amok trying to slaughter the party.
  THE NARGUT:
  ATTACK 16
  DEFENCE 4
  MAGICAL DEFENCE 6
  EVASION 2
  Health Points 25
  6th Rank equivalent
  Acid bite (d10, 3)
  Claw (d8, 5)
  Narguts are grey, seething, glutinous masses with
  eight toad-like eyes, four legs and four arms with claws
  on them and four gaping mouths filled with acidic
  spittle at each cardinal point of their squat, bullish
  heads. Their skin is a grey mottled colour.
  These creatures can imitate any voice they have
  heard (even if they have only heard it once). They often
  lure their victims to their dooms by trickery. Narguts
  lurk in dark places where their four eyes are shielded
  from the light of the sun, which is injurious to them.
  They take 1 HP damage per round when exposed to
  sunlight or any other form of intense light,
  (ii): There is the skeleton of a knight in full armour at
  the bottom of this oubliette. There is nothing else of
  interest.
  (iii): An endless pit. Anyone trying to descend the shaft
  of this oubliette must save against a MAGICAL
  ATTACK of 16. If he fails to resist the spell, the charac-
  ter will continue to climb down the rope until he
  reaches its end and falls off. The pit is apparently
  bottomless and no sound echoes back from it when
  objects are cast down it.
  (iv): Anyone peering down this oubliette will disturb a
  swarm of large bats which will fly up and attack them.
  SIX BATS
  ATTACK 11
  DEFENCE 9
  1st Rank equivalent
  Bite (d3, 1)
  Armour Factor 0
  127
  
  MAGICAL DEFENCE 2 
  Movement 20m (flying)
  EVASION 6
  Health Points: All the bats have 1 HP.
  TREASURE:
  Assume a moderate treasure hoard from the table in
  The Way of Wizardry, p 76.
  EXITS: There are two doors; one in the N wall, and one
  in the SE wall.
  23. CAVERN OF THE UNDEAD
  There is a shaft leading down almost perpendicularly
  from the torture chamber. There is a natural cavern at
  its bottom where lurk the tormented undead victims of
  the torturers of a bygone era. Many of them are hor-
  ribly disfigured from their suffering and present a
  grim spectacle. Their hatred for the living is intense.
  They will attack with an assortment of rusty weapons
  culled from previous victims.
  EIGHT UNDEAD
  ATTACK 10
  DEFENCE 4
  MAGICAL DEFENCE 1
  EVASION 1
  Health
  Points
  8
  6
  5
  14
  8
  12
  15
  7
  UNDEAD No 1
  UNDEAD No 2
  UNDEAD No 3
  UNDEAD No 4
  UNDEAD No 5
  UNDEAD No 6
  UNDEAD No 7
  UNDEAD No 8
  Rank Equivalent: 1st
  Weapons (see below)
  Armour Factor 0
  Weapon
  Battleaxe (d8, 6)
  Morning Star (d6, 5)
  Dagger (d4, 3)
  Dagger (d4, 3)
  2 Handed Sword (d10, 5)
  Sword (d8, 4)
  Flail (d6, 4)
  2 Handed Sword (d10, 5)
  128
  129
  
  EXITS: A series of rough stone steps leads downwards
  to the NW. A dank dripping sound can be heard coming
  from the darkness below. (See Section 24).
  24. SPIRIT POOL
  Winding moss-covered slippery tunnels lead to this
  pool from the SE and the NW. The pool completely
  covers the cavern floor and is 3m deep in all places.
  There is a rectangular stone sarcophagus in the centre
  of the pool. A skull is carved on its lid.
  The pool is inhabited by magic-absorbing spirits.
  Anyone immersing a magical item in the water will find
  that the item's magical value will have been leeched
  away (eg a + 2 magical suit will become a + 1 suit and
  similarly a + 2 sword will become a + 1 sword). All
  potions will be rendered non-magical by the spirits.
  Only relics will remain unaltered.
  If anyone wades across to the sarcophagus and
  prises its lid up they will find a skeleton clutching a
  sceptre inside it.
  TREASURE:
  Although the party will not be able to divine the use of
  the sceptre immediately, a high-ranking sorcerer will
  be able to tell them that it is a sceptre of necromancy:
  This will enable the owner of the sceptre to:
  - Revive one person from the dead per year and make
  that person their zombie slave.
  - Spirit talk with the dead once a day. Treat like the
  Oracle spell in The Way of Wizardry p 29. The user
  however may only contact those people he knew who
  have died and ask them questions pertaining to the
  time before their deaths.
  EXITS: Tunnels to the NW and SE. If it is still daylight
  outside the party will be able to glimpse light at the end
  of the tunnel to the NW.
  130
  25. THE CASTLE WELL
  This will be illuminated by daylight or star-light
  depending on the time of day. It is a 3m radius brick-
  lined circular area with a floor covered in about 1m of
  mud all over. Weeds hang down from the walls. A rope
  hangs down from the circular opening at the top of the
  well.
  TREASURE:
  There is a small copper casket, now covered with blue
  corrosion hidden behind some loose bricks in the N
  wall of the well. This contains 20 GPs and a +1
  magical dagger.
  EXITS:
  A damp shaft leads off to the SE and another to the W.
  Both walls of the shafts are covered in slimy weeds.
  26. A MAGNETIC MONSTER
  The passage to the W leads to two enormous, blue cor-
  roded copper doors. A fierce-looking dragon has been
  embossed on the door. Anyone wearing metal armour
  or holding metal weapons will find that these articles
  seem to be attracted or pulled towards something on
  the other side of the door.
  The doors are unlocked; they give onto a long pil-
  lared hall (15m). Torchlight doesn't reach the end of it.
  Bits of tangled metal lie twisted around the floor of the
  room as if something had been chewing on them.
  If the party advance halfway down the hallway they
  will hear a screeching noise and everyone wearing
  armour will again feel some invisible force tugging
  them towards it. Suddenly a creature which rather
  resembles a giant beetle with a huge black carapace
  and horn-like mandibles lumbers into view from
  around a pillar. Characters wearing metal armour will
  now find it impossible to flee, so strong is the force
  holding them. The monster lumbers towards them spit-
  131
  
  ting acid but ignoring anyone not wearing metal
  armour.
  MAGNETIC MONSTER Rank equivalent: 6th
  ATTACK 18
  DEFENCE 6
  MAGICAL DEFENCE 6
  EVASION 2
  Health Points 17
  Mandibles (d8, 3)
  Armour Factor 4
  (Horny carapace)
  This beetle-like creature will attempt to seize its vic-
  tims with its mandibles and then to start to devour
  them and their metal with its acid covered maw.
  Anyone attempting to use a metal weapon against the
  creature will automatically hit on their first attack, but
  then the weapon will stick fast to its magnetic body and
  cannot be retrieved until it is slain. Any item of trea-
  sure in this room has been consumed many years ago
  by the monster.
  EXITS: There appear to be no exits from this room, but
  anyone looking at the W wall of the hall will make out
  the words 'Rimfax' carved into it. Anyone uttering this
  name aloud will cause a stone panel to drop away
  revealing the shrine room (see below).
  27. SHRINE ROOM
  This room is 5 x 7m and is empty apart from a black
  altar which has two black candles standing on it. A
  silver mask with a leering, mocking face carved onto it
  rests on a stand between the candles. There is a mystic
  circle drawn in the middle of the room. If anyone
  stands in the circle the black candles will immediately
  burst alight and the person standing in the circle will
  be transported to the second floor shrine in the NE
  tower of the castle (Section 31).
  TREASURE:
  The mask is perfectly safe to anyone putting it on but
  132
  has a baleful effect when its wearer looks at someone
  through the eyeholes: lances of flame (equivalent to the
  Dragonbreath spell will fly out at the person glanced
  at). The mask will then be rendered harmless. It is
  worth about 5 Crowns as a work of art however.
  EXITS: There are no exits from here.
  THE NORTH EAST TOWER
  This has six storeys, some of its floors having exits to
  other parts of the castle, others not. Duke Darian and
  the elven crystal will be found concealed in a rooftop
  eyrie.
  28. DUNGEON LEVEL
  This may only be entered through the magical mirror
  on the stairs leading down to the banqueting hall (see
  Section 9) or through the trapdoor in Section 29 of
  this tower. There are six sarcophagi arranged around
  a central pit filled with sand (to cushion the fall
  through the trapdoor). The only other interesting fea-
  ture on this level is the mirror on the S wall. This will
  not reflect the undead in the room (see below). It is pos-
  sible to step through it to the staircase leading down to
  the banqueting hall. The six sarcophagi contain the
  following:
  Coffin no i
  A VAMPIRE
  ATTACK 14
  DEFENCE 8
  MAGICAL DEFENCE 4
  EVASION 5
  Health Points 20
  The vampire will lie low if the whole party have
  133
  1st Rank
  Two-handed sword
  (d10 + 2, 7 points)
  
  0 
  10 
  20 
  30 
  40
  Metres
  entered the room. However he will leap out of the
  sarcophagus surprising them if it looks as though they
  are about to investigate his tomb. He will get out of his
  sarcophagus immediately if only one person enters the
  chamber. He will attempt to mesmerize them and then
  drink their blood; he belongs to no Profession - when
  determining the power of the mesmerism, treat him as
  1st rank.
  134
  Coffins nos ii-v 
  These are all empty. Anyone touch-
  ing the inside of these sarcophagi will find that they
  are coated with some corrosive substance. Long expo-
  sure to this will strip good armour of one point of its
  armour factor, or burn naked flesh so that the victim
  will lose 2 HP.
  Coffin no vi 
  If a player gets into this sarcophagus and
  closes the lid he will be teleported into the sarco-
  phagus on the floor above (see Section 29). This will
  happen so swiftly that the person lying in the sarco-
  phagus will not notice it unless he draws back the lid to
  peep out.
  EXITS:
  Through the mirror (see above) or through the sarco-
  phagus (see above).
  29. GROUND LEVEL
  A totally bare chamber except for some stone plaques
  bearing carved armorial designs which are set into the
  walls. There is a stone sarcophagus with a lid leaning
  against it opposite the door in the E. A circular spiral
  staircase leads upwards in the NE corner.
  TRAPS:
  Anyone walking directly between the door and the
  stone sarcophagus will step on a concealed trapdoor
  set into the floor. They will fall 7m onto the sandpit
  below in the dungeon section of the tower. Characters
  falling will only take half damage because of the
  cushioning effect of the sand.
  EXITS:
  The staircase leads to the first floor of the tower (see
  below). If anyone gets into the sarcophagus and pulls
  the lid over themselves they will be teleported down to
  sarcophagus (vi) on the floor below (see Section 28).
  135
  
  136
  30. FIRST FLOOR
  All the walls of this chamber are covered by tapestries
  showing demonic flying beings extending their claws
  in bellicose attitudes. There is an ornate throne at the
  end of the room. It has a high backrest (about 2m high)
  with the Ereworn coat of arms carved onto it. There is
  a high tubular hanging behind the throne which
  reaches to the ceiling.
  Anyone stepping into the centre of the room will be
  attacked by the drapes on the wall. These will sud-
  denly spring into life becoming three dimensional
  beings. Their cloth surrounds will float down to the
  ground behind them as they attack with sharp claws.
  Rank Equivalent: 2nd
  Claws (d6, 3)
  Armour Factor 0
  TWO TAPESTRY
  DEMONS
  ATTACK 13
  DEFENCE 9
  MAGICAL DEFENCE 4
  EVASION 6
  Health Points: TAPESTRY DEMON NO 1
  TAPESTRY DEMON NO 2
  9
  12
  These will return to a two dimensional shape when
  slain. There is nothing else of interest in the room apart
  from the throne.
  EXITS:
  The door in the W wall.
  There is also a secret door through the backrest of the
  chair. If this is activated by pushing up one of the arms
  of the throne, it will reveal a metal spiral staircase that
  winds up to the next floor through the middle of the
  hanging at the back of the throne. The spiral staircase
  ends in a stone slab. If someone listens they will be able
  to hear a ritual chanting coming from the room above.
  137
  
  31. SECOND FLOOR
  The only entrance to this floor is by a concealed stone
  slab behind an offering table in the E of the room. The
  room is a shrine room to an evil demon Rimfax. Rimfax
  is represented in popular mythology as a skeletal horse
  within a seething mass of small greenish-black snakes.
  Duke Darian worships this forbidden demon whose
  chief interests on the human plane are the propagation
  of disease and death. Rimfax not only controls the
  bodies of his servants but also their minds (see below).
  He has ordered the destruction of the land surrounding
  Castle Ereworn, and Duke Darian slew his brother
  under the evil demon's edicts.
  The demon is represented in this room by a lichen-
  covered equine skull placed on an altar underneath a
  stylised representation carved onto the wall. Snakes
  ooze in and out of the skull's eyes and mouth. The
  demon will cast spells through this unholy relic with a
  MAGICAL ATTACK of 22. Treat the skull as a seventh
  rank Sorcerer. Anyone striking the skull with anything
  except a magical sword or a holy relic will be cursed
  (see additional rules no 2) with a MAGICAL ATTACK of
  22. The demon will not attempt to intercede in the fight
  between the priest and the party apart from releasing
  the hellrots from their chains allowing them to leave
  their perches and join in the fight.
  The party will push up the concealed slab behind the
  offering table. If they don't make much noise about
  this, (the character who is pushing up the slab must roll
  under his Reflexes on a d20 to succeed), then he will
  have surprise on the priest.
  You have pushed up a stone slab concealed behind a
  low stone offering table covered by rotten fruit and
  rancid worm-eaten vegetables. A man dressed in
  purple and blade robes and holding a silver dagger
  aloft in his right hand is standing in front of a stone
  altar. This is a lichen-covered skull resting on the
  middle of it. There is a stylised representation of a
  138
  139
  
  hideous Jeering face carved out of the wall above the
  altar. High up near the roof of the chamber are two
  deep recesses with windows. Looking up you can see
  the silhouette of batwinged creatures with humanoid
  arms and torsos. They have a leathery skin and their
  feet end in claws. As you watch, the chains holding the
  creatures to the bars covering the windows suddenly
  fly asunder and they swoop down on you screeching
  horribly.
  The party will have to fight both the priest and the
  creatures.
  (a 5th rank Mystic)
  Dagger (d4 + 1, 4)
  *Includes adjustment
  for dagger.
  PRIEST
  ATTACK 15*
  DEFENCE 9*
  MAGICAL ATTACK 18
  MAGICAL DEFENCE 8
  EVASION 4
  Health Points 10
  The priest is a fanatic and will fight to the death, kill-
  ing himself rather than divulging any information
  about the demon or Duke Darian.
  TWO HELLROTS
  ATTACK 13
  DEFENCE 7
  Rank-equivalent: 2nd
  Claws (d8, 4)
  Bite (d6, 2) carries the
  plague (treat as
  Strong poison)
  Armour Factor 2
  MAGICAL DEFENCE 4
  EVASION 4
  Health Points
  HELLROT NO 1 
  15
  HELLROT NO 2 
  18
  Hellrots are the earthly emissaries of the demon
  Rimfax. They are released at night when they flap
  across the land infecting crops, polluting water, and
  snatching children from their beds and devouring
  140
  them. Outbreaks of plague in areas many miles from
  the nearest plague area are often ascribed to the bite
  of a hellrot on vagabonds lying asleep in ditches.
  Anyone touching the skull on the altar will be
  attacked by spells (see above) if they manage to touch
  the skull, or cast a Dispel Magic on it, or throw holy
  water on it, it will lose its magical properties and the
  demon will depart from it with a high pitched scream of
  laughter. Anyone touching the skull will be cursed with
  a MAGICAL ATTACK of 22. (see additional rules no 2,
  p 181).
  TREASURE:
  The ritual dagger in the priest's hands is + 1 magical.
  Unfortunately it is covered with signs evoking the
  demon and anyone showing it to a superstitious person
  may find a lynching mob coming after him as a demon
  worshipper.
  TREASURE:
  There is a hidden panel in the front of the altar. There
  are various items sacred to the demon kept here:
  A spare ritual robe (black and purple).
  A censer which when swung emits a pungent poi-
  sonous gas (treat as a strong poison).
  A small jewel case with six black gems inside of it each
  worth about 20 Crowns. Anyone possessing any or all
  of these will be subject to a curse (see additional rules,
  p 181) with a magical attack of 12.
  EXITS: There is a spiral staircase in the NE corner of
  the room. This leads to a heavy oaken door; if this is
  opened the party will be able to hear the faint voices of
  people in the room behind it.
  32. THIRD FLOOR
  This is a barracks room for the Black Riders. The
  door gives onto a circular room lit by a number of
  stumpy candles stuck onto the middle of the table. Six
  doors lead off to all points of the compass from this
  room. There is a spiral staircase just to the party's
  141
  
  right. Two Black Riders sit with their backs turned to
  the door, crouched over the table. There is a pile of
  Gold Coins on it, the ownership of which seems to be in
  some dispute following an arcane gambling game that
  these creatures indulge in but which, like their lan-
  guage, no human can understand. This argument has
  prevented them from hearing the struggle going on
  downstairs. The party will have surprise on them.
  TWO BLACK RIDERS
  ATTACK 13
  DEFENCE 8
  MAGICAL DEFENCE 5
  EVASION 4
  Health Points: BLACK RIDER NO 1
  BLACK RIDER NO 2
  Rank 3rd
  Sword (d8, 4}
  Armour Factor 4
  15
  15
  Sword (d8, 4)
  Armour Factor 4
  After three Combat Rounds, one more Black Rider
  will burst into the room from a side chamber (no ii). He
  may surprise the party.
  BLACK RIDER
  ATTACK 13
  DEFENCE 8
  MAGICAL DEFENCE 5
  EVASION 4
  Health Points: 15
  TREASURE: There is pile of 33 Florins on the table.
  The six rooms contain the following as well as beds etc:
  1. 12 Crowns hidden under a mattress.
  2. A marked pack of cards.
  3. A Potion of Healing concealed in a wine pot.
  4. A sword and shield hang on the back of the door.
  5. A Potion of Strength concealed under a pillow.
  6. This is the privy
  (All of the rooms have outside windows).
  EXITS: There is a spiral stone staircase up to the next
  floor.
  142
  33. FOURTH FLOOR
  This is the Duke's bedroom and, as to be expected, is
  decorated with lush drapes and thick carpets. Four
  windows overlook the surrounding countryside. A
  cheerful fire burns in the grate. There is a four-poster
  bed against the W portion of the wall: a thin, splenetic
  man stares at the party from under the sheets. This is a
  Doppelganger created by Duke Darian to fool anyone
  who slays it into thinking that they have in fact slain
  him. Darian is actually safely hidden in his rooftop
  eyrie above.
  The old man jumps out of bed and rushes at the party
  holding a long knife in his hand.
  DOPPELGANGER
  ATTACK 12
  DEFENCE 6
  MAGICAL DEFENCE 15
  EVASION 3
  Health Points 6
  Knife (d4, 3)
  Reflexes 5
  There is a selection of interesting magical items
  arranged around a table on the S portion of the wall:
  A number of potions, two of which are marked 'Heal-
  ing'. These are, in fact, strong poison, the other phials
  contain powders containing light irritants and ground
  glass which will inflict 1d6 points of wounding on any-
  one who consumes them.
  There is an ornate sword lying amongst the phials.
  When someone hefts it they will find that it is excel-
  lently balanced. Its handle is studded with what
  appear to be precious gems. These are in fact cheap
  costume gems. The sword will snap in two the first time
  anyone tries to use it in combat leaving the owner of it
  defenceless.
  EXITS: There don't appear to be any exits from this
  chamber, but in fact anyone dousing the fire and look-
  ing up the chimney will find a series of iron rungs lead-
  ing upwards. These lead to a rooftop hideaway.
  143
  
  34. FIFTH FLOOR
  Duke Darian is an old and infirm man. His sorcerous
  powers have not diminished over the years, but his
  fighting prowess has. Hence he lurks in the cold and
  draughty eyrie at the top of the NE tower, communi-
  cating with no one and leaving the Black Riders to deal
  with any intruders. As a safety measure, he has placed
  a Pentacle of Entrapment (see The Way of Wizardry,
  p 45; this will trap the first two characters) at the top
  of the rungs leading up from below. The keyword for
  the pentacle is 'Rimfax'. Darian has used up a number
  of his Magic Points and will be anxious to finish off the
  party quickly, moving in to attack with his + 1 magical
  sword if necessary.
  DUKE DARIAN 
  10th rank Sorcerer
  ATTACK 13* 
  +1 magical Sword
  DEFENCE 7* 
  (d8 + l, 5)
  (*includes adjustment for sword]
  MAGICAL ATTACK 25
  MAGICAL DEFENCE 15 Magic Points Remaining
  25
  EVASION 3 
  Reflexes 5
  Health Points 6
  Physically, the Duke resembles the doppelganger on
  the floor below. He is dressed in ermine edged vel-
  veteen robes and his face is thin and splenetic.
  TREASURE
  There is a chest lying next to Darian's sleeping pallet.
  The party will discover that it contains Darian's
  speculum (used in the Scry spell). A + 1 magical suit of
  plate armour stands on a mount against one wall. 2000
  SP, 30 Crowns, 9 Gems and Jewels worth approx 500F,
  and a Ring of Teleportation. The players will find the
  second fragment of the Elven crystal wrapped in a
  white cloth at the bottom of the chest. It glows with an
  unearthly orange aura. It will fit together with the
  other fragment they picked up in the first scenario.
  144
  Wrecker Island
  A scenario for about five or six 1st-2nd rank
  characters.
  OVERVIEW:
  The party are told where they may find the third cry-
  stal fragment of Elvaron the Elf by an old man they
  encounter to the SW of Gallows Wood. A merchant
  ship has been driven onto the rocks of a treacherous
  reef on the coast, lured there by the false lights of the
  fisherfolk of the local village Gullet Hollow. The only
  survivor of the wreck, one Captain Rakehell, has been
  washed ashore, and now awaits a party to arrive who
  will be prepared to accompany him back to the reef to
  salvage anything that is left on the ship.
  In fact, Rakehell's ship, having run aground on the
  reef, has been dragged off to an underground cavern
  by the fisherfolk; its drowned crew have since become
  undead zombies. The villagers worship the Kraken, a
  ghastly sea-monster that periodically rises from the
  depths of the sea. Even now a priest devoted to the wor-
  ship of the Kraken is preparing a sacrifice to his unholy
  god.
  You have decided to make your way to the W to the
  coast. You have heard that ships depart from there for
  distant places; you trudge through the mist-filled gloom
  of Gallows Wood and eventually find yourself on the
  road leading through it to the SW. Just as you pass over
  the high arched stone bridge at the W perimeter of
  the wood, you hear a high pitched voice calling you
  from below. Looking over the parapet you see a blind
  old man leaning on an ancient gnarled staff. He has a
  long white beard and is wearing a coarse woollen
  cloak. He stares sightlessly into the pond in front of him.
  145
  
  He addresses you in his high pitched voice: 'Strangers,
  you have encountered many dangers. More danger
  approaches; look to the North where the stormclouds
  build and the gales lash the seas' - sure enough, look-
  ing to the N you can see dark storm clouds brewing, and
  a moaning wind begins to play through the trees - 'A
  great treasure, lost for a hundred years, is even now
  being borne from the North on the wings of the gale.
  Hurry to the W to the village of Gullet Hollow: there you
  will find a man that will lead you to this treasure.'
  Although it was clear day but a moment ago, you see
  spots of rain splashing the surface of the water in front
  of the old man. Dark clouds bear down on you from the
  N and the few remaining leaves are torn from the trees.
  Suddenly there is a blinding flash of lightning over the
  river near where the old man had been standing. When
  you look again, the old man is gone and there is only a
  vine encrusted, gnarled staff buried in the mud beside
  the river.
  Whoever picks up this staff will find it hums with a
  magical energy. Anyone holding it may create an
  Astral Gate to a specific place of his choice (subject to
  the usual spell rules.) The staff will become inactive
  after one use.
  The howling gale with fierce thunder and lightning
  continues all day. It is growing dark as the trees sur-
  rounding you thin out and you emerge on the edge of a
  high cliff overlooking the sea. Heavy waves are crash-
  ing on the rocks hundreds of feet below. You can see a
  huddled fishing village about a mile to your left tucked
  underneath the cliffs. To the S you can see a rocky
  peninsula sticking into the sea with a cliff and reef
  .fringed island at the end of it.
  146
  147
  
  148
  1. THE VILLAGE
  The village houses are one storey constructions with
  grey slate roofs. The only two storey building is the tim-
  bered, ramshackle inn. A sign rocks to and fro on rusty
  hinges outside its front door. It reads: "The Silver
  Halyard". Pushing open the front door you enter a
  darkened room illuminated only by a flickering log fire
  on the grate and a few candles. A huddled figure
  wrapped about in coarse blankets and with tousled
  wet hair sits on a stool in front of the fire. You order ale
  from a barman. The barman's eyes have dark rings
  about them as if he hasn't slept for a day or two. When
  you make conversational remarks about the terrible
  weather he remains in a surly silence. He stumps out to
  the back of the inn after serving you.
  Just as you're about to sit down at a table you see
  that the cloaked figure has turned round and is looking
  at you. You see a man with a black beard and angular
  face cast into harsh perspective by the firelight behind.
  A golden earring sparkles in the light from where it
  hangs in his ear.
  He shuffles over to your table and bangs his tankard
  down on it, his eyes ablaze with a curious anger.
  "Listen to me, laddies", he says, "My name is
  Rakehell, cap'n of a fair ship I waz but this very morn-
  ing. Where be that ship now you'll be asking I don't
  wonder: a likely cap'n I' Well lads, it be driftwood in
  yonder bay and as fer me crew, they be the food of fish
  in the ocean swells. 'Tis well called that bay, for tis
  called Sulphur Bay and the fires of hell burn over the
  bodies of all the drowned sailors that go down in their
  ships there."
  "Natheless last night sailing in a clear sky with more
  than a mile to the lee I and me crew, we waz happy men
  - then from North there came a gale and a lightning
  and a squall such like we never saw and many will
  never see again. Blown to the leeshore was we. We
  looked out yonder to where the warning light burns
  149
  
  from Wrecker point". (He gestures to the S where you
  saw the promontory and the island.) "We saw the light
  to the port, I'll swear. We didn't tack but drove straight
  on, our storm-gibb near splitting in that wind. Suddenly
  out of the rainsquall and the sea spume there be the
  sharp rocks o' the Teeth. We was on them before we
  could turn about. A wave swept the poop at that
  moment and I was taken overboard and swept away: I
  heard the cries of me crew even through the gale, they
  must have perished to a man for I waz the only one
  swept into the bay this morning." He lowers his voice.
  "Now, laddies that ship was carrying not only the usual
  cargo of corn and furs an' such. Back at port a man
  came aboard dressed in a brown woollen robe with a
  long white beard. He said to carry this box to friends in
  the South, gives me this address in the port of Gorthan,
  see, whence we're bound and money for me pain. Well I
  bain't a nosey man see but I were curious 'bout this
  cargo so I took a look into the box after we set sail. You
  know what was inside? A beautiful glowing piece of
  o'rock - worth a king's ransom I guess and no wit is for
  you and I to pick up. I'll offer you half share in it. All we
  have to do is walk across to the island. There's a sand-
  bar that connects to it at low tide and as it happens,
  there be a low tide tonight at midnight. We should be
  across to the island and back by morning. No word o'
  this to the villagers mind. They're a scurvy lot an'
  would cut our throats for this."
  If you agree to his plan, you arrange to meet him out-
  side the inn an hour before midnight. You pay the land-
  2. THE BEACH/THE CLIFF PATH
  The party are ambushed by some villagers dressed in
  white sheets to make them look like ghosts. They have
  overheard the conversation between the party and the
  captain in the inn and are trying to prevent anyone
  reaching the island at all costs. Another of the vil-
  lagers continues on down the path to release the gar-
  goyle that lurks in the basement of the tower and then
  to lie in wait for the party and push boulders on them as
  they inch their way along the narrow cliff path.
  As you come down from your rooms there was no
  sign of the silent land10rd. You meet Rakehell outside
  the tavern. The storm has now abated and a moon
  shines in a cloudless sky. You notice that Rakehell has a
  sabre stuck in his belt. He is now wearing long sea-
  faring boots and a leather jerkin.
  Run Rakehell as an NFC:
  RAKEHELL
  STR 
  13
  REF 15
  INT 
  12
  PSY 13
  LKS 
  12
  Armour: leather
  (AF2)
  3rd rank
  Barbarian
  Health
  Points 14
  ATTACK 16
  DEFENCE 8
  MAGICAL
  DEFENCE 6
  EVASION 6
  Weapon:
  Sabre (d8, 4
  points)
  Rakehell is a treacherous fellow who will endeavour
  to steal the Elven Crystal and keep it for himself alone.
  He will kill other members of the party to achieve this
  end, but will not attack until the party actually have
  the crystal.
  You set out from Gullet Hollow, trying not to moke
  much noise on the cobbled streets. The road you're
  following leads down to the sandy beach where fishing
  nets are laid out to dry on the sand. You don't see any
  lights on in the houses to either side of the street. The
  inhabitants seem to have retired early.
  Soon you are at the bottom of the promontory to the N
  that you saw earlier on in the day. A zig zag path leads
  150
  151
  lord 2 florins for a room.
  
  Rank: 1st
  Swords (d8, 4 points)
  AF 0
  up to a cliff top path that runs along the top of the
  promontory.
  Just as you're about to start climbing the path you
  see a number of white forms flitting towards you down
  the beach. They are wailing horribly.
  The party may take these figures to be ghosts. They
  are actually villagers dressed in white cloaks and
  sheets trying to scare them off. They will attack with
  swords if the party haven't fled. They will attempt to
  retreat if one of them falls in combat. The players may
  not be too surprised to discover that one of the
  wounded or dead assailants is the surly innkeeper.
  VILLAGERS/
  FISHERMEN
  ATTACK 11
  DEFENCE 5
  MAGICAL DEFENCE 3
  EVASION 3
  Health Points
  1st Villager 4
  2nd Villager 5
  3rd Villager 6
  4th Villager 5
  5th Villager 4
  6th Villager 4
  Any surviving villagers will be waiting to ambush
  the party on their return to the village.
  The zig-zag path to the top of the promontory is very
  steep and is still soaking wet from the storm. As the
  party get about halfway up there is a sudden rock-fall
  from above and a landslide of boulders and stones
  crashes down the slope towards them. The rocks have
  a SPEED score of 11. Everyone in the party must evade
  the rocks; if not they will have been knocked off the
  edge of the path. They will have one attempt (repre-
  sented by throwing under their Reflexes on a d20) to
  catch hold of something before they fall, otherwise
  they will fall 20m.
  152
  153
  
  When the party reach the top of the cliff it is totally
  deserted. There are some scuff marks and a large hole
  in the edge of the cliff overlooking the path below
  where it seems someone has pushed over a boulder
  causing the landslide. The party will be able to see a
  tower a mile away to the South. A narrow moonlit path
  leads off towards it. The promontory narrows to a few
  metres across with vertical cliffs on either side to
  the S.
  3. THE TOWER
  A gargoyle has been released to roam about the tower
  by the villager who caused the landslide. The villager
  meanwhile hurries on to the island to warn the priest
  of the party's approach.
  At close quarters you see that the tower is an ancient
  partially ruined structure. about 12m high. It is set right
  at the end of the promontory. A series of ropes leads
  down to a line of sharp rocks many feet below you.
  These rocks jut up from a sandbank leading to the cliff-
  bound island that you saw earlier on.
  There is a single wooden door set into the base of the
  tower right in front of you. You can hear nothing inside
  if you listen at it.
  Ground Floor:
  The walls and floor of this circular room are stacked
  with driftwood. An axe Jeans against one of the piles of
  wood; the pile seems to have been made quite recently.
  You can see part of the name of a ship painted gaily on
  one of the planks: it reads "The Rogue Prin-". If
  Rakehell is still alive he will swear loudly when he sees
  what he imagines to be the last fractured remnant of
  his ship being used for firewood. A narrow flight of
  steps lead up to the next floor.
  EXITS: There are no other exits or doors.
  154
  155
  
  First Floor:
  Another circular room taking up the whole circumfer-
  ence of the tower. There are observation slits at all
  points of the compass, a wooden bunk with a crude
  woollen blanket on it, a tin full of flint and tinder and a
  burnished bronze mirror (used for signalling to the
  village and to the island on sunny days). A flight of
  stone steps leads upwards into the darkness. The gar-
  goyle lurks on these waiting to leap out and surprise
  the party.
  GARGOYLE
  ATTACK 16
  DEFENCE 8
  MAGICAL DEFENCE 6
  EVASION 4
  Health Points 16
  Rank equivalent: 5th
  Talons (d10, 3)
  Armour Factor 7 (but
  only 2 vs. magic
  weapons)
  Movement: 8m (15m)
  Flying: 50m
  Second Floor:
  Most of the parapet that once stood around the top of
  the tower has been pulled down. A blackened pile of
  burnt wood and ash lies in the middle of the circular
  area and as the party watch, a small whiff of smoke
  emerges from it. The ashes are still warm. This was the
  fake warning fire that lured Rakehell into following the
  shoreline too close, thereby running his ship onto the
  rocks.
  TREASURE: There is nothing else of interest in the
  tower apart from a small, corroded copper chest
  which is buried under the earth on the ground floor.
  This contains 12 gold Crowns and a magical talisman.
  This has a picture of Saint Nautilus of the Waves
  carved onto its silver surface. This will save the
  wearer from drowning once in any circumstance: but
  its magical power will be immediately drained after
  use. It will take a man-hour to throw aside all the drift-
  wood covering the area of the dirt floor where this is
  hidden.
  156
  4. THE TEETH
  This is the name of the sharp pinnacles of rock sticking
  up from the sand bank between the end of the promon-
  tory and the island. The rocks are now totally exposed
  as it is low tide; the sandbank from which they jut out is
  also clearly visible. White foam spatters the party as
  the waves break against it. There are a number of old
  wrecks still clinging to these rocks; some still contain
  treasure although two are guarded by fiercesome mon-
  sters and spirits.
  You find a long rope attached to an iron ring in the
  side of the tower on the S side. The rope disappears
  over the edge of the cliff and looking down you can see a
  succession of ropes leading down to the sandbank
  which connects the promontory with the island. Jagged
  rocks stick out of it. This is now completely exposed as
  it is low tide.
  There should not be any problem climbing down the
  ropes. At the bottom of the ropes the party can see
  freshly made footprints in the exposed sand leading off
  towards the island. They can also see the sharp
  needles of rock sticking up about half a mile away, and
  the black bulks of shattered wrecks lying around them.
  There are 3 wrecks in all. They still have the stumps
  of their masts and the remnants of their decks visible.
  Rakehell will be anxious to find his own ship as he
  knows the tide will soon be coming in and the party will
  be cut off.
  Wreck 1. A medium sized merchant ship called the
  Wind Flyer. Three Barnacle Men still lurk in the hold of
  his partially smashed hulk. The Barnacle Men will
  attack anyone who tries to climb down into the slimy
  and puddle-filled hold of the ship.
  BARNACLE MEN 
  Rank Equivalent: 1st
  ATTACK 12 
  Cutlasses (d8, 4 points)
  DEFENCE 6 
  Armour Factor: 4
  MAGICAL DEFENCE 3
  157
  
  EVASION 3
  Health Points: 1st Barnacle Man 
  3
  2nd Barnacle Man 
  4
  3rd Barnacle Man 
  4
  These undead creatures swarm up from the depths
  of the ocean during storms and cling to the hulls of
  ships. Their bodies are completely covered with bar-
  nacles giving them a high AF. Anyone succeeding in
  cracking this near-impervious layer will find a cal-
  cified white skeleton beneath. Barnacle men will often
  break through the bottoms of ships in order to get at
  treasure hoards of jewels and gold, which they then
  embed in their jewel-encrusted bodies. If the party
  encounter them they will see at first only a glint of
  jewelry and gold in the darkness. Barnacle men are
  reputed to be the ghostly remains of undead pirates
  who are too rapacious to lie quietly in death where
  they sank. They are intent on terrorising the merchant
  ships that ply the shores. These barnacle men are busy
  ransacking an undiscovered chest of gold and precious
  stones.
  TREASURE:
  The remaining gold and jewelry not embedded in the
  barnacle men's skins is worth 400 Florins. The trea-
  sure embedded in the barnacle men is worth another
  20 Crowns.
  Wreck 2. The wreck of a fast pirate vessel called the
  Avatar. It is haunted by the spectre of the infamous
  Captain Sabre who terrorised the coast for many years
  before his untimely demise on the Teeth.
  SPECTRE OF CAPTAIN
  SABRE
  ATTACK 19
  DEFENCE 12
  MAGICAL DEFENCE 11
  EVASION 4
  8th rank Equivalent
  Touch (d12, 5)
  Armour Factor 0 (but
  immune to non-
  magical weapons)
  Movement 12m
  158
  Health Points 18
  TREASURE:
  A corroded iron and wood chest has dropped out of the
  wrecked hull of the ship and is now half-buried in the
  sand underneath it. A human finger bone is caught in
  the links of the rusty chain which holds it together.
  There is, however, no trap on the chest. It contains a
  musical pipe. Anyone blowing into the pipe will pro-
  duce a lively tune no matter what their musical skill.
  Anyone listening to this music (apart from the piper
  himself) will be subjected to the equivalent of a
  MAGICAL ATTACK of 8. If they fail to resist the spell
  they will abandon all else and dance in a frenzied
  circle until released by a Spell Expiry Roll.
  Wreck 3. A warship named The Storm Runner; it has
  been thoroughly broken up by the waves and any
  wealth that it once may have had aboard has long since
  been washed away by the sea or lifted off by greedy
  hands.
  The footprints in the sand lead straight into a large
  cave mouth at the foot of the cliff in front of you. The
  cliff is about 30m high, and there is a zig-zag path up it
  to the top. You can just see some ancient ruins on top of
  the cliff. The tide is now racing in and you can see that
  the water is now Japping over the middle of the sandbar
  behind you. Soon you will be completely cut off. There is
  no sign of Rakehell's ship The Rogue Princess. A
  curious, deep furrow in the sand leads into the dark-
  ness of the cavern.
  THE ISLAND
  There are the ruins of an ancient church on the island.
  A holy man lives there and if the party make their way
  through the dangers surrounding the place he will help
  them defeat the Kraken. There is also another tower on
  the southernmost tip of the island. This is the beacon
  159
  
  tower that Rakehelll imagined he saw a light on before
  The Rogue Princess hit the Teeth. In reality a warning
  light has not been lit on the tower for a long time and
  the skeleton of the former keeper of the light still lies
  where he was murdered by the villagers many years
  ago.
  5. THE DESERTED VILLAGE
  The party discover an abandoned village at the top of
  the cliff. One of the houses contains a hidden treasure
  cache abandoned in the cellar during the destruction
  of the village by a colossal tidal wave.
  You make your way up the zig-zag path to the top of
  the cliff without any incident. There are a number of
  ruined buildings visible on the bare top of the island.
  Just in front of you stands what must have once been a
  fairly large village. All the buildings have fallen in one
  direction as if swept away by some giant hand. There is
  nothing much of interest in any of the rubble, although
  in the ruins of one building you see some curious over-
  large toadstools glinting in the moonlight. Away in the
  distance you can see a church on top of the only hill on
  the island. It is surrounded by a graveyard and a grove
  of stunted looking yew trees. At the extreme south of
  the island you can see another tower. Dark bird shapes
  wheel around this and you can hear a ghostly cawing
  even though you are at a distance of a mile from them.
  THE HOUSE WITH THE TOADSTOOLS:
  If the party investigate this house they may disturb the
  large toadstools sticking up through the broken rubble.
  If anyone starts to sift through the wreckage of the
  building, they will almost certainly break off the tops of
  these plants. Immediately spores will drift away and
  lodge in bits of buildings and bushes. These will slowly
  160
  mutate into crawling insects 2m long with black cara-
  paces which strongly resemble giant cockroaches.
  These will attack the party on sight. Their bite contains
  an acidic venom that is a strong poison. Anyone bitten
  must throw under their Strength on 4d6. Anyone fail-
  ing to do so will find that some strange alteration is
  occuring in their body. They may attempt to save again
  by throwing under their Health Points on 4d6. If they
  fail again they will suddenly collapse to the ground
  their skin rapidly thickening into a hard carapace,
  with a thousand writhing legs and tentacles bursting
  through their skin.
  DEVIL SPAWN 
  Rank Equivalent: 1st
  Roll 2 x d6; this is the number of Devil Spawn created
  by the players disturbing the toadstools. The Spawn
  will not approach anyone holding a holy relic, but will
  attack anyone else.
  ATTACK 13
  DEFENCE 3
  MAGICAL DEFENCE 5
  EVASION 4
  Health Points:
  Bite (d4, 2 points plus
  venom)
  Armour Factor 3
  1st DEVIL SPAWN 
  3
  2nd DEVIL SPAWN 
  2
  3rd DEVIL SPAWN 
  3
  4th DEVIL SPAWN 
  3
  5th DEVIL SPAWN 
  4
  6th DEVIL SPAWN 
  2
  7th DEVIL SPAWN 
  5
  8th DEVIL SPAWN 
  3
  9th DEVIL SPAWN 
  4
  10th DEVIL SPAWN 3
  llth DEVIL SPAWN 4
  12th DEVIL SPAWN 2
  161
  
  The Devil Spawn (including anyone who has become
  one) will slowly start to ooze into a brownish sludge
  after ten Combat Rounds. They will eventually eva-
  porate leaving a small smoking depression in the
  ground where their acid has burnt away the earth.
  The players will find a moss covered staircase lead-
  ing down at the centre of the house. At the bottom of it
  is a granite slab with a ring set into it. If this is pulled
  up a dripping and utterly dark cellar will be revealed
  underneath. If a torch is shone down here, the party
  will be able to see hundreds of earthenware drinking
  jugs, some with stoppered mouths. There are some
  ancient chests from some far distant age stacked
  against the far wall. The musty odour of decay is thick
  in the air. The cellar is also the lair of a ghoul that feeds
  on the rotting bodies in the nearby graveyard.
  GHOUL
  ATTACK 17
  DEFENCE 9
  MAGICAL DEFENCE 7
  EVASION 4
  Health Points 13
  4th rank Equivalent
  Shortsword (d8, 3)
  Armour Factor 0
  It has an olive-hued flesh, puckered and leperous,
  yellow eyes glinting with the light of insane hunger, its
  mouth gapes open to reveal the chipped uneven fangs
  with which it tears its prey.
  TREASURE: Most of the chests contain items that have
  long disintegrated into dust. However, one of the
  chests contains 35 ancient golden coins (worth slightly
  more than the present gold coins) and a gold idol. This
  is magical - if held by a Mystic or Sorcerer, he is able
  to cast a special first level spell, Light of Truth, which
  creates a radiance equivalent of daylight - even
  underwater, in the middle of a storm, etc. The light has
  a radius of 3m and lasts ten minutes.
  6. THE CHURCHYARD AND THE CHURCH
  A damp swamp surrounds the knoll on which the
  church is situated. A narrow causeway leads across it
  to the church gate. Ancient, moss-covered gravestones
  stick up at all angles from the swamp. When the party
  are halfway across the causeway, these graves will
  burst open suddenly, and the remains of their inhabi-
  tants, unfortunate men and women who were buried
  outside hallowed ground, will rise up as slime-covered
  skeletons. They clutch a variety of corroded weapons.
  SKELETONS
  ATTACK 11
  DEFENCE 5
  MAGICAL DEFENCE 3
  EVASION 3
  Health Points
  Skeleton 1
  Skeleton 2
  Skeleton 3
  Skeleton 4
  Skeleton 5
  Skeleton 6
  5
  6
  5
  4
  6
  4
  Rank equivalent 1st
  Armour Factor 0
  Weapon
  Sword (d8, 4)
  Battleaxe (d8, 6)
  Spear(2d4, 4)
  Sword (d8, 4)
  Mace (d6, 4)
  Dagger (d4, 3)
  The skeletons will not go any further than the church
  gates: the bones will knit together one hour after com-
  bat If the skeletons have been defeated and crawl back
  into their graves, waiting to ambush anyone passing
  down the causeway.
  The church is surrounded by a 3m high wall. A gate
  is set into the wall at the end of the causeway. This is
  locked, but will open if a member of the approaching
  party is carrying a relic. There is a line of bleak yew
  trees inside the wall: these moan and howl when
  anyone approaches them, lashing out as if they were
  animate. They will in fact attack anyone stepping
  within the radius of their branches. They have an
  ATTACK of 12 and a damage rating of d6, 2. They will
  162
  163
  
  164
  only be stopped from attacking the party when the
  priest appears. The church is moss-covered and dilapi-
  dated. Its tower is partially ruined and its windows
  have been broken in by the gales that sweep the island.
  Another graveyard is visible within the walls, as is the
  low wall of an ancient well.
  The party will be greeted at the door of the church by
  an old hermit. They will be surprised to see anyone
  living in so remote a place, but it is obvious that the her-
  mit is physically tough. He has an iron cross in one of
  his hands which he doesn't seem averse to using com-
  batively. After he has discovered who the party are, he
  introduces himself as one Aelfric. He has lived here
  all his life, attempting to keep the consecrated ground
  free from the depredations and incursions of the evils
  all around. The Church is dedicated to the memory of
  St Crispin whose holy well, said to have magical cura-
  tive properties, the party have seen on their approach
  to the church. Aelfric lives entirely on the few vege-
  tables he grows in the overgrown cemetery and the sea
  birds eggs that he finds as he rambles the cliffs during
  the day.
  He tells the party that the villagers are devil wor-
  shippers revering some ancient sea god that their
  ancestors told them would one day return from the
  depths of the ocean and consume the land. He believes
  that there is a shrine to this deity somewhere below the
  island in the complicated network of tunnels that lead
  inland from the cavemouth by the Teeth. He has seen
  the false light of the villagers on the promontory on
  stormy nights and used to sneak out and light the bea-
  con on the S part of the island. Now this is too danger-
  ous as two giant eagles nest there and attack anyone
  who approaches. The villagers lurk about the edges of
  the church walls waiting to ambush him, but so far he
  has managed to give them the slip. They themselves are
  too afraid to enter the consecrated ground of the
  church.
  THE CHURCH is completely empty save for a straw
  165
  
  pallet that the hermit sleeps on and one or two ancient
  wooden benches. A silver cross stands on the altar; an
  ancient book with beautifully illuminated pages rests
  on a lectern. A staircase leads up to the bell tower
  where an ancient and rusty bell groans in the wind on
  its supports. The well leads down into the darkness. If
  anything is thrown down the well the party will be able
  to determine that (a) there is no water at the bottom
  and (b) the bottom is a long way down.
  The hermit will tell the players that the well is where
  St Crispin miraculously cured foul diseases and des-
  perate wounds using the holy water which has now,
  alas, seemingly dried up.
  TREASURE:
  The hermit will refuse to part with the silver cross on
  the altar: this is St Crispin's cross. Once a day it will, if
  it is touched against a sick person's skin, cure them of
  any disease or heal up to 8 points of wounding.
  The book contains the following scrolls:
  - Hecatomb
  - Resurrect
  - Dishearten
  - Animate Bones
  - Raise Fog
  - Dispel Magic
  The hermit may accompany the party if they decide
  to explore the bottom of St Crispin's well. He will take
  the book and the cross with him if he decides to do so.
  AELFRIC, THE HERMIT
  ATTACK 12 
  Mace (d6, 4)
  DEFENCES
  MAGICAL DEFENCE 3
  EVASION 3
  Health Points 9
  The hermit is determined to rid the island of the
  superstitions surrounding the worship of the sea god.
  He doesn't realise that there is actually a fearsome
  166
  monster in the depths below the pool at the centre of
  the island.
  7. SINKHOLE
  On the path leading S to the beacon tower at the end of
  the island, the party will pass a sinkhole in a clump of
  bramble bushes. Anyone investigating this further will
  discover a set of stairs leading down into the darkness.
  This is the route that the villagers use for getting from
  the top of the island to the caverns beneath. (Turn to
  p 168)
  8. THE BEACON TOWER
  No warning light has been lit here for many years. The
  remains of the last beacon fire have long since dis-
  appeared from the top of the tower and have been
  replaced by a Giant Eagle's nest. The skeleton of the
  murdered light-keeper is to be found inside the low
  door of the tower.
  The Eagles will attack anyone trying to enter the
  tower.
  Rank Equivalent 3rd
  Talons (d6, 4)
  Movement: Flying 20m
  EAGLES
  ATTACK 15
  DEFENCE 11
  MAGICAL DEFENCE 3
  EVASION 5
  Health Points: 1st EAGLE 8
  2nd EAGLE 8
  9. LARGE SINKHOLE
  There is nothing else of interest on the top of the island
  apart from a large sinkhole in the centre of it. This is
  fringed with creepers leading down hundreds of feet.
  167
  
  The bottom of the sinkhole is not visible; a pebble
  thrown down will only hit the water at the bottom of the
  sinkhole after about three seconds. There is no obvious
  way to climb down; anyone attempting to do so will
  have to roll under his Strength rating every 10m of
  descent down the creeper. If he fails, the creeper he is
  clinging onto will snap and he will be cast into the
  depths below. The sinkhole is 50m deep, and there is
  water at the bottom (see p 173). Any falling damage
  will only be a quarter of the normal because of the
  cushioning effect of the water.
  THE CAVERNS UNDERNEATH THE ISLAND
  There are some areas of the subterranean passage-
  ways which are covered by water. Areas more than 2m
  deep are marked on the map. Players may fall into
  these over their heads. Their swimming chances will
  be reduced according to the amount of armour they are
  wearing. The Rogue Princess has been dragged into
  one of the caverns, its crew have returned as undead
  zombies who will repulse any attempt to board their
  ship. Lurking in the dark pool at the bottom of the inky
  sinkhole at the centre of the island is the dreadful
  Kraken; the final elven crystal has been taken from the
  hold of The Rogue Princess and placed on an altar in
  front of the pool.
  The Cavern Mouth
  The large cave mouth at the end of Teeth is some 15m
  wide and 20m high. The footsteps you have noticed on
  the sandbank disappear into the cave. You also notice
  a single deep groove in the sand that runs into the dark-
  ness. There are a number of footprints visible in the
  sand on either side of the groove.
  Roll for another random encounter at this stage. The
  groove and the feet marks in the sand have been made
  168
  169
  
  by the villagers of Gullet Hollow dragging the wreck of
  The Rogue Princess into the cave.
  The cavern leads on for another 100m and then the
  party see a green luminous light ahead. Moving closer
  they see that it is coming from a vast underground
  chamber, its rocks irradiated by brilliant green lichen
  hanging in swathes from the ceiling. The floor of the
  chamber is filled with water. To the party's amaze-
  ment they see the battered hulk of a merchant ship
  floating on the water. All its masts have broken off and
  hang down the side of the ship; the hull has been
  smashed in by rocks of the reef.
  If Rakehell is still alive he will call out to the ship, his
  voice echoing in the empty cavern. Slowly people will
  appear on the deck of the ship. He stops shouting when
  he sees that his ex-crew members are moving unnat-
  urally slowly. Their eyes stare blankly at their former
  captain.
  The party will have to fight the 6 zombie crew mem-
  bers to get onto the main deck of the ship. Someone
  might try climbing through the rear stern window and
  into the captain's cabin where the chest containing the
  Elven Crystal is meant to be.
  ZOMBIES
  ATTACK 10
  DEFENCE 4
  MAGICAL DEFENCE 1
  EVASION 1
  Health Points:
  Cutlasses (d8, 3)
  1st ZOMBIE
  2nd ZOMBIE
  3rd ZOMBIE
  4th ZOMBIE
  5th ZOMBIE
  6th ZOMBIE
  18
  21
  25
  16
  17
  20
  Rakehell's former crew have no more love for their
  captain now than they did when alive. Their bodies are
  covered by the foul weeds of the sea bottom and their
  skin is all puckered and white where it shows through
  170
  171
  
  the remains of their rock-torn clothes.
  The whole ship is waterlogged and the hold is
  awash. The chest containing the Elven Crystal in the
  captain's cabin is now missing.
  There is nothing else of interest in the cavern.
  EXITS: The tunnel winds away into the interior of the
  island at the back of the cave.
  After a while the party reach a junction where the
  passage splits in two. The main shaft continuing to the
  right, and a smaller passage to the left. After con-
  tinuing down the passage to the left for 50m the party
  will find themselves at the bottom of St Crispin's well.
  The bottom of the well is covered with corroded coins.
  They are no longer of any real value apart from 5
  Crowns that can be salvaged. There is a corroded
  jewel casket on a ledge just inside the well, but the cas-
  ket is now empty. It once held the relic, a small bit of St
  Crispin's tibula, that conferred the healing properties
  on the well. The relic is now in the pagan shrine further
  on down the main shaft of the cavern.
  The passage continues for a further 50m and then
  splits again, the smaller split being on the right hand
  side this time. After the party follow the smaller of the
  passages they will find themselves in a pagan shrine
  room. A flayed stingray skin is stretched above a bar-
  nacle encrusted altar on which are displayed various
  human bones. Offerings of rotting fish are laid out on
  the floor. The piece of St Crispin's bone from the well is
  concealed in a vat of stinking fish oil to one side of the
  room. The villager who has run on to warn the ritual
  priest of the party's approach will burst through the
  tunnel leading to the village as the party are searching
  this room. He is dressed in white robes and is clutching
  a harpoon.
  VILLAGER
  ATTACK 11
  DEFENCE 5
  MAGICAL DEFENCE 3
  EVASION 3
  Health Points 4
  Rank: 1st
  Harpoon (2d4, 4 points)
  Armour Factor 0
  172
  The harpoon is flecked with a weak poison that
  causes paralysis if a character is wounded.
  TREASURE: Even if the party find the fragment of bone
  in the oil jar, they will not necessarily know that it is a
  relic. It will however give off a strong aura of magic as
  well as an unpleasant smell! If the bone is returned to
  the casket at the bottom of the well, then the spring
  which feeds the well will suddenly burst into life again
  filling the bottom of the well with water. The water, if
  drunk, will restore 1 HP to a wounded or sick character
  a day.
  There is also a jar filled with the paralysis poison
  that the villager had on the end of his harpoon; this will
  be sufficient for another three doses to be applied to
  the edges or ends of a weapon.
  The tunnel continues on to the edge of a huge under-
  ground chamber. It is here that the villagers sacrifice
  victims to the Kraken in thanks for the wrecked ships
  that are cast onto the shores of the island. The party
  will hear ritual chanting from a long way down the
  central shaft. Eventually they will see a black robed
  priest in front of an altar just above the water level at
  the bottom of the hole. He is illuminated by a single
  white beam of light descending down the central sink-
  hole of the island. He holds a glittering knife in one
  hand. Strapped to the altar in front of him is one of the
  crew members of The Rogue Princess. The priest holds
  the beautiful orange glowing fragment of the third
  Elven Crystal in his right hand.
  He has nearly finished his ritual incantation: even
  now the Kraken is rising up from the depths of the
  ocean underneath the surface of water in the sinkhole.
  The priest lays the glowing crystal across the chest of
  the sacrifice and turns to walk back down the tunnel in
  order to avoid the giant wave caused by the surfacing
  of the Kraken. He will see the torches of the party if
  they have not already doused them. If the party have
  put out their torches they will surprise the priest as he
  makes his way back down the passageway.
  173
  
  PRIEST
  ATTACK 12
  DEFENCE 6
  MAGICAL ATTACK 19
  MAGICAL DEFENCE 9
  EVASION 4
  Health Points 9
  5th Rank Sorcerer
  19 Magic Points
  Ten rounds will elapse before the Kraken surfaces
  to take its sacrifice. Three rounds before it arrives the
  party will feel a violent tremor as something gigantic
  moves up from the depths beneath their feet and the
  water at the edge of the pool will begin to wash over the
  edges.
  If the party do not vacate the scene the Kraken will
  break the surface of the pool causing a minor tidal
  wave to rush down the tunnel. The tidal wave will move
  at the rate of 2m per second.
  10th Rank equivalent
  Jaws (d10, 10)
  174
  THE KRAKEN
  ATTACK 19
  DEFENCE 9
  MAGICAL DEFENCE 10
  EVASION 2
  Health Points 32
  The Kraken is a huge sea snake with a ravening maw
  that can consume small ships at one gulp. Its sides are
  covered with spongey growths and sickly weeds. Huge
  sea worms hang half-devoured in its mouth. Its long
  snaking tongue can dart out and grasp a man at the dis-
  tance of 5m. After a successful Attack, the victim will
  have been assumed to be sucked into the Kraken's
  maw. The damage that its jaws do is listed above.
  The Kraken will attempt to snatch the victim and the
  crystal laid across the victim's chest if possible.
  However if it is disturbed by the party in taking the
  sacrifice it will attack them as well.
  175
  
  TREASURE:
  The third fragment of the elven crystal will fit the other
  two to make a rectangular glowing stone about 2m x
  1m. Once these pieces are fitted together the cracks
  between them will vanish and the stone will glow with
  every rainbow coloured hue imaginable. Characters
  touching it will find that their hands pass right through
  it. The crystal is actually a dimensional gate through to
  Scenario 4, The Dark Hill.
  Finishing the adventure:
  The tide is still in, but the holy man will tell the party of
  the whereabouts of a fishing boat moored in a small
  cove on the E side of the island.
  The party will find the village uncannily empty. If
  they enter the inn, however, they will be ambushed by
  any villagers who attacked the party on the beach and
  survived.
  The party will find the treasure cache of the vil-
  lagers hidden in a large wine vat in the cellar of the inn.
  This contains:
  Jewels to the value of 3500F
  A bale of silk to the value of 400F
  Gold pieces (from various countries - worth a total of
  2000F)
  Two phials of poison (normal strength)
  A scroll (The Deathlight spell)
  3 potions (Strength, Healing, Sands of Slumber)
  176
  The Dark Hill
  OVERVIEW:
  A concluding scenario for anyone who has survived
  and is in possession of the three crystal fragments of
  Elvaron the Elf.
  You gingerly fit the three fragments back into one
  piece. Instead of the intense orange glow that you saw
  before, the rectangular block that you are left with
  starts to give off every conceivable colour in the rain-
  bow. Gradually the glowing pattern of colour fades
  away and the oblong slab of crystal becomes a deep
  matt black. You feel the cold blast of a wind blowing out
  of the blackness as if from another world and another
  time. You pass your hand through the surface of the
  crystal and feel no resistance. Gradually, you ease all
  your body through:
  You find yourself standing in the icy stillness of a
  moonlit night. In front of you stands a tree fringed
  burial mound. The rest of the landscape is obliterated
  by a cloying ground mist. Something tells you that you
  are no longer in your own time, but have somehow
  travelled back hundreds of years into the past.
  The mound in front of you looks like the burial pile of
  one of the ancient God-kings of the land. As you
  approach it you see a dark opening in the side of the
  mound. The edges of the tomb entrance are rimmed
  with bitter hoar frost and you feel a terrible chill begin-
  ning to take its effect on you. A lichen covered script is
  etched on the lintel piece of the doorway. You recog-
  nise it as being ancient Elvish. It spells out the name of
  Elvaron. In the distance far away over the mist-
  covered fields and hedgerows of this ancient time you
  hear a savage howling; the howling comes ever nearer:
  then you see looming over a small copse of trees a mile
  away and outlined by the dying moon the silhouette of a
  huge demon wolf stalking towards you, its long tongue
  177
  
  distended, its red eyes burning in the night air. You
  have no option but to flee into the barrow. You rush
  down peeling, plastered corridors filled with rusted
  junk, you brush away cobwebs obscuring disused
  corridors, you feel the sides of the burrow heave as a
  great weight is brought to bear against it. Earth falls
  through root entangled ceilings, spattering the
  curiously etched walls and monuments all around you:
  the demon-wolf is now burrowing down into the tomb to
  take its secrets and your souls to the infernal regions of
  its own plane. You rush onward past leering skeletons
  chained to dripping walls. Finally you enter a cob-
  webbed tomb chamber at the heart of the barrow. Sud-
  denly there is a moment of quiet. Lying on a slab in the
  centre of the room are the skeletal remains of a Great
  Elf, tattered green fustian still clinging to its mouldered
  yellow bones. Against the far wall stands a grey
  granite monolithic statue, wielding a hammer in its
  hand, ft groans on stony joints as it turns round to face
  you. You are faced with a stone Golem, one of the
  ancient creations of a vanished race of sorcerers. Next
  to it lie three shattered crystal shards that correspond
  to the three crystal fragments that you have collected.
  A treasure chest stands at the head of the stone sarco-
  phagus on which the skeleton rests. Above you, you can
  hear the scrabbling of giant paws as the demon wolf
  begins to scratch away the outer surfaces of the bar-
  row. You will have to fight the Golem to reconstruct the
  crystal block and return to your own time.
  GOLEM
  ATTACK 19
  DEFENCE 4
  MAGICAL DEFENCE 5
  EVASION 2
  Health Points 15
  Rank Equivalent: 7th
  Mallet (d10, 8)
  Armour Factor 5
  (Stone)
  Movement 2m
  The Golem were automatons constructed by a now
  vanished race of sorcerers to guard their ancient
  178
  secrets. Although they are extremely slow they are
  constructed of near granite strength hardened clay
  and will take an extremely long time to defeat. This one
  was set to guard Elvaron's tomb hundreds of years ago.
  Elvaron did not want the magical wealth of his tomb to
  be denied the needy in the future so constructed the
  Elven Crystal, a device that enabled anyone who pos-
  sessed one of the blocks to travel to Elvaron's tomb.
  Unfortunately the first adventurers to do so were spied
  by the Golem, as they stepped through the dimensional
  door, and it smashed the crystal block in three pieces,
  thereby preventing any further use of it. No one has
  reunited the three pieces since then. The players will
  have twenty Rounds to defeat the Golem before the
  demon wolf will burrow down to the burial chamber,
  destroying both them and Elvaron's treasure forever.
  The chest contains:
  A Torc of Continual Restoration (see The Way of
  Wizardry, p 105)
  A Cloak of Invisibility (see The Way of Wizardry, p 107)
  A Ring of Sentinels (see The Way of Wizardry, p 102)
  An Elixir Vitae (see The Way of Wizardry, p 90)
  A + 3 Sword.
  If the elven crystal is put back into one piece, the
  party will be able to escape through it to their own
  time.
  One blast of the demon-wolf, Fengris's evil, chilling
  breath after he has broken the burial chamber ceiling
  will automatically slay anyone within its range.
  179
  
  Rule 1
  MORALE CHECK
  Some hideous monsters when they attack induce an
  element of fright and panic in their foe. This is simu-
  lated in Dragon Warriors by deducting the creatures
  ATTACK score from the added total of the victims
  Rank, Strength and Intelligence.
  For example, a Forest Harpy with an ATTACK of 9
  attacks Balin a first rank warrior with Strength of 16
  and intelligence of 10, (making a sum of 27). This means
  that Balin must roll a 18 or less on a d20 to avoid the
  consequences of the morale check (it is interesting to
  note that once Balin is third level he won't have to
  bother checking his morale when faced with creatures
  with small attack values such as the Harpy's of 9).
  If a player fails a morale check he will flee the battle-
  field for ten combat rounds before regaining his
  courage. Players, once they have failed a morale check
  against a particular creature must automatically
  make a morale check the next time they meet such a
  creature (even if the circumstances are friendly). The
  creature will for this purpose have twice its normal
  attack value: thus if Balin unluckily failed his morale
  check in the example above, the next time he met a
  harpy it would have an effective ATTACK value of 18
  when assessing his morale. Balin would therefore have
  to roll a 9 or less on a d20 to avoid fleeing again.
  Rule 2
  CURSE TABLE
  To be cursed: Roll MAGICAL ATTACK of curse vs
  character's MAGICAL DEFENCE. Characters carry-
  ing an holy item such as a relic are immune to all curses
  and needn't roll.
  If a character is accursed during the course of a
  game, roll once on the table below. Some curses do not
  take effect immediately. If the curse is a delayed action
  one, roll again on the table underneath and make a
  note in your character records: a player who has (he
  thinks) escaped the effects of a curse will sometimes
  succumb to some hideous affliction a year after the
  event! Characters may try to avoid the effects of a
  curse by never indulging in activities that might lay
  them open to one of its effects.
  01-05 
  Character sustains an 8 point wound during
  combat practice (delayed action)
  06-10 
  Character sustains a 4 point wound during
  combat practice (delayed action)
  11-20 
  Character contracts a disease (delayed
  action)
  Roll d20 then consult the disease table (Addi-
  tional Rules No 3)
  21-25 
  Character suffers food poisoning (treat like a
  medium poison: will occur next time charac-
  ter eats)
  26 - 30 Character suffers a 6 point damage fall (from
  a horse, from a tree, the side of a building etc)
  (This will happen the next time the character
  is in a fall-risk situation)
  31-35 
  The character loses his most valuable item
  (delayed action).
  36-40 
  The character loses all the money he is carry-
  ing on him (delayed action)
  180
  181
  
  41-45 
  If the character is sleeping in a building
  tonight, the whole structure will be burnt to
  the ground in a terrible fire.
  46 - 50 The next mirror the character looks into will
  shatter and the character will find he has lost
  1d6 Looks points.
  51-55 
  The character's weapon shatters in the next
  combat.
  56-60 The character's armour falls off in the next
  combat leaving him with no AF.
  61-65 
  The character hears a voice whispering in
  his head telling him he has been accursed and
  must go on a pilgrimage to a holy shrine to
  shrive himself: the character will find that
  his 
  ATTACK 
  and DEFENCE 
  are 
  both
  temporarily reduced by 1 point. The voice
  and the bad luck will only cease once he has
  embarked on a pilgrimage to the nearest
  shrine.
  66 - 70 The character exudes an unpleasant odour
  for one day causing an effective Looks loss of
  10 points. (Delayed action)
  71 
  The character loses his sight for one day
  (Delayed action)
  72 
  The character loses his hearing for one day
  (Delayed action)
  73 
  The character loses his speech for one day
  (Delayed Action)
  74 
  The character is turned into a toad for one
  Combat Round
  75 
  The character is turned into a rat for one
  Combat Round
  76 
  The character is turned into a dog for one
  Combat Round.
  77 
  The character is turned into a donkey for one
  Combat Round.
  78-83 
  The next time the character passes under-
  neath the lintel of a door or underneath a
  leaning ladder something will fall on his head
  182
  causing 4 points of damage.
  84 - 89 The next time the character passes any liquid
  equivalent or greater in volume to the mass of
  his own body (rivers, lakes, wine barrels, but
  not glasses of water or puddles) he will fall
  into it.
  90-91 The next time the character is transported
  over water by a boat or a ship, that vessel will
  sink exactly midway between the point of
  departure and the destination.
  92-93 The next time the character enters a wood or
  a forest he will lose his way.
  94-95 The character is haunted by a ghost (see
  ghosts in Dragon Warriors, p 91)
  96-00 The character will lose his next 10 attempts
  at gambling.
  DELAYED ACTION (Roll D100)
  1-20 
  Within one turn
  21-40 Within one week
  41-60 Within one month
  61-80 Within six months
  81-00 
  Within one year
  183
  
  Rule 3
  DISEASES
  Here are a few suggestions for diseases that may be
  contracted in the Dragon Warriors world. Normally,
  there will be a 5% chance per month of a player con-
  tracting one of these diseases, but a short stay in a
  damp, rat-infested dungeon, or to a city teeming with
  the plague may increase the chances to 10 or even
  15%. If a character has contracted a disease, Health
  Point and characteristic losses will occur in the small
  hours of the morning. A character may save against
  contracting a disease by rolling under his current
  Strength score on a d20. If he fails he must roll again
  each day until he either perishes or is cured. If
  successful, it is assumed he has avoided contracting
  any disease. There are, of course medicines brewed by
  apothecaries and magicians that may aid the sufferer,
  but the first five diseases listed below will either
  require the successful roll under the character's
  Strength outlined above, or magic to cure them.
  All loss of Health Points and characteristics must be
  considered permanent losses until the player is cured
  of the disease. Once they have been cured of the
  disease, characters will recover lost Health Points at
  the normal healing rates, and characteristics (apart
  from Looks which will be permanently affected) at the
  rate of 1 point per characteristic per week.
  Roll d20 and consult the table below.
  Dice roll Disease 
  Symptoms 
  Health Point and
  Characteristic
  Loss per day
  1-2 
  Black 
  Discolouration of flesh 
  Treat the onset
  Death 
  with purple and black 
  of this disease
  splotches. 
  as 
  a 
  strong
  poison attack
  - 1 off Strength,
  184
  Reflexes 
  and
  Looks.
  3-4 
  Leprosy 
  Loss of teeth, hair and Treat as a medium
  fingers and toes. 
  poison attack.
  Yellow pigmentation of -1 Strength and
  skin 
  Looks
  5-6 
  The Pox 
  Small boils over the 
  Treat as a weak
  skin, sweating and 
  poison.
  shaking 
  -1 
  Looks.
  7-8 
  Swamp 
  Grey pallor to skin, deli- 
  - 1 Health Point
  Fever 
  rium, hallucinations 
  and Intelligence
  9-10 
  The Ague 
  Uncontrollable shiver- 
  -1 Health Point
  ing even in hot sun- 
  and
  light etc 
  - 1 Reflexes
  11-12 
  The 
  Constant hunger, loss 
  -1 Health Point
  Wasting 
  of weight 
  -1 Strength
  Disease
  13-14 
  Influenza 
  Temperature, cold 
  -1 Reflexes
  15-20 
  Common 
  Snivelling 
  No effect
  Cold
  185
  
SOURCE: textdata/thevault/Dragon Warriors (osr)/Dragon Warriors - 1st Edition - Transworld Publishers - Book 3 - The Elven Crystals.pdf