TEXT: fficial bame naventu 
  Bravery is commonplace in these heroic times, but will bravery be enough t- 
  liberate the ancient Keep of Alderweg and to thwart the dark forces which strive 
  to cast down its ancient walls? The Gauntlet is an adventure for characters of 
  level 3-6. 
  TSR, Inc. 
  PRODUCTS OF YOUR IMAGINATION'" 
  nDAGONS and PRODUCTS OF YOUR IMAGINET'"" 
  
  MONS 
  R ROSTER 
  Name 
  Location 
  Animated figure Room 5 
  Animated figure Room 5 
  Animated figure Room 5 
  Ant, Giant 
  Room 7c 
  Ant, Giant 
  Room 7c 
  Ant, Giant 
  Room 7c 
  Ant, Giant 
  Room 7b 
  Dog, war 
  Gannaway 
  Giant, fire 
  Army 
  (cleric) 
  (fighter) 
  (magic-user) 
  queen 
  soldier 
  worker 
  worker 
  Giant, fire 
  Cell 3 
  Gnoll 
  Gannaway 
  Gnoll (female) 
  Room 21 
  Gnoll (leader) 
  Room 14 
  Gnoll (male) 
  Room 11 
  Gnoll (male) 
  Room 13 
  Gnoll (male) 
  Room 14 
  Gnoll (male) 
  Room 15 
  Gnoll (male) 
  Room 22 
  Gnoll, witch 
  Room 18 
  Hell hound 
  Army 
  Hobgoblin 
  Army 
  Hobgoblin 
  Army 
  Hobgoblin 
  Army 
  Hobgoblin 
  Army 
  Horse 
  Room 16 
  Hyena 
  Room 18 
  Man-at-arms 
  Room 19 
  (female) 
  (chieftain) 
  doctor (female) 
  (guards) 
  (infantry) 
  (sergeant) 
  (su b-chief) 
  (medium war) 
  Man-at-arms 
  Room 19 
  Manticore 
  Army 
  Ogre 
  Room 24 
  Ogrillon 
  Cell 1 
  (sergeant) 
  No AC MV 
  1 
  1 
  1 
  1 
  4 
  4 
  5 
  1 
  1 
  1 
  1 
  4 
  1 
  10 
  6 
  14 
  4 
  8 
  1 
  4 
  12 
  150 
  5 
  1 
  3 
  5 
  4 
  1 
  4 
  1 
  1 
  Revenant 
  Leomund's 
  1 
  Chest 
  Screaming 
  Army 
  4 
  devilkin 
  Skulk 
  Alt. start 
  1 
  Skulk (with 
  All. start 
  1 
  Sentinel) 
  two-headed 
  (with Gauntlet) 
  Troll, giant 
  Cell 4 
  1 
  Volt 
  Cell 2 
  1 
  Worg 
  Room24 
  4 
  4 
  2 
  8 
  3 
  3 
  3 
  3 
  6 
  3 
  3 
  3 
  8 
  5 
  5 
  5 
  5 
  5 
  5 
  8 
  4 
  5 
  5 
  5 
  3 
  7 
  7 
  IO 
  IO 
  4 
  5 
  6 
  IO 
  2 
  7 
  7 
  4 
  3 
  6 
  9" 
  6 
  12" 
  0 
  18" 
  18" 
  18" 
  12" 
  12" 
  12" 
  1 " 
  9 
  9 
  9 
  9 
  9 
  9 
  9" 
  9" 
  12" 
  9 
  9" 
  9" 
  9 
  1 8  
  1 2  
  1 2  
  12" 
  1 8  
  9" 
  12" 
  9" 
  12" 
  1 2  
  1 2  
  12" 
  6 
  18" 
  HD 
  6 
  6 
  6 
  10 
  3 
  2 
  2 
  2+2 
  11+3 
  9 
  2 
  2 
  3 
  2 
  2 
  2 
  2 
  2 
  4 
  C4/M2 
  7 
  1+1 
  1+1 
  1 +1 
  3 
  2+2 
  3 
  FO 
  F2 
  6+3 
  4+1 
  2 
  8 
  3 
  2 
  2 
  11 
  2+1 
  4+4 
  hp 
  #AT 
  45 
  50 
  42 
  48 
  13 ea. 
  7 ea. 
  7 ea. 
  16 
  71 
  43 
  2 
  9 ea. 
  12 ea. 
  12 ea. 
  9 ea. 
  9 ea. 
  9 ea. 
  20 
  42 ea. 
  8 ea. 
  6 ea. 
  9 ea. 
  16 
  11,8, 
  16 ea. 
  3,2, 
  2.1 
  4 
  16 
  7 
  36 ea. 
  23 
  1 
  45 
  17 
  7 
  1 
  65 
  14 
  24 ea. 
  1 
  1 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  3 
  1 
  1 
  1 
  3 
  1 
  2 
  1 
  1 
  1 
  0 
  4 
  2 
  1 
  D 
  2-7 
  5-12 
  0 
  0 
  2-8 
  1-6 
  1-6 
  2-8 
  5-30 
  2-1 6 
  2-5 
  1-4 
  1-8 or 1-6 
  1-8 or 1-6 
  1-8 
  1-8 or 1-6 
  1-8 or 1-6 
  1-8 or 1-6 
  1-6 
  1-10 
  1-8 
  1-8 
  1-8 
  3-10 
  1 -6/1-6/1-3 
  2-8 
  by weapon 
  by weapon 
  1 -3/1-3/14 
  1-10 
  2-7/2-7 
  2-1 6 
  1-6 
  1-6 
  0 
  1-6 (+2-7)/ 
  1 -6/1-1 O/ 
  1-10 
  1 -4/2-12 
  2-8 
  SA 
  Fear 
  Nil 
  Magic 
  Nil 
  Poison sting 
  Nil 
  Nil 
  Nil 
  Rocks 
  Nil 
  Attack 
  as 4HD 
  -1 to hit 
  Nil 
  -5 to hit 
  -5 to hit 
  Nil 
  Nil 
  Nil 
  Spells 
  Breath 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Tail spikes 
  Nil 
  Nil 
  Paralyse 
  Scream 
  Backstab 
  Nil 
  Fear 
  missiles 
  Nil 
  Nil 
  SD 
  MS 
  MS 
  MS 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Immune 
  to fire 
  Immune 
  to fire 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Nil 
  Special 
  Nil 
  Hide 
  Nil 
  Regen. 
  Immune 
  to elec 
  Nil 
  MR 
  25%' 
  50%" 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  Std 
  ~ 
  Int 
  Non 
  Non 
  Non 
  Animal 
  Animal 
  Animal 
  Animal 
  Semi 
  Ave 
  Ave 
  Ave 
  Low 
  AL S 
  xp 
  THACO 
  N 
  M 
  620 
  N 
  M 
  525 
  N 
  M 
  602 
  N
  M
  O
   
  N 
  S 
  79ea. 
  N 
  S 
  34ea. 
  N 
  S 
  34ea. 
  N 
  M 
  83 
  LE L 
  4012 
  LE L 
  1140 
  CE L 
  32 
  CE L 
  35ea. 
  LowAve CE L 
  83 
  Semi 
  CE L 
  52ea. 
  Semi 
  CE L 
  52ea. 
  Low 
  CE L 
  46ea. 
  Low 
  CE L 
  46ea. 
  Low Ave CE L 
  46ea. 
  Ave 
  Low 
  Ave 
  Ave 
  Ave 
  Ave 
  Animal 
  Animal 
  Ave 
  Ave 
  LOW 
  Low 
  Insane 
  Except 
  Low 
  Ave 
  Non 
  Except 
  Animal 
  Low 
  CE L 
  205 
  LE M 
  506ea 
  LE M 
  36ea. 
  LE M 
  32ea. 
  LE M 
  38ea. 
  LE M 
  83 
  N 
  L 
  68, 59, 
  N 
  M 
  83ea. 
  NG M 
  13, 12, 
  56 
  12,11 
  NG M 
  47 
  LE L 
  813ea 
  CE L 
  205 
  CE M 
  22 
  N 
  M 
  1725 
  LE S 
  141 ea 
  CE M 
  50 
  CE M 
  0 
  NE L 
  2710 
  N 
  S 
  92 
  NE L 
  210ea 
  13 
  13 
  N/A 
  N/A 
  16 
  16 
  16 
  16 
  10 
  12 
  15 
  17 
  16 
  20' 
  20' 
  16 
  16 
  16 
  15 
  13 
  18 
  18 
  18 
  16 
  16 
  16 
  20' 
  20 
  13 
  15 
  16 
  12 
  16 
  16 
  N/A 
  10 
  16 
  15 
  Abbreviations: 
  N/A = Not applicable, 
  MS = Need magical (+1) or silver weapons to hit, 
  * Special, 
  Except = Exceptional. 
  
  ADVANCED DUNGEONS & DRAGONS@ 
  Fantasy Adventure Module 
  by Graeme Morris 
  This module can be played alone or as the second adventure of the two-part Adlerweg series. 
  The Keep of Adlerweg has remained aloof and impenetrable since before the coming of the 
  Sea Princes. Great Armies have broken like waves against its walls,but now it is overrun and 
  occupied by a sinister force. How can you restore it to its former glory? 
  ADVANCED DUNGEONS & DRAGONS and PRODUCTS OF YOUR IMAGINATION are trademarks owned by TSR, Inc. 
  Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. 
  Distributed to the toy and hobby trade by regional distributors. 
  Distributed in the United Kingdom by TSR UK, Ltd. 
  This module is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of TSR, Inc. 
  1984 TSR, Inc. All Rights Reserved. 
  PRINTED IN U.S.A. 
  ISBN 0-88038-1 19-1 
  TSR, Inc. 
  TSR (UK) Ltd. 
  POB 756 
  ~ 
  The Mill, Rathmore Road 
  Lake Geneva, 
  Cambridge CB14AD 
  WI 53147 
  United Kingdom 
  TSR, Inc. 
  PRODUCTS OF YOUR IMAGINATION" 
  9111 
  
  INTRODLKITON 
  This module is for use with the ADVANCED DUNGEONS & 
  DRAGONS.”‘ adventure role-playing game rules. It is designed 
  for6-10 characters of levels 3-6 of whom at least some must be 
  of lawful good, neutral good, chaotic good, lawful neutral, or 
  true neutral alignment. 
  ~~ 
  STOP! 
  If you intend to bea player in this module, do not read 
  any further. The information in this booklet is for the 
  Dungeon Master (DM) only. Any knowledge of the 
  module will spoil your enjoyment of the adventure 
  and that of the other players. 
  CONTENTS 
  INTRODUCTION 
  THE JOURNEY TO ADLERWEG 
  Contents 2; Abbreviations 2; Background for the DM 3 
  The Ruins of Gannaway 5; The Track through the 
  Mountains 5 
  RANDOM ENCOUNTERS 
  THE RECAPTURE OF ADLERWEG 
  Architecture of the Keep 7; The Fall of the Keep 8; The New 
  Garrison of the Keep 8; Entering the Keep (areas 1-4) 8; 
  The Undercroft (rooms 5-9) 10; The Tower 13; Floor 1 
  (rooms 10-12) 13; Floor 2 (rooms 13-17) 14; Floor 3 
  (rooms 18-22) 16; Floor 4 (rooms 23-28) 18 
  Summary of this Part 21; Starting the Siege 21; The Attack 
  by the Fire Giant 21; The Fire Giant’s Army 22; Initial 
  Assault 23; Parley With The Giant 24; The Magical 
  Prison 24; The Instruction Book 25; The Secret Chest 25; 
  Releasing the Prisoners 25; Prisoners (cells 1-4) 26 
  THE SIEGE OF ADLERWEG 
  Page 
  2 
  5 
  6 
  7 
  21 
  28 
  29 
  30 
  31 -32 
  31 -32 
  MONSTER ROSTER 
  inside module folder 
  DUNGEON MASTER’S MAPS A-C 
  inside module folder 
  PLAYERS’ MAP 
  outside module folder 
  SUGGESTED CHARACTER ROSTER 
  outside module folder 
  ABBREVIATIONS 
  THE GAUNTLET 
  Powers 28 
  THE SENTINEL 
  Powers 29; Destruction of the Gauntlet and the Sentinel 29 
  ALTERNATIVE START TO THE ADVENTURE 
  The Skulks’ Lair 30 
  VIEW OF THE KEEP (tear-out) 
  MESSAGE FROM THE SENTINEL (tear-out) 
  In this module, the statistics of monsters and non-player 
  characters have been standardised. The information is given in 
  brackets after the monster’s/NPC’s name, as follows: 
  AC = Armour Class; MV = Movement Rate; HD = Hit Dice 
  (monsters) or Class/Level (NPCs - see below); hp = current hit 
  points (figures in brackets indicate maximum hit points of 
  wounded creatures); KAT = Number of Attacks; D = Damage 
  Caused by Attacks; SA = Special Attacks; SD = Special 
  Defences; MR = Magic Resistance; Int = Intelligence (monsters 
  only); AL= Alignment; Ability Scores (NPCsonly-see below); 
  Size (monsters only); xp = Experience Points awarded for 
  overcoming; THACO (below); Source of further information. 
  The following additional abbreviations are used: C = Cleric, 
  D = Druid, F = Fighter, P = Paladin, R = Ranger, M = Magic User, 
  I = Illusionist, T = Thief, A = Assassin, Mk = Monk, S = Strength, 
  2 
  I = Intelligence, W = Wisdom, D = Dexterity, C = Constitution, 
  Ch = Charisma, MM = AD&DTM Monster Manual, FF = FIEND 
  FOLIOTMTome, PH = AD&D Players Handbook, DMG = AD&D 
  Dungeon Masters Guide. 
  THACO = To Hit Armour Class Zero. This is the roll on a d20 
  needed by a creature to hit an opponent with AC 0 (see DMG 
  p196-215, for examples). In most cases, the roll needed to hit 
  other armour classes = THACO - AC. Some creatures, whose 
  hit probability is very low, have been given a THACO of 20+, 
  and in these instances the DM should consult the relevant 
  tables (see DMG p74-5) to find the rolls needed to hit other 
  armour classes. 
  BOXED SECTIONS include that information which the players 
  would get from a first glance at an area or the inside of a room. 
  The DM may either paraphrase or read them out as written. 
  
  INTRODUCTION 
  BACKGROUND FOR THE DUNGEON MASTER 
  This module concludes the adventure which began in module 
  UK2 -THE SENTINEL. It is assumed that the characters taking 
  part in this adventure have completed the first part and have 
  obtained the magical glove known as the Sentinel (see page 
  29) since, without this, they will not be able to fulfil the quest. 
  If, for some reason, the DM does not wish the characters to 
  adventure in module UK2, some other means by which they 
  may obtain the Sentinel will be required. For this purpose, the 
  DM may design an adventure, compatible with the events and 
  setting of this module, which culminates with the adventurers 
  finding the Sentinel. Otherwise, the brief ALTERNATIVE 
  START TO THIS ADVENTURE (page 30) may be used. 
  Setting for the Adventure 
  The events in this module begin in the hills at the head of the 
  Hool River (in the region known as Berghof), and move on to 
  the Keep of Adlerweg (in the Kamph mountains between 
  Berghof and Jeklea Bay) where most of the action takes place. 
  The area shown on map A on the inside of the module folder 
  encompasses hexes €5/137 and E51138 on the WORLD OF 
  GREYHAWKTM Map. 
  Berghof is a land of gently rolling hills, many covered with 
  light, mixed woodland. By contrast, the Kamph mountains are 
  harsh and stark. Trees are rare, vegetation sparse and the 
  creatures who live in the shadows of the snow-covered peaks 
  have grown lean and vicious in the struggle to survive. 
  History 
  In ages past, before the rise of the Sea Princes, Berghof was an 
  independent and populous state, ruled by a succession of 
  Grand Dukes. For many years, the self-styled barons of the 
  scorched and barren coastal lands to the south east, beyond 
  the Kamph mountains, had coveted the lush and fertile hills of 
  the Dukes’ peaceful state. War would have been the undoubted 
  outcome were it not for the fact that the only route between the 
  two lands was through the Pass of Adlerweg (‘the way of the 
  eagle’). This narrow canyon, cutting through the Kamph 
  range, had been eroded by the River Gann (see map A), and 
  was defended by a lofty fortress, which had been built by the 
  Dukes as a guard against any surprise attack. Dominating the 
  pass from its rocky spur, the Keep of Adlerweg was so 
  cunningly constructed that it exceeded all the Dukes’ 
  expectations, and no army could force a passage. 
  An uneasy peace prevailed for some while, and the Dukes 
  turned their thoughts to other matters. Yet rare was the 
  caravan that braved the pass without an armed escort, and the 
  barons did not forget the cool breezes of Berghof. 
  Then, upon a time, there came among the barons a dark mage 
  of tremendous power,-and he offered to aid them in the pursuit 
  of their ambitions. Vast was his price and long were his 
  labours, but when he was finished, the barons thought the deal 
  a bargain, for he had fashioned a weapon which was more than 
  capable of destroying the Keep. A gauntlet it was, made of 
  hard, black leather, set with iron studs and rugged gems. It 
  seemed large, but once donned, it would alter itself to fit any 
  left hand. Into it had gone more than a portion of the mage’s 
  power, for it possessed the power of thought and was driven by 
  a will of its own; a will dominated by the desire to destroy the 
  Keep (see THE GAUNTLET - page 28). 
  As soon as word of the Gauntlet (this was all the title it needed) 
  reached the ears of the Duke in Berghof, all the mages of the 
  land were summoned to his palace, and work began on a 
  counter to this awesome threat. Although there was but little 
  time in which to accomplish this task, the final creation proved 
  indeed to be a match for the evil of the Gauntlet. It was its very 
  antithesis; soft, pale in colour and fitting snugly on the right 
  hand of any wearer, all its powers concentrated on defence. 
  Worn by a succession of mages calling themselves the 
  Guardians, the glove was named the Sentinel. In it lay 
  Berghof’s hope and strength, and, should the opportunity 
  arise, it had power enough to destroy the Gauntlet forever (see 
  THE SENTINEL - page 29). As long as the Keep was guarded 
  by the Sentinel, the Gauntlet dared not assail it, and thus the 
  pass was made secure and a stalemate reached. 
  As time passed, the power of the Sea Princes waxed ever 
  stronger, and soon the coastal lands fell to their hordes, yet 
  still the Keep protected Berghof. As the Sea Princes marched 
  on to victory, the Gauntlet was first hidden, then lost during the 
  ensuing mayhem. Thesentinel, deprived of itsenemy, fell into 
  quiescence. The last mage to take the title of Guardian finally 
  retired to his lake-side villa, and took the Sentinel with him. 
  There it remained until his descendants forgot its history and 
  came to regard it as no more than a curio. 
  The decline of this once proud family paralleled that of 
  Berghof itself, and, by the time the land had been peacefully 
  assimilated by the Sea Princes, the villa lay in ruins. As for the 
  Keep, its sole purpose was now to hold the pass against the 
  tribes of humanoids which inhabited the mountains. 
  Years passed. The Sentinel lay forgotten in a ruined, vine- 
  covered villa. The Gauntlet, lost to human knowledge, gained 
  strength and purpose, and waited .... 
  3 
  
  INTRODUCTION 
  Recent Events 
  Many years after it had passed out of the knowledge of men, 
  the Gauntlet was discovered in a rocky fissure by an ogrillon, 
  out hunting alone in the Kamph Mountains. Driven by a force 
  he could not control and unaware of theconsequences, he put 
  it on. 
  Instantly, he became a slave to its evil will. Filled with the power 
  invested in him by the Gauntlet, and driven on by it, the ogrillon 
  gathered a small army of gnolls and other creatures and 
  attacked the Keep of Adlerweg. Protected by the Gauntlet’s 
  magic, the ogrillon was able to stride unharmed through a hail 
  of arrows from the defenders, and smashed the upper gate of 
  the Keep (area 3) as if it were made of matchwood. The 
  garrison troops, thrown into confusion bya fear spell cast from 
  the Gauntlet, were soon overwhelmed and their bodies thrown 
  into the ravine. 
  Through its long years of waiting, the Gauntlet had perverted 
  the purposes for which it had been created. Instead of 
  destroying the Keep, it had decided to use it as a base from 
  which to conduct a reign of terror and conquest. However, it 
  realised that the ogrillon was not strong enough to satisfy its 
  lust for power and that it would need a more fitting bearer. 
  . .  
  - -  _ -  
  - 
  - 
  r
  .
   
  - -  
  - 
  - 
  ,
  .
   
  . .  
  - 
  - -  
  ~ 
  Delving into the ogrillon’s memory, the Gauntlet learned of a 
  fire giant who had established himself as a warlord in the 
  nearby mountains. It also learned that the fire giant had a 
  daughter, a charming girl by the standards of her race, fond of 
  hunting wild goats and killing them with her bare hands. The 
  ogrillon knew the giantess’ favourite hunting grounds and it 
  wasa relativelyeasy matterforasquad of gnollsfrom the Keep 
  to capture her and bring her back to Adlerweg where she was 
  confined in the Keep’s magical prison (see page 24). 
  The Gauntlet hoped to lure the fire giant to the Keep and so 
  gain the opportunity of transferring itself to a more powerful 
  wearer. The arrival of the fire giant and his army at the Keep, 
  and the subsequent events are described in THE SIEGE OF 
  ADLERWEG (page 21). 
  Recovery of the Sentinel 
  The events surrounding the re-awakening of the Sentinel and 
  its discovery by the adventurers are covered by module UK2 - 
  THE SENTINEL. 
  Awoken by the sudden re-emergence of its old enemy, the 
  Sentinel found itself alone in the ruins of the long-dead 
  Guardian’s villa. Alone, that is, save for a pair of odious skulks 
  who were terrorising the region. Desperate for a bearer who 
  would take it to meet its foe, the Sentinel used the skulks to 
  attract the attention of the adventurers who, after many 
  adventures and false trails, found it and undertook its quest. 
  Outline of the Adventure 
  The adventure in this module begins immediately after the 
  adventurers acquire the magical glove known as the Sentinel. 
  This may have occurred in room V26 of the Lake-Side Villa in 
  module UK2 - THE SENTINEL, during the ALTERNATIVE 
  STARTTO THIS ADVENTURE on page 30, or in the DM’s own 
  adventure. 
  The Sentinel will demand that the adventurers take it to 
  confront the Gauntlet at the Keepof Adlerweg. On the way, it is 
  likely that the adventurers will pass through Gannaway where 
  they will encounter a wounded gnoll chieftain who may serve 
  as a useful source of information (see THE JOURNEY TO 
  ADLERWEG - page 5). 
  When they arrive at the Keep (see THE RECAPTURE OF 
  ADLERWEG - page 7), the adventurers will be advised by the 
  Sentinel to enter the building through the abandoned 
  chambers beneath it (the undercroft). If they follow the 
  Sentinel’s advice, and if they overcome the denizens of the 
  lower chambers, the adventurers will avoid the Keep’s main 
  defences and will take the defenders unaware. At the top of the 
  Keep, the party will encounter the ogrillon wearing the 
  Gauntlet. However, before he can be stopped, the creature will 
  retreat into the Keep’s magical prison. 
  Before the party has time to seek out the ogrillon, the Keep will 
  be attacked by the fire giant and his army (see THE SIEGE OF 
  ADLERWEG - page 21). The adventurers should be able to 
  repulse the giant’s first attack, after which he will parley with 
  them and demand the release of his daughter. The party must 
  then work out how the magical prison is operated, find the 
  means of releasing the giantess, and do so, at which point the 
  giant will leave. The final stage of the adventure will be the 
  release of the Gauntlet from the prison and the confrontation 
  between it and the Sentinel. 
  4 
  
  0 
  T 
  The intermittent sound of a dog barking comes from 
  one of the stone buildings which still retains parts of 
  its roof. 
  Once the Sentinel has been rescued by the adventurers, it will 
  insist that they go to the Keep of Adlerweg in orderto confront 
  the Gauntlet. It will tolerate minor delays or diversions if these 
  will contribute to the success of the mission but its fears 
  concerning the Gauntlet will make it impatient. If the 
  adventurers are unwilling to proceed with the task at hand as 
  soon as possible, thesentinel will attempt to persuade them to 
  change their minds. If necessary, it will resort to the withdrawal 
  of its powers and will even attempt to dominate the personality 
  of its bearer and will use its suggestion ability on the other 
  adventurers (see THE SENTINEL - page 29). 
  The adventurers' general knowledge of the region is repre- 
  sented by the players' map on the outside of the module folder. 
  If necessary, however, the Sentinel will guide the party on their 
  journey to Adlerweg. 
  THE RUINS OF GANNAWAY 
  Thereareseveral routes by which theadventurers might travel 
  tothe KeepofAdlerweg (seemapA)but it is likelythattheywill 
  pass through Gannaway: 
  A village comes into view, but the scene before you is 
  not the untroubled one that you would normally 
  expect. 
  The village has been ravaged by fire, only parts of the 
  stockade remain standing, the wooden buildings have 
  been reduced to smouldering timbers and the few 
  stone buildings are roofless and blackened. You can 
  see several corpses lying amongst the ruins. 
  G 
  Inside the Ruined Building 
  If the adventurers investigate the sound of barking, they will 
  finda badlywoundedgnollchieftain (AC3; MV1"; HD2; hp2 (22); 
  #AT 1; D 2-5 (bare hand) or 2-5 (heavy crossbow); SA Attacks 
  as 4HD creature; SD Nil; MR Std; Int Ave; AI CE; Size L; xp 32; 
  THACO 16; MM) and his war-dog (AC 6; MV 12"; HD 2+2; 
  hp16;#ATl; D2-8;SANil;SDNil; MRStd; 1ntSemi;ALN;SizeM; 
  xp 83; THACO 16; MM). 
  The chieftain was badly wounded during the raid and was 
  abandoned by his troops, but his dog has remained loyal. His 
  right leg and left arm are uselessso his movement is restricted 
  (all opponents' attacks are at +4 to hit). He cannot reload his 
  crossbow. He has been robbed of all personal treasure. 
  He will fight to the death if necessary (aided by his dog), but 
  will cautiously accept aid if it is offered. In return for this, he 
  will give the party between 2 and 5 of the items of information 
  listed below (depending on the usefulness of the help). The 
  gnoll believes that all this information is true. It cannot be 
  obtained from him by force: 
  1. The group which destroyed Gannaway was formed from a 
  number of small bands which recently came down from 
  the mountains to raid the lowlands (True). 
  2. Recently, a previously unknown ogrillon has emerged as a 
  3. The Keep of Adlerweg has recently been overrun by a tribe 
  of trolls (False). 
  4. In the mountains to the south and east, evil creatures have 
  been gathering under the leadership of a giant (True). 
  5. There are rumours everywhere of an impending war 
  between the creatures of the mountains and the humans 
  of the lowlands (True). 
  powerful war-lord in the mountains (True). 
  6. A dark and terrible creature in the mountains is preparing 
  to unleash the power of several volcanoes to destroy the 
  humans of the region (False). 
  THE TRACK THROUGH THE MOUNTAINS 
  The track from Gannaway follows the River Gann up into the 
  mountains (see map A). Progress by the party will be slow but 
  the track is not in itself dangerous. However, the mountains are 
  inhabited by many dangerous creatures, and bands of hostile 
  humanoids are on the move (See RANDOM ENCOUNTERS - 
  MOUNTAIN PASS - page 6). 
  When the track first enters the mountains, it is on the right bank 
  of the River Gann (looking upstream). Later, it crosses the river 
  by a ford and follows the river on the left from then on. 
  The track is the only practical route for the party to follow 
  across the mountains. It follows a ledge, partly natural and 
  otherwise hewn, which has an even, level surface. Its width 
  varies between 10 and 20 feet, and its height above the river 
  ranges from a few feet to several hundred. The mountains soar 
  thousands of feet above the track along most of its length. 
  As the adventurers approach the Keep, the DM should refer to 
  encounter area 1. 
  5 
  
  DOM ENCO 
  Except in the Keep or in thevillages, random encounters will occur on a roll of 1 on a d6 in each 6-hour period (ie roll 
  twice each day and twice each night) or at the discretion of the DM. If a random encounter is indicated, the DM should 
  determine the type of creature involved by rolling a d10 and consulting the appropriate table below. The DM may 
  choose either to dictate the number of creatures which appear or else to use the ranges indicated. Each random 
  encounter will occur only once. 
  LOWLANDS (Wood or Open) - DAY 
  LOWLANDS (Wood or Open) - NIGHT 
  1-5 A forlarren (AC 2; MV 9"; HD 3; hp 15;=AT 2; D 1-4/1-4; 
  SA Heat metal; SD Nil; MR Std; Int Semi; AL NE; Size M; 
  xp 135; THACO 16; FF) will unexpectedly break cover and 
  attack the party. His subsequent actions will run true to 
  form for his species (see the FIEND FOLIOTM Tome). He 
  has no treasure. 
  6-0 2 Adult giant weasels (AC 6; MV 15"; HD 3+3; hp 19 each; 
  =AT 1; D 2-12; SA Drain blood (2-12 hp/round); SD Nil; 
  MR Std; Int Animal; AL N; Size M; xp 201 each; THACO 16; 
  MM) and 2-5 young giant weasels (AC 6; MV 15"; HD 2+2; 
  hp 14 each;=AT 1; D 2-8; SA Drain blood (2-8hp/round); 
  SD Nil; MR Std; Int Animal; Size S; xp 132 each; 
  THACO 16; MM) who will regard the adventurers as prey 
  and attack them on sight. The adults' pelts are worth 
  2500gp each and those of the young are worth 2000gp 
  each. Thesevaluesshould be reduced by50gpforeach hit 
  point of physical damage inflicted on the creatures 
  concerned, even where the total damage is more than is 
  required to ki I I them. 
  MOUNTAIN PASS - DAY 
  1-4 Atroll (AC4; MV 12"; HD6+6; hp38;=AT3; D5-8/5-8/2-12; 
  SA Body parts can fight independently; SD Regeneration; 
  MR Std; Int Low; AL CE; Size L; xp 829; THACO 13; MM) 
  will meet the party on the track and attack. If interrogated 
  under duress, the troll will relate 1-4 of the rumours listed 
  for the gnoll chieftain (page 5). 
  5-6 5-8Blood hawks(AC7; MV24"; HD1+1; hp6each;=AT3; 
  D 1-4/1-4/1-6; SA Nil; SD Nil; MR Std; Int Semi; AL N; 
  Size S; xp 32 each; THACO 18 each; FF) will attack the 
  party from their nests which are on a rocky ledge 120 feet 
  above the track. The rock face below the ledge is nearly 
  vertical but may be scaled (at a rate of 12 feet per round) by 
  characters with the ability to climb walls. The nests 
  contain various gems (total value 350gp per hawk 
  encountered). 
  7-0 A slide of scree and small boulders from the slope above 
  the track will strike the party. Each party member will 
  suffer 2-12 hit points of damage (halved if the character 
  saves vs. Breath). The landslide is a natural occurrence. 
  1-6 1-3 Ettercaps (AC 6; MV 12"; HD 5; hp 26 each; OAT 3; 
  D 1-3/1-3/1-8; SA Poison and nets; SD Nil; MR Std; 
  Int Low; AL NE; Size M; xp295 each; THACO 15; FF), each 
  armed with a net, will ambush the party. Each net may be 
  thrown at one character who should be treated as AC 10 
  (plus dexterity modifiers). If hit, the character will be 
  ensnared (unable to move) ford6+2 rounds (negated if the 
  character saves vs. Breath). The ettercaps have no 
  treasure. 
  7-0 2-4 Harpies (AC 7; MV 6"/15"; HD 3; hp 14 each; #AT 3; 
  D 1-3/1-3/1-6; SASinging and charm; SD Nil; MR Std; Int 
  Low; AL CE; Size M; xp 187 each; THACO 16; MM). One 
  uses a broken longsword as a weapon (treat as short- 
  sword). This has a fine, jewelled pommel (value - 400gp). 
  MOUNTAIN PASS - NIGHT 
  1-4 4-7 Leader-type goblins (AC 6; MV 6"; HD 1; hp 7 each; 
  =AT 1; D 1-6 (short sword) or 1-4 (sling); SA Nil; SD Nil; 
  MR Std; Int Ave; AL LE; Size S; xp 17 each; THACO 19; 
  MM) each mounted on a dire wolf (AC 6; MV 18"; HD 3+3; 
  hp 18 each;=AT 1; D 2-8; SA Nil; SD Nil; MR Std; Int Semi; 
  AL N; Size M; xp 132 each; THACO 16; MM) will encounter 
  the party on the track. The goblins each have d10+10gp in 
  mixed coins. One has a decorated clasp on his belt-pouch 
  (silver inlaid with coral, value- 250gp). The wolves have no 
  treasure. If interrogated, each goblin will relate one of the 
  rumours listed for the gnoll chieftain (page 5). 
  5-7 1-3 Giant owls (AC 6; MV 3"/18"; HD 4; hp 20 each;#AT 3; 
  D 2-8/2-8/24; SA Surprise on a 1-5; SD Nil; MR Std; Int 
  Very; AL N; Size M; xp 230 each; THACO 15; MM) will 
  swoop down silently and attack the party. Their nests are 
  far away and the party will not be able to find them. 
  8-0 A violent storm will develop over a period of about ten 
  minutes and will last for about an hour. The party will be 
  lashed by rain, and lightning will strike the peaks above 
  the pass. At the height of the storm a minor branch from a 
  streak of forked lightning will strike the party. Each 
  adventurerwearing metal armour will suffer4d4 hit points 
  of damage (negated if thecharacter saves vs. Breath). The 
  storm is a natural phenomenon. 
  6 
  
  E 
  F 
  LE 
  This part of the adventure starts with the approach of the 
  adventurers to the Keep of Adlerweg. At the time of the party‘s 
  arrival, the Keep is occupied by the ogrillon, which the 
  Gauntlet has dominated, and his retinue. Urged on by the 
  Sentinel, the party must enter the Keep (preferably in secret via 
  the disused rooms and passages in the undercroft beneath the 
  tower) and seek out the ogrillon, defeating all other creatures 
  in its path. If cornered, the ogrillon will consign itself to the 
  magical imprisonment system of the Keep in order to escape 
  the Sentinel. The characters will only be able to confront the 
  ogrillon and the Gauntlet after the fire giant’s siege which is 
  described in THE SIEGE OF ADLERWEG (page 21). 
  ARCHITECTURE OF THE KEEP 
  The position of the Keep (see map B) is dominating. Placed on 
  an acute mountain spur, it can only be attacked effectively 
  from the main trackway (area 1) running below its walls, or 
  from the path (area3) which climbsfrom the track to the upper 
  gate. In either case, attackers would be forced to come very 
  close to the Keep, and to occupy a very confined position 
  exposed to fire from the Keep’s defenders. Until thecoming of 
  the ogrillon and the Gauntlet, the Keep had never been taken. 
  The Keep can be thought of as comprising two main parts: the 
  main defensive structure - the tower - and the underground 
  chambers and passages beneath it - the undercroft. 
  The undercroft (rooms 5-9) is at the same level as the main 
  track through the pass. Its largest chamber (known as the 
  Gateway of Berghof - room 5) was well known to those who 
  used the pass, since all traffic was obliged to go through here. 
  Other parts of the undercroft were set aside for use by the 
  Guardians alone, and a secret stairway, known only to them, 
  leads from the undercroft to the tower above. This is the route 
  which the party will be advised to use to enter the Keep. 
  When the last Guardian left the Keep, the doors leading to the 
  Gateway of Berghof were magically sealed (see the description 
  of area 4). A section of trackway (shown by shading on maps B 
  and C) was built to by-pass the Gateway so that traffic could 
  continue to use the pass. Knowledge of the secret door which 
  leads to the stairway down to the undercroft was entrusted to 
  the castellans who succeeded the Guardians. Latterly, 
  however, the doorway was forgotten and the undercroft has 
  not been entered for many years. 
  The tower is a defensive structure consisting of several floors. 
  The lowest level (floor 1, rooms 10-12) consists mainly of a 
  battlemented platform overlooking the track. The upper 
  gateway (seearea3), which has been the onlyentrance used in 
  recent years, is on the next level up (floor 2, rooms 13-17). It is 
  reached by a narrow path (area 3) which slopes down to meet 
  the main track. The upper floors of the tower (floor 3, rooms 
  18-22; floor4, rooms 23-28) contain living quarters, stores, and 
  so forth. 
  7 
  
  THE RECAPTURE OFADLERWEG 
  The roofs of the tower are stone and there is no direct access to 
  them from the interior of the tower. The main parts are flat and 
  are criss-crossed by cables, at heights ranging between 6 
  inches and 3 feet which make it very difficult to walk across 
  them. The roofs of the turrets are small, conical and also made 
  of stone. The arrow slits of the turrets (rooms 23, 26 and 28) 
  allow for effective cross-fire over the flat areas of roof. 
  THE FALL OF THE KEEP 
  Mighty as it was, the Keep of Adlerweg was vulnerable to the 
  Gauntlet. This artifact had been created specifically to 
  overthrow the Keep and, on the hand of theogrillon, it was able 
  to fulfil its destiny at last. 
  Leaving his retinue just out of sight of the Keep’s defenders, 
  the ogrillon smashed down the gate with his Gauntleted fist 
  andcast afearspell atthegatehouse(room22).Thisthrewthe 
  garrison into confusion and his small army was able to rush 
  forward through the breach. After much hand-to-hand fighting 
  the Keep was taken, the slain were stripped and burned and 
  their remains cast into the chasm. 
  Having taken the Keep, the Gauntlet ordered the capture of the 
  daughter of Bloodfire, a fire giant warlord, and her incarcer- 
  ation in the hidden magical prison of the Keep It hoped to lure 
  the giant to the Keep and so transfer itself to a more powerful 
  bearer The arrival of the giant and his army at the Keep forms 
  the basis of THE SIEGE OF ADLERWEG (page 21). 
  In the few days following the taking of the Keep and the arrival 
  of the party, the ogrillon’s troops have repaired the gate and 
  have been organised into squads for the defence of the Keep. 
  They have worked out how to use the mechanism in the 
  defence room (room 14) and fully understand the layout of the 
  tower. Even so, neither the ogrillon nor his troops are aware of 
  the secret stairway which leads down from the tower to the 
  undercroft, nor have they been able to penetrate the 
  undercroft from the outside. 
  L _ _ _ r P -  
  ___I_ 
  - - 
  -__=-- 
  - 
  -- 
  - 
  -_b_ 
  _- 
  --- 
  e 
  / -  
  - 
  _ -  
  8 
  THE NEW GARRISON OF THE KEEP 
  As the party arrives at the Keep, the new garrison is awaiting 
  the return of the messenger sent to the giant. To wile away the 
  time, some of the gnolls have taken flagons of wine from the 
  stores and are busy drinking. As a result, several of them are 
  intoxicated (see DMG p82-3). The effects of intoxication on hit 
  points and intelligence have been included in the gnolls’ 
  statistics. 
  The gnolls are all wearing leather armour with metal plates, 
  and most are armed with battle-axes and longbows. Each gnoll 
  with a bow has a quiver with 20 arrows. 
  ENTERING THE KEEP 
  The section of the pass near the Keep of Adlerweg is shown on 
  map B. The map shows the Keep, the main trackway, the path 
  (area 3) leading to the upper gate of the Keep, the mountain 
  slopes, the River Gann and one of its tributaries. 
  The width of the track varies between 15 and 20 feet, and it is 
  about 200 feet above the river here. The mountain spur on 
  which the Keep stands rises several hundred feet above the 
  track. 
  Normal movement by the adventurers is only possible on the 
  track and the path. Movement up, down or along the slopes is 
  only possible by climbing. Those with special climbing 
  abilities will move at a rate of 12 feet per round with the normal 
  chance of falling. Falling characters will drop and slide 10d10 
  feet and will suffer 1-6 hit points of damage per 10 feet fallen. 
  If the adventurers follow the advice of the Sentinel (see 
  encounter area 1). they will enter the Keep via the undercroft. 
  The gnolls in the gatehouse (room 22) are drunk to the point of 
  incompetence, and those who are supposed to be on look-out 
  on the platform (area 10) overlooking the trackway have 
  abandoned their post and aredrinking in theguardroom (room 
  11). This means that the party will be able to move along the 
  trackway and through the gate into the undercroft unnoticed. 
  The variety of other ways in which the party might assault the 
  Keep means that it is impossible tospecify in advance how the 
  characters might be noticed or how the garrison would 
  respond. In such cases, the defence of the tower against an 
  external attack must be determined by the DM. 
  Note that only the gnolls in the defence room (room 14) are 
  actively and effectively on the look-out for an external attack. 
  Normally, they will notice intrusions into the death room below 
  (room 12). If any of thedefenders notice the party before it has 
  penetrated the Keep, the general alarm will be raised by 
  messengers within two rounds. Once alerted, the squad in the 
  guardroom (room 11) will move out onto the battlemented 
  platform (area 10). The rest of the male gnolls who are not 
  otherwise engaged will normally go to arrow slits, bows at the 
  ready. 
  The responses offered by the Keep’s inhabitants to encounters 
  with the party inside the tower are detailed in the room 
  descriptions. Some of the squads will attempt to raise the 
  alarm by sending messengers but the party may be able to foil 
  these attempts. In general, male gnolls will move directly 
  towards the party if they are alerted to its presence within the 
  tower. By contrast, the ogrillon and his close retinue will 
  remain on the top floor, hoping that the others will be able to 
  take care of the attackers. 
  
  THE RECAPTURE OFADLERWEG (ENTERING THE KEEP: AREAS 1-3) 
  A short way along the path, you come to a point where 
  it bends fairly sharply to the left around a body of rock 
  which obscures your view of the Keep. 
  The descriptions assume that it is daytime as the party 
  approaches the Keep. If not, the DM should amend them 
  accordingly. 
  1. Main Trackway 
  The adventurers will have their first view of the Keep when they 
  reach the point marked 1 on map B: 
  f 
  I 
  As you round a bend in the pass, a daunting fortress 
  comes intoview. Its lofty bulk clings grimlyto asteep- 
  sided mountain spur on the eastern side of the pass 
  and the track you have been following runs directly 
  beneath its walls. 
  c 
  At this point, the DM should give the players the tear-out 
  illustration from the back of this module (page 31) in order to 
  give them a good idea of the shape of the Keep. 
  Assuming that the Sentinel has been brought here by the 
  party, it will. telepathically send a message to all the 
  adventurers. The DM may either read out the following or 
  paraphrase it: 
  My most noble friends, there stands the Keep of 
  Adlerweg. 
  In defence of its walls, a garrison of a hundred men 
  might destroy an army of thousands, but it was my 
  purpose to defend the Keep against the one force it 
  could not withstand - the sorcerous wrath of the 
  Gauntlet. 
  But it seems that I have failed in this purpose, for I 
  sense that the Gauntlet has captured the Keep and is 
  firmly installed within its walls. Yet the Keep still 
  stands, and while it does we may yet recapture it and 
  destroy the Gauntlet’s evil power. 
  The Keep is, no doubt, well garrisoned and to attack it 
  openly would be to invite a quick death. There is a 
  better way, however, since my powers include that of 
  opening the magically locked gates of the Keep. 
  If you follow the track, and are lucky enough to avoid 
  theeyes of those who may be watching, you will come 
  to the Keep’s lower gates. These will open at the touch 
  of the one who bears me, and beyond are chambers 
  where you will find astairway leading up into the heart 
  of the Keep. The creature who bears the Gauntlet 
  lurks high in the tower - seek him out and my destiny 
  will be fulfilled. 
  Ignore the path which runs upwards from the track to 
  the Keep’s upper gate since this will surely be well 
  guarded and not even my powers will open it for you. 
  Make haste, for who knows what evil is being wrought 
  there even now? From this point onwards I must 
  remain silent. Though my other powers will remain 
  available to you, I dare not speak into your minds for 
  fear that the Gauntlet will sense my coming. 
  May good fortune go with you. 
  2. The Paths Divide 
  Near the Keep, the path to the upper gate splits off from the 
  main track: 
  A narrow path branches off from the track. The track 
  remains level but the path slopes upwards towards the 
  Keep, suggesting access through an upper gate. 
  Occasional snatches of raucous laughter and dis- 
  cordant song drift to your ears. 
  From here the party can make out several details of the Keep’s 
  construction. The parapetted platform (area 10) may clearly be 
  seen, supported by sheer walls which rise from the trackway. 
  The lower gates (area 4) are obscured by the octagonal 
  buttresses and there are no signs of movement from behind 
  the parapet. Rising from the rear of the platform, the tower-like 
  upper part of the Keep can be seen, set against the mountain 
  spur and having octagonal corner towers which extend up into 
  pointed turrets. The sound is that of drunken revelry in the 
  tower. 
  3. Path to the Upper Gate 
  ~~ 
  ~~ 
  If the adventurers take a look around the rock (reasonable 
  caution will ensure that they are not spotted) they will see the 
  main edifice of the building: 
  Not far ahead of you the path comes to a small 
  gateway at the base of the towering fortress. The path 
  between here and the gate is completely over- 
  shadowed by the tower and a disconcertingly large 
  number of arrow slits cover this exposed approach. 
  9 
  
  THE RECAPTURE OF ADLERWEG (ENTERING THE KEEP: AREA 4 - UNDERCROFT: ROOM 5) 
  If the adventurers openly proceed round the bend, they may be 
  seen by the gnolls in the gatehouse (room 22) unless they 
  conceal themselves in some way. It is up to the DM to decide 
  how effective any concealment will be, taking account of how 
  close the characters approach and the slackness of the watch 
  being kept. If the party is spotted, the gnolls in the gatehouse 
  will fire arrows at the party and raise the general alarm. 
  The upper gate is made of iron-bound oak. It is raised and 
  lowered by the winch in the gatehouse. It has been repaired 
  since the tower was taken and can withstand 8 points of 
  structural damage before giving way. Anyone moving right up 
  to this gate unconcealed will automatically be seen from the 
  gate watchroom (room 15) and the alarm will be raised. 
  The exact response of the garrison as a whole to a general 
  alarm is at the discretion of the DM, but likely courses of action 
  would probably include the manning of the arrow slits 
  overlooking the path from the gatehouse (room 22), the store 
  (room 20), thearmoury (room 24), the lieutenant’s room (room 
  25) and the north-western turret (room 26). Note that thereare 
  murder holes between the gatehouse and the short passage to 
  the upper gate. These can be used to pour burning oil (normal 
  damage) on attackers or to fire arrows at them. 
  4. Lower Gates of the Keep 
  The lower gates of the Keep are magically locked but the 
  Sentinel-wearer will be able to open them. Since the gnolls in 
  the guardroom (room 11) are not at their post on the 
  battlemented platform (area 10) and the gnolls in the 
  gatehouse (room 22) are drunk and are neglecting theirduties, 
  the adventurers will be able to reach the lower gates 
  unnoticed, so long as they exercise reasonable caution: 
  On the western side of the fortress, the wall which 
  looms up from the track to the battlemented area has 
  two large, tower-like buttresses. As you round the first 
  of these, you find an impressive gateway occupying 
  most of the width of the wall between them. 
  The southern gateway may be described in similar terms when 
  the party is able to see it. 
  Each gateway consists of a round-topped arch and has a pair 
  of stone doors. The doors have no visible handles, locks, or 
  hinges. Above each archway, a smooth, shield-shaped panel 
  of stone bears the faded remains of a coat of arms. 
  10 
  Both gateways (and the northern and eastern doors of the 
  Gateway of Berghof - room 5) are magically locked by a long- 
  forgotten, extra-powerful form of the wizard lock spell against 
  which the knock spell is ineffectual. However, the doors will 
  open automatically (swinging inwards) if touched by the 
  wielder of the Sentinel. The doors may also be opened by 
  means of a dispel magic spell (taking the level of the caster of 
  the wizard lock as 15th). 
  Characters who have read the book from the Hermitage (in 
  module UK2-THE SENTINEL), which describes the history of 
  the Van Arthog family, will be able to recognise the coat of 
  arms as that of the Grand Dukes of Berghof (a title no longer in 
  use). Its central motif is a tower with a winding path leading to 
  its gate. Behind the tower is a rising sun and above this a 
  crown. 
  THE UNDERCROFT 
  The chambers and passages of the undercroft have not been 
  entered (except by the giant ants in the Guardian’s Hall - 
  room 7) for many years since the Guardians left the Keep. 
  The players’ descriptions assume that the adventurers have 
  some light source. If not, the DM should amend the 
  descriptions accordingly. Unless otherwise stated, rooms in 
  the undercroft are 15 feet high. 
  5. The Gateway of Berghof 
  This room was once, quite literally, the Gateway of Berghof, 
  since all traffic between Berghof and the coastlands was 
  obliged to go through it. It is protected by three magical 
  automatons. These would not normally present any danger to 
  the party, but are now subject to being activated and de- 
  activated at random. The room is about 30 feet high: 
  This is a large and impressive room. The walls and 
  ceiling are of a deep red, lustrous stone, flecked with 
  glittering white inclusions. The floor is of a smooth, 
  pale grey stone and has a large coat of arms inlaid in 
  its centre. 
  In an alcove in each corner of the room stands a large 
  stone chair. Three of the chairs are occupied by 
  strange, silent, unmoving figures which appear to be 
  no more than suits of human-sized clothing, arranged 
  as if worn by invisible, seated men. The chair in the 
  south-eastern alcove is empty. 
  The figures are: a suit of chainmail armour equipped with 
  helm, shield and mace (north-western alcove); a rich, cowled 
  robe with a staff (north-eastern alcove); and a suit of platemail 
  armour with helm, shield and sword (south-western alcove). 
  They are not invisible creatures, but are magically animated 
  suits of clothing and equipment, given abilities which 
  resemble those of the character classes they represent. 
  If they are interfered with or attacked, or if the room or any of 
  its contents are damaged, the figures will be activated and will 
  attack any creatures in the room. 
  The figures may also be activated by a control device in the 
  Guardian’s Hall (room 7). Since their arrival, the giant ants’ 
  movements over the control device have had the effect of 
  
  THE RECAPTURE OFADLERWEG (UNDERCROFT: 6-7b) 
  The southern end of the table is supported by two slender, 
  stone pillars. Next to the balance are a number of brass- 
  coloured weights arranged neatly in a shallow depression. 
  Coins from travellers were first weighed and then deposited in 
  the chest. When the undercroft was abandoned, the chest was 
  left empty. It has three locks. 
  The only items of value in the room are the pan-balance and 
  weights. These have the appearance of brass, and an apparent 
  total value of lgp, they are actually made of a very hard- 
  wearing alloy of gold and mithral. The total value of the 
  weights is 750gp and the pan-balance is worth 1OOOgp if it is 
  removed from the table. Removing the balance will not be 
  difficult. 
  randomly activating and deactivating the figures. When the 
  party enter sthis room, the figureswill be inactiveand seated in 
  their alcoves. Each round thereafter, there is a 20% chance that 
  an ant will activate them, and a 20% chance that they will be 
  deactivated and return to their chairs. Even if an ant 
  deactivates the figures, they will be immediately re-activated if 
  the party continues to attack them. 
  While moving and attacking, the movements of the figures are 
  as if the clothing and equipment were being worn and wielded 
  by invisible creatures. They will not move outside this room for 
  any reason, and will takecover in their alcoves if fired upon by 
  creatures they cannot reach. 
  The chainmail, shield and mace (AC 4; MV 9“; HD 6; hp 45; 
  #AT 1; D 2-7; SA Fear; SD Need magical or silver weapons to 
  hit; MR 25%, immune to sleep, charm, etc; Int Non; AL N; Size M; 
  xp 620; THACO 13) have cleric-like abilities. Any character hit 
  by the mace must save vs. Magic or be affected by the 
  equivalent of a cause fear spell (the reverse of remove fear) 
  which will last for six rounds. 
  The robe and staff (AC 8; MV 12”; HD 6; hp 42; #AT Nil; D Nil; 
  SA Magic missiles; SD Need magical or silver weapons to hit; 
  MR50%, immune to sleep, charm, etc; Int Non; AL N; Size M; xp 
  620; THACO N/A) represent a magic user and will fire two 
  magic missiles every round. 
  The plate mail, shield and sword (AC 2; MV 6“; HD 6; hp 50; 
  #AT 1; D 5-12 (d8+4); SA Nil; SD Need magical or silver 
  weapons to hit; MR Std, immune to sleep, charm etc; Int Non; 
  AL N; Size M; xp 525; THACO 13) are like a fighter, relying on 
  good armour and brute force. 
  Although the individual animated objects may be damaged 
  during combat, each will flght at full capability until reduced to 
  zero hit points, when the objects will crumble to dust. 
  The figures were held in awe by travellers who regarded them 
  as invisible guardians of the Keep. Held most in awe was the 
  empty chair which men’s minds filled with a number of 
  unknown horrors. 
  The coat of arms on the floor is that of the Grand Dukes of 
  Berghof (a tower with a path leading to its gate, a rising sun 
  behind and a crown above). It will be recognised by any 
  characters who have read the book from the Hermitage (in 
  module UK2 - THE SENTINEL) which records the history of 
  the Van Arthog family. 
  There are no items of value in the room. 
  The northern and eastern doors of this room are identical to 
  the western and southern ones. They are also magically locked 
  in the same way (see the description of area 4). 
  6. Toll Room 
  This room was used for the collection of tolls from travellers 
  using the pass; it is unoccupied: 
  This is a small, plain room. Projecting from the left- 
  hand wall is a long, stone table with a pan-balance 
  mounted on it near the right-hand end. Behind the 
  table are a pair of chairs and a large iron-bound chest 
  against the far wall. 
  7. Guardian’s Hall 
  This hall is being used as a nest by a small colony of giant ants 
  who will attack the party if disturbed. They have divided the 
  room into three parts with partitions made from mulched 
  vegetable matter. The material of the screens will burn readily 
  but will not alter the effects of any fire-based attacks. 
  The southern part of the room (7a) is unoccupied, the middle 
  part (7b) is the ants’ general working and storage area, and the 
  northern part (7c) is the queen ant’s chamber. The descriptions 
  of these three areas assume that the party first enters the hall 
  through the southern door and proceeds northwards. If not, 
  the DM should adjust them accordingly. 
  Area 7a 
  f 
  > 
  This long hall appears to beempty but you cannot see 
  the far end since it is obscured by an uneven screen of 
  a paper-like material. The floor consists of green, red 
  and white hexagonal tiles, each about 6 inches 
  across, laid out in a regular pattern. The walls are pale 
  grey and plain, as is the ceiling. 
  If the Characters listen carefully, they will be able to hear the 
  sound of movement behind the screen. So long as the screen 
  remains unbroken, the ants will not attack the party in the 
  southern part of the room. 
  Area 7b 
  f 
  ’I 
  Beyond the screen you find another section of the 
  room but the far end is still obscured since there is a 
  second screen. This is similar to the first except that 
  there is a small hole in it near the floor. 
  I There are five giant ants working here. 
  t 
  J 
  The occupants are five giant worker ants (AC 3; MV 18”; HD 2; 
  hp 7 each; #AT 1; D 1-6; SA Nil; SD Nil; MR Std; Int Animal; 
  ALN;SizeS;xp34each;THACO 16; MM).Theywillattackany 
  creatures who enter the nest or who damage the southern 
  screen. When alarmed they will send a signal (a scent not 
  noticeable by the party) to the worker and soldier ants in the 
  queen’s chamber (7c). These ants will join the fight in the next 
  round although the queen herself cannot move. 
  11 
  
  THE RECAPTURE OF ADLERWEG (UNDERCROFT: 708) 
  The floor is covered with rubbish except for the area near the 
  centre of the room surrounding a hole about a foot across. 
  Hanging from the ceiling are five irregular bundles bound 
  tightly with silk-like threads. 
  The rubbish on the floor consists of vegetable matter, stones 
  and the bones of small animals. It contains no items of value. 
  The bundles hanging from the ceiling are the ants' foodstore. 
  They contain a lamb, a rabbit, a lizard, afire beetle (this bundle 
  is glowing; if the party has no lights, the DM should mention 
  this in the room description) and a jermlaine; all are dead. The 
  fire beetle was killed five days ago and the luminosity of its 
  glands will persist for two more days. The jermlaine is wearing 
  an adjustable bracelet around its waist as a belt. The bracelet is 
  made of gold and is set with small pieces of jade. Its apparent 
  value is 250gp. It is actually a magical item which will give the 
  wearer the same swimming abilities as those given by 
  gauntlets of swimming and climbing. Note that no climbing 
  abilities aregiven and that any character may usethis item. Its 
  actual value is 5000gp (500xp). 
  The entrance tunnel of the nest emerges through a hole in the 
  floor. The tunnel is about 100 feet long, 15 inches wide and 
  follows a slightly twisting course westwards and downwards to 
  emerge on the mountain slope 30 feet below the main track. 
  The western end of the tunnel is hidden from the track by 
  rocks. 
  f 
  This octagonal room has a slender, stone pillar near 
  the wall at each corner. The ceiling is painted to 
  represent a domed roof, supported by these pillars, 
  and the walls show a country scene which continues 
  all the way around the room. With a little imagination, 
  you could be standing in asummer house, surrounded 
  by pleasant pastures and woodlands, at the top of a 
  grassy slope leading down to a large lake. 
  \ 
  Area 7c 
  1 
  This is the final section of the room. The far wall bears 
  a vivid mosaic. Lying on an altar-like table below this 
  is the bloated mass of a queen ant. 
  The queen ant (AC 3; MV 0; HD 10; hp 48; #AT Nil; 
  D Nil; SA Nil; SD Nil; MR Std; Int Animal; AL N; Size M; xp 0; 
  THACO N/A; MM) can neither move nor attack. If the queen is 
  killed, any surviving ants will become confused for six rounds 
  and then attempt to leave the nest. 
  The mosaic on the northern wall depicts the Sentinel. The tiny 
  tiles representing the stone on the glove's ring are azurite and 
  are worth a total of 800gp. 
  The table on which the queen is lying incorporates the controls 
  which activate and deactivate the figures in the Gateway of 
  Berghof (room 5). The movements of the queen ant's 
  attendants over the control panels were responsible for the 
  random activation and deactivation of the figures. She is 
  normally attended by four workers (AC 3; MV 18"; HD 2; hp 7 
  each; #AT 1; D 1-6; SA Nil; SD Nil; MR Std; Int Animal; AL N; 
  Size S; xp 34 each; THACO 16; MM) and four soldiers (AC 3; 
  MV 18"; HD 3; hp 13 each; #AT 1; D 2-8; SA Poison sting (3-12 
  hit points of damage, 1-4 if savevs. Poison); SD Nil; MR Std; Int 
  Animal; AL N; Size S; xp 79 each; THACO 16; MM) but the party 
  will probably have met these already - either in area 7a or 7b. 
  8. Painted Room 
  This room was decorated in this way by Karl Van Arthog, the 
  last of the Guardians of Berghof, to remind him of his home, 
  the Lake-Side Villa (see UK2 - THE SENTINEL). All items of 
  furniture were removed when he left. 
  The doors of this room are well concealed by the painting and 
  should be regarded as secret when closed, if viewed from 
  inside the room. The north-western, north-eastern and south- 
  eastern doors will open automatically at the touch of the 
  Sentinel-wearer, although they are not magically locked and 
  may be opened in the usual way. 
  If the players ask for a more detailed description of the wall 
  paintings, the DM should mention that there are paths 
  depicted on the north-eastern and north-western walls leading 
  away from the summer house. These paths are clues to the 
  presence of the doors in these walls. 
  There is a small secret compartment in the top of the pillar on 
  the north-eastern side of the door to the release chamber 
  (room 9). This compartment is very well hidden (half normal 
  chance of finding) and will only be found if the adventurers 
  specifically examine the pillars. The compartment contains a 
  tiny ivory casket with gold fittings (apparent value - 50gp). The 
  casket is the replica for a Leomund's secret chest and magic 
  users in the party will have a 10% chance per level of 
  recognising it as such. 
  The large chest can only be retrieved if the words 'Fram 
  cweartern theostre, cume' are spoken while the replica is held. 
  Directions for finding the casket and for retrieving the chest 
  are given in the instruction book which may be found in the 
  Castellan's room (room 27). The book and the contents of the 
  Leomund's secret chest are described in THE SIEGE OF 
  ADLERWEG (see page 25). 
  12 
  
  THERECAPTUREOFADLERWEG (UNDERCR0FT:g- FLOOR 1: 11) 
  If the platform is deserted, and if they exercise reasonable 
  caution, the adventurers will be not be seen on the platform by 
  any of the garrison. If their presence becomes known, 
  however, the platform is avery dangerous place for them to be. 
  Different parts of it are overlooked from the dormitory (room 
  13), the defence room (room 14), the kitchen (room 18), the 
  hall (room 21) and the gatehouse (room 22). 
  9. Release Chamber 
  The door to this room is secret. It may be opened by the touch 
  of the Sentinel-wearer or in the usual way: 
  r 
  I 
  This room is circular and seems to be unoccupied. 
  With the exception of a circular area in the centre of 
  the floor, the walls, floor and ceiling are of a smooth 
  pale grey stone. The circular area contains a stark 
  spiral pattern in black and white. 
  This room will only become significant during THE SIEGE OF 
  ADLERWEG (page 21). This is the place where creatures 
  incarcerated in the Keep's magical imprisonment system may 
  be released. The imprisonment system is described in THE 
  MAGICAL PRISON (page 24). 
  THE TOWER 
  If the party follows the advice of the Sentinel and enter the 
  Keep through the undercroft, they will enterthe towerthrough 
  thesecret dooron thestairway nextto thedormitory (room 13) 
  on floor 2. 
  Unless otherwise stated, all other rooms and passages in the 
  tower are 15 feet high, all doors are of oak, 5 feet wide, 8 feet 
  high and 3 inches thick, and all floors/ceilings are 5 feet thick. 
  There are several chimneys in the building. These are only 6 
  inches wide at their narrowest points. All windows are barred. 
  The bars are half an inch thick and 6 inches apart. 
  Unless otherwise stated, all descriptions of areas in the tower 
  assume that the general alarm has not been raised, that it is 
  daytime and that the party has a source of light for use in 
  darkened areas. If this is not the case, the DM should amend 
  them accordingly. 
  FLOOR 1 
  This level of the tower consists of a battlemented platform 
  (area lo), two rooms and a stairway which leads to the higher 
  levels of the tower. 
  10. Battlemented Platform 
  This platform overlooks the track below and is currently 
  unoccupied: 
  This is an open, flat area with a crenellated parapet. It 
  extends outwards from the foot of the main fortress 
  building on the south and west sides. The walls of the 
  Keep look down on it menacingly. 
  The crenellated parapet is about five feet high. The cut-out 
  portions of thecrenellation are narrow, and the raised partsare 
  each pierced by an arrow slit. Furthermore, there are arrow 
  slits in the floor of the platform near the parapet, pointing 
  obliquely downwards. 
  If the general alarm has been raised, the gnolls from the 
  guardroom (room 11) will be out on the platform. Otherwise it 
  will be unoccupied. 
  11. Guardroom 
  The occupants of this simple guardroom are a drunken 
  contingent of the gnoll garrison: 
  Slumped on a bench or lurching around the room are 
  nearly a dozen tall humanoid creatures with grey 
  skins and dog-like faces. Some are swigging from 
  flagons and all are apparently drunk. They have axes 
  and are wearing leather armour with metal plates. 
  There are 10 gnolls (AC 5; MV 9"; HD 2; hp 12 each;gAT 1 ;  
  D 1-8 (battle-axe) or 1-6 (longbow); SA -5 to hit; SD Nil; 
  MR Std; Int Semi; AL CE; Size L; xp 52 each; THACO 20*; MM) 
  in a state of great intoxication. If attacked, they will fight to the 
  death, making no attempt to raise the alarm. They will move 
  out onto the battlemented platform (area 10) if the general 
  alarm is raised. Otherwise, they will not notice attempts by the 
  party to enter the Keep unless they are actually attacked. The 
  personal treasures of the gnolls consist of 4d6gp each. In 
  addition, one of them has a silver napkin ring (value - 50gp). 
  Against the northern wall is a long table with a bench beside it. 
  Apartfromthegnolls'longbowsandquivers which lie in a heap 
  on the floor, and their other personal possessions, the only 
  items of value or interest in this room are 200 arrows in a locker 
  and a bundle of 25 torches. Several empty and broken flagons 
  are scattered around the room. 
  13 
  
  THE RECAPTURE OFADLERWEG (FLOOR 1: 12 - FLOOR 2: 14) 
  12. Death Room 
  r 
  The occupants of this large room are over a dozen tall 
  grey humanoids with dog-like faces. They are armed 
  with axes and long bows and wear leather armour. As 
  they see you, they rush towards you menacingly. 
  This entire room is a trap, operated from the defence room 
  (room 14) above. It is designed to prevent attackers who have 
  overrun the platform from entering the tower. To enter this 
  room, the players will have to lift or bend the southern gate. 
  They will be able to see through the bars, however: 
  This is a plain room, hewn from solid rock, with 
  blackened walls and ceiling. There are many 
  suspicious holes in the ceiling, each about an inch 
  across. There are two doorways, each only five feet 
  high and barred by stout metal gates. 
  The barred gates are opened and closed by the winch 
  mechanisms in the defence room on the floor above. The gates 
  slide vertically in slots cut into the door frames. The gates may 
  be bent (-10% usual chance, see PHB p9) or lifted in the usual 
  way by characters on this floor. 
  Warning bells in the defence room will sound if the gates are 
  lifted. The bells will alert the gnolls who will then raise the 
  general alarm. The bells will not ring if the bars are bent. The 
  gnolls in the defence room can see into the death room 
  through the peep-hole at the top of the stairs between the two 
  rooms. 
  Once alerted, the gnolls will operate the burning-oil device if 
  any attempt is made either to open the northern gate, or to 
  block the holes in the ceiling. The device works by sending a 
  shower of hot, burning oil into the death room through the 36 
  holes in the ceiling. This oil will burn for five rounds during 
  which it will cause 2-12 hit points of damage per round to any 
  creatures in the room. 
  The gnolls have enough hot oil in theircauldron in the defence 
  room to operate the device six times. The device takes a while 
  to reload and may only be operated once every six rounds. 
  FLOOR 2 
  This is the floor on which the party will most likely enter the 
  tower. It includes the defence room (a key point in the defence 
  of the Keep) and the upper gate which is the normal entrance 
  to the Keep. 
  13. Dormitory 
  Several gnolls, overcome by drink, have come here to sleep. 
  They are relatively helpless but therearealertgnolls in the next 
  room: 
  The air in this room is filled with the strong smell of 
  sweat and the sound of none-too-gentle snoring. 
  Much of the floor is covered with straw on which 
  sprawl half a dozen humanoids wearing leather 
  armour. One of them is clutching a flagon. 
  There are six gnolls (AC 5; MV 9“; HD 2; hp 12 each;#AT 1; 
  D1-8(battle-axe);SA-5to hit;SDNil;MRStd; 1ntSemi;ALCE; 
  Size L; xp 52 each; THACO 20’; MM) who are greatly intox- 
  icated and sleeping. The adventurers will normally be able to 
  kill these gnolls without difficulty if they decide so to do. 
  14 
  However, there is a 10% chance per round that each surviving 
  gnoll will wake up. Once awake, the drunken gnolls will fight 
  fiercelyand will call for help. Their shouts will be heard bytheir 
  companions in the defence room (room 14) unless the sound is 
  suppressed in some way (eg by a silence spell). 
  Oncealerted, the gnollsfrom the defence room will investigate. 
  They will attack the party on sight and will attempt to raise the 
  general alarm. 
  The sleeping gnolls each have 4d6gp. In addition one of them 
  hasasilver mirror (value-20gp) and another hasa rock crystal 
  gem (value - 14gp). 
  If the adventurers take the opportunity to search the straw 
  bedding, they will discover the following items: a small ivory 
  ball (value - 30gp), a pair of silver tweezers (value - IOgp), and 
  6gp, 12sp and 15cp in coins. 
  14. Defence Room 
  This room is very important in the defence of the Keep since it 
  contains the mechanism for springing the trap in the death 
  room (room 12) below. The gnolls here are only a little drunk: 
  There is a gnoll leader (AC 5; MV 9”; HD 3; hp 16;#AT 1; D 1-8 
  (battle-axe) or 1-6 (longbow); SA Nil; SD Nil; MR Std; Int 
  Low-ave; AL CE; Size L; xp 83; THACO 16; MM) and 14 gnolls 
  (AC5; MV9”;HD2; hp9each;#AT1; D1-8 (battle-axe)orl-6 
  (long bow); SA Nil; SD Nil; MR Std; Int Low; AL CE; Size L; xp 
  46each; THACO 16; MM) whoareall slightly intoxicated.Their 
  personal treasures are as follows: leader - 25gp plus a seal 
  (with an eagle motif) made of jasper (value - 60gp); gnolls - 
  6d6gp each. One has a gold medallion (value - 21gp), and a 
  silver table fork (value - 8gp). 
  If they are attacked (or if attracted by noises from the 
  dormitory - room 13) they will fight the adventurers to the 
  death but two of them will attempt to raise the alarm in the rest 
  of the Keep. 
  The gnolls will notice if the party lifts the gates in the death 
  room (room 12) and will react by raising the alarm and 
  operating the burning-oil device (see below and room 12). 
  Otherwise, they will not normally notice attempts by the party 
  to enter the Keep unless the general alarm has been raised. 
  The room is large, irregular in plan, with arrow slits in the 
  south- and west-facing walls. It is dominated by a device 
  designed to pour burning oil into the death room (room 12) 
  below. The device consists of several components, including a 
  large, iron cauldron mounted on brackets in the fireplace. A 
  pipe with a tap runs out from the base of the cauldron and 
  down to an empty, blackened, shallow trough cut into the 
  floor. On either side of the trough, three short runnels with 
  metal sluices lead to holes in the floor. Closer inspection of 
  these holes will reveal that, immediately below floor level, they 
  each sub-divide into six pipes sloping obliquely downwards. 
  To operate the device, the tap is opened, allowing oil to pour 
  into the trough. The oil is ignited and the sluices are opened, 
  
  THE RECAPTURE OFADLERWEG (FLOOR 2: 751 
  allowing it to pour down into the death room through the holes. 
  The burning oil causes 2-12 hit points of damage per round to 
  anyone in that room, and burns for five rounds. The device can 
  only be used once every six rounds, however. 
  There is enough oil in a full cauldron for six uses. There are 
  seven jars next to the fire-place and each contains enough oil 
  to operate the pouring device three times, but the oil is of a low 
  grade which must be heated for two hours in the cauldron 
  before it will burn. 
  There are two winch mechanisms which are used to raise and 
  lower the gates of the death room. Each winch has a bell which 
  rings if its gate is moved. 
  There are three benches, four tables and eight chairs. There 
  are also seven lockers standing against the western and 
  southern walls. None of these is locked or trapped. Their 
  contents are: 
  - 180 arrows. 
  - 10 longbows, 20 bow strings, lumps of resin and tools for 
  - 210 arrows. 
  - 240 arrows. 
  - Bandages, splints, pots of ointment and three glass bottles. 
  Each bottle contains one dose of a potion of healing (a 
  viscous, colourless liquid with a sour taste). 
  - 190 arrows. 
  - (Next to fire-place) Tools and materials for repair and 
  Other items around the room are flagons of wine, leather cups, 
  pewter platters, some bone dice, bone counters, two whet- 
  stones and 25 torches in a bundle. 
  the repair and maintenance of bows. 
  maintenance of the burning-oil device. 
  15. Gate Watchroom 
  This room was used by the porters of the Keep whose job it was 
  to check the identity of visitors before admittance. There are 
  some gnoll guards here now: 
  Seated around a small table in the centre of this small 
  room are fourtall humanoid creatures with grey skins 
  and dog-like faces. Two of them are arm-wrestling 
  while the other two cheer them on. 
  The occupants are four gnolls (AC 5; MV 9"; HD 2; hp 9 each; 
  #AT 1; D 1-8 (battle-axe) or 1-6 (long bow); SA Nil; SD Nil; 
  MR Std; Int Low; AL CE; Size L; xp 46 each; THACO 16; MM) 
  who have had noalcohol. If theyareattacked, they will attempt 
  to flee and to raise the general alarm. They will notice if 
  unconcealed characters enter the passage outside the upper 
  gate or if attempts are made to open it, and will accordingly 
  respond by raising the general alarm. Their personal treasure 
  consists of 4d6gp each. In addition, one of them has a 
  bloodstone gem (value - 34gp); and one is wearing what 
  appear to be ordinary black armbands. In fact theSe are a 
  perfect cure for insomnia, and anyone wearing them will have 
  no trouble sleeping soundly and comfortably. 
  Apart from the objects already described, and the personal 
  possessions of the gnolls, the only other items in this room are 
  a small pile of firewood, a bundle of six torches, a large hour- 
  glass and a slate with a piece of chalk attached to it by a string. 
  The slate and chalk were used by the human guards of the 
  Keep to note down passwords, times of arrival of visitors, duty 
  rosters, etc. To while away the time, the gnolls have covered 
  the slate with illegible, meaningless scrawls. 
  15 
  
  THE RECAPTURE OFADLERWEG (FLOOR 2: 16 - FLOOR 3: 18) 
  This room has many hooks, pegs and shelves on its 
  walls, but all are bare. Everything in the room, 
  consisting mostly of tack, harness and feed, has been 
  thrown into a large, untidy heap on the floor. 
  FLOOR 3 
  16. Stable 
  There are three horses here. They were used by the original 
  garrison but have been neglected by the gnolls: 
  This is a stable, with five stalls against the eastern 
  wall. Three of these contain horses which whinny 
  plaintively when they see you. They look under-fed 
  and ungroomed, and the room smells as if the stalls 
  have not been cleaned for many days. 
  Each of these horses will adopt an uncommon loyalty (as if 
  affected by an animal friendship spell) to the first character 
  who feeds it or gives it water. All three are medium warhorses 
  (AC 7; MV 18“; HD 2+2; hp 11(14), 8(12), 7(10); #AT 3; 
  D 1-6/1-6/1-3; SA Nil; SD Nil; MR Std; Int Animal; AL N; Size L; 
  xp 68, 59,56; THACO 16; MM) and are fully trained. Their full 
  hit points will be restored by two weeks of proper feeding and 
  grooming. 
  17. Tack Room 
  Having little interest in horses, the gnolls merely ransacked 
  this room leaving most of the contents intact: 
  If the adventurers take the time to sort out the heap they will 
  find 20 sacks of oats, six saddles, 10 bridles, eight saddlebags, 
  two sets of leather barding, a set of chain barding, 12 saddle 
  blankets, a small anvil, a small portable forge and bellows, 
  blacksmith’s tools, horseshoes, nails, four sacks of charcoal, 
  leather-working tools, combs, brushes, saddlesoap and horse 
  liniment. 
  16 
  This floor contains the kitchen and associated store rooms, the 
  main hall of the Keep, and the gatehouse (the focus for the 
  defence of the upper gate). 
  18. Kitchen 
  Warming herself before the fire is the gnolls’ malicious old 
  wise-woman with her pets: 
  This room is filled with the smell of cooking meat. 
  Seated in a chair beforeafire at the western end of the 
  room is an ancient female humanoid wearing a filthy 
  leather apron and holding a knobbly staff. She is 
  puffing on a large pipe and is surrounded by five 
  bristly, dog-like creatures gnawing bones noisily. 
  The old female gnoll is a 4HD witch doctor (AC 8 (leather armour 
  only); MV 9”; C41M2; hp 20; #AT 1; D 1-6 (club); SA Spell use; 
  SD Nil; MR Std; Int Ave; AL CE; Size L; xp 205; THACO 15) and 
  her pets are five hyenas (AC 7; MV 12”; HD 3; hp 16 each; #AT 1 ; 
  D 2-8; SA Nil; SD Nil; MR Std; Int Animal; AI N; Size M; xp 83 
  each; Thaco 16; MM). The wise-woman’s spells are: 
  First level: affect normal fires, cure light wounds (x3), 
  shield. 
  Second level: augury, chant. 
  If possible, her first action when she sees the party will be to 
  castaffect normal fireson her pipeand to hurl it in thedirection 
  of the adventurers. The burning pipe-weed will pour out 
  noxious fumes which will rapidly fill the room. Any character 
  inhaling these fumes will cough and choke for d6+2 rounds 
  unless they make a successful saving throw vs. Poison. 
  Affected characters will attack at -2 to hit and will have an 
  armour class penalty of +2 until they recover. The gnoll and the 
  hyenas will not be affected by the fumes. 
  The wise-woman, aided by the hyenas, will fight the party - 
  casting appropriate spells if possible. She is somewhat over- 
  confident of her own powers and will not flee for help unless 
  reduced to six or fewer hit points. 
  Her personal treasure consists of a fine pipe made of ebony 
  and inlaid with ivory, asmall gold brooch with tiger eyestones 
  (value - 200gp), a plain wooden pipe (the one she was 
  smoking) and a pouch of unusual pipe-weed (enough to fill a 
  pipe twice). Magic users will be able to produce the same 
  choking effect as the old gnoll by casting affect normal fires on 
  a burning pipe-full of the weed (the pipe’s contents are 
  consumed by this) but the magic user and his or her 
  companions are not immune to the fumes. 
  The hyenas have no treasure. 
  At the western end of the room, a large piece of meat is cooking 
  before the fire. In the centre of the room are two large wooden 
  tables. On these, and around the room, are scattered many 
  items of kitchen equipment, food and scraps. There is a bread 
  oven behind an iron door next to the fire. 
  Unless the fight with the wise-woman has been unusually 
  quiet, the men-at-arms in the fuel store (room 19) will realise 
  that the tower is under attack and will cry out for help. Their 
  cries will be audible in the kitchen. 
  
  19. Fuel Store 
  This is the fuel store for the Keep. The gnolls have imprisoned 
  five of the original garrison here, who will call out to the party 
  for help: 
  Slumped at the southern end of this small room are 
  five wounded men. They are bound with rope and 
  implore you to release them. The room appears to be a 
  store for torches, firewood and coal. There are also 
  some large earthenware jars. 
  THE RECAPTURE OFADLERWEG (FLOOR 3: 19-22) 
  The room contains large quantities of food, drink, tools, 
  timber, ropes, furniture and other miscellaneous items. 
  The bound figures are the survivors of the original garrison of 
  the Keep. There are four men-at-arms (AC 10; MV 12"; FO; 
  hp 3(5), 2(6), 2(5), l(4); #AT 1; D By weapon; SA Nil; SD Nil; 
  MR Std; Int Ave; AL NG; Size M; xp 13,12,12,11; THACO 20*) 
  and a sergeant (AC 10; MV 12"; F2; hp 4(14);#AT 1; D By 
  weapon; SA Nil; SD Nil; MR Std; Int Ave; AL NG; Size M; xp47; 
  THACO 20). They were wounded and captured by the gnolls, 
  and have been kept alive only in order to suffer the torments of 
  their captors. They have no equipment. 
  They are bound but not gagged and will shout for help if, for 
  example, they hear noise of combat nearby. If freed, healed 
  and armed, these men will willingly aid the party. Their 
  preferred weapons are the long sword and longbow, and they 
  will wear any fairly- or non-bulky armour which they are 
  offered (see DMG p27). 
  If used wisely, the soldiers will be very useful to the party. The 
  sergeant in particular may be a good source of information and 
  advice concerning the defence of the Keep (see THE ATTACK 
  BY THE FIRE GIANT - page 21). However, the DM should be 
  careful to prevent the party from taking unscrupulous 
  advantage of these men. They are experienced soldiers and 
  will only take risks if these are seen to be shared equitably by 
  the adventurers. 
  In total, the room contains 52 sacks of coal, 31 bundles of 
  torches (20 torches per bundle), 87 bundles of firewood and 12 
  large jars. The jars contain the low-grade oil which is used by 
  the burning-oil device in the defence room (room 14). This oil 
  will not burn unless hot. There is enough oil in each jar for 
  three operations of the burning-oil device. 
  20. Food Store 
  This is a general store. It is unoccupied: 
  This room is piled high with food-stuffs and other 
  stores, but there is a clear space along the western 
  wall, and easy access to a deep alcove in the eastern 
  wall. There is no sign of any occupants. 
  The eastern alcove contains a well. This is a circular hole about 
  200feet deep. There isa pulley on theceiling directlyabove the 
  hole, and next to the well there is a winch for raising the bucket. 
  The well is fed through porous bedrock and so there is no way 
  in or out of the Keep through it. 
  21. Hall 
  The male gnolls have made a shambles of this room and some 
  females are tidying up. They will flee when they see the party: 
  Working to tidy a table in the centre of this large room 
  are four tall, female humanoids with grey skins and 
  dog-like faces. They are wearing filthyleather aprons 
  over shapeless smock-like garments. When ihey see 
  you they back away in fear and begin to shout and 
  scream. 
  There are four female gnolls (AC 8 (leather armour only); MV 
  9"; HD 2; hp 9 each;#AT 1; D 1-4 (miscellaneous weapons - 
  dagger, toasting fork, meat cleaver and skewer); SA -1 to hit; 
  SD Nil; MR Std; Int Low; AL CE; Size L; xp 35 each; THACO 17; 
  MM) who are moderately intoxicated. They will not be alarmed 
  by noises from the kitchen (room 18), but when they see the 
  party they will attempt to flee and warn the male g n o l M  the 
  gatehouse (room 22). If attacked, they will only fight back if 
  cornered. They have 2d4gp each. In addition, one of them also---
  has a silver arm-band (value - 60gp). 
  The gnolls in the gatehouse (room 22) will be alerted if the 
  females manage to open the door between the rooms or 
  scream for two rounds unchecked. The males will then rush 
  into this room and attack the party. 
  In the centre of this room is a long wooden table with a bench 
  on either side and a large, high-backed chair at one end. 
  Scattered over the table and floor are the bones, scraps of food 
  and broken vessels which the female gnolls were tidying up. 
  Hanging on the northern wall of the room is a tapestry which 
  has been slashed to ribbons. The tapestry once depicted the 
  building of the Keep, and was a very fine work of art. In its 
  present state, however, it is worthless. If it were repaired in 
  some way (for example, by the use of 10 mending spells) it 
  would be worth 1500gp. 
  Above the fireplace, a large shield-shaped panel once 
  displayed the coat of arms of the rulers of Berghof. The 
  original design is now almost totally obscured by a crude 
  painting of the Gauntlet. Standing against the wall in each of 
  the south-western and south-eastern corners is a long wooden 
  locker. The lockers contain arrows - 160 and 230 respectively. 
  22. Gatehouse 
  This room is a key point in the defence of the upper gate of the 
  tower. The gate is raised and lowered from here, there are 
  arrow slits which overlook the path and murder holes leading 
  down to the passage in front of the gate. It is likely that the 
  gnoll guards will have been alerted by the females in the hall 
  (room 21) and will have attacked the party there. If so, the DM 
  should amend the description accordingly: 
  17 
  
  THE RECAPTURE OFADLERWEG (FLOOR 4: 23-24) 
  This is an odd-shaped room with many arrow slits in 
  the walls. Scattered around the room are eight 
  humanoids; tall and grey with dog-like faces. As you 
  enter, flagons are cast aside and the creatures rush 
  towards you, swinging battle-axes. 
  The occupants are eight gnolls (AC 5; MV 9”; HD 2; hp 9 each; 
  #AT 1; D 1-8 (battle axe) or 1-6 (longbow); SA Nil; SD Nil; 
  MR Std; Int Low-ave; AL CE; Size L; xp 46 each; THACO 16; 
  MM) who are moderately intoxicated. They will attack the 
  party on sight or if they are alerted by the females in the hall 
  (room 21). Once they have engaged the party, they will attempt 
  to perform a fighting retreat up the stairs to floor 4 if things 
  start to go badly for them. One of them has 31 gp plus a bottle of 
  perfumed hair oil (value - 15gp). The others have 4d6gp each. 
  At the discretion of the DM, the gnolls may notice creatures 
  approaching the upper gate along the path and will then raise 
  the general alarm (see area 3). They are oblivious to 
  movements elsewhere outside the Keep. 
  There are a dozen stools in the room and a winch mechanism 
  against the southern wall which moves the upper gate. 
  Between the winch and the northern wall, murder holes 
  (ve’rtical tubes about 6 inches across) lead down through the 
  ceiling of the short passage outside the upper gate. 
  In the middle of the enlarged, western part of the room is a 
  weapon rack with three wooden lockerson the floor beneath it. 
  There are five longbows on the rack (in addition to those 
  carried by the gnolls) and the contents of the lockers are as 
  follows: 
  FLOOR 4 
  This floor comprises the armoury and former chambers of the 
  Castellan and his lieutenant. Included with these rooms are the 
  turrets which guard the roof. 
  This floor is currentlyoccupied bythe ogrillon and his retinue. 
  They will not seek out the party if the general alarm is raised 
  but will remain here, relying on thegarrison to take care of the 
  intruders. 
  23. Eastern Turret 
  This is a simple, unoccupied turret room: 
  1 
  This octagonal room is empty except for a wooden 
  locker in the centre of the floor. Six of its walls are 
  pierced by arrow slits with metal shutters which are 
  hanging open. 
  - 180 arrows, 
  - 225 arrows, 
  - Bow strings, resin, tools, and other items for the repair and 
  maintenance of bows. 
  Near the winch there are 20 flasks of normal, inflammable oil 
  with simple wicks. These will be ignited and thrown at the 
  adventurers (causing normal damage) through the murder 
  holes, if the party reaches the gate below. 
  The room is octagonal with a southward extension from the 
  south-east corner. In the centre of the octagonal area is a 
  weapon rack. Below this are four lockers on top of which lie 
  heaps of swords and leather armour. Against the walls of the 
  southern area are more racks, also with lockers beneath them. 
  The arrow slits of this room overlook the lower, eastern part of 
  the tower roof. The locker is unlocked and untrapped. It 
  contains 250 arrows. 
  24. Armoury 
  This is the armoury of the Keep. The ogrillon’s lieutenant is 
  here with his master’s hounds. All will fight to the death to 
  defend the ogrillon: 
  Looming towards you from the centre of this armoury 
  is a very tall humanoid with violet, warty skin and 
  vicious-looking talons. Slavering at its feet are four 
  huge, wolf-like creatures. 
  The humanoid is an ogre (AC 5; MV 9“; HD 4+1; hp 23; #AT 1; 
  D 1-10 (bare hands); SA Nil; SD Nil; MR Std; Int Low; AL CE; 
  Size L; xp 205; THACO 15; MM) and the other creatures are 
  four worgs (AC 6; MV 18“; HD 4+4; hp 24 each; #AT 1; D 2-8; 
  SA Nil; SD Nil; MR Std; Int Low; AL NE; Size L; xp 210 each; 
  THACO 15; MM). These creatures are fanatically loyal to the 
  ogrillon and will fight to the death in his defence. 
  The ogre’s personal treasures are: 44gp in a belt pouch, a belt 
  buckle (gold set with turquoise, value - 200gp) and the front 
  cover of a magic user’s high level spell book hanging around 
  his neck on a leather thong. The ogre was attracted by this 
  cover because of the semi-precious stones with which it is 
  encrusted. Having torn the cover from the book, he then 
  discarded the contents, considering them to be meaningless 
  scrawls. Its value is 800gp. The spell book itself has long since 
  turned to dust. 
  Thereare14longbowson the rack in theoctagonal area.Three 
  of the lockers beneath it contain arrows - 180, 210 and 175 
  respectively. The fourth locker contains materials and tools for 
  the repair and maintenance of bows. 
  18 
  
  THE RECAPTURE OFADLERWEG (FLOOR 4: 25-27) 
  The weapon racks in the southern portion of the room hold: 
  three battle axes, four daggers in scabbards, two footman’s 
  flails, 15 halberds, four footman’s maces, eight spears, two 
  bastard swords with scabbards, three broadswords with 
  scabbards, eight longswords with scabbards and one two- 
  handed sword. 
  There are six lockers below these racks. Piled on top of them 
  are 18 longswords and 12 suits of leather armour. These are 
  the usable itemsstripped from the bodies of the Keep’s original 
  garrison. 
  The contents of the lockers are as follows (the armour is all 
  human-size): 
  - Three suits of chainmail armour, 
  - Two suits of chainmail armour, 
  - Two suits of platemail armour, 
  - Six small shields, 
  - Eight helmets, 
  - Various tools and materialsforthe repair and maintenance of 
  weapons and armour, eg oil, brushes, whetstones, sand. 
  Also in the southern part of the room is a bed of straw used by 
  the worgs. 
  25. Lieutenant’s Room 
  This room was formerly occupied by the Castellan’s lieutenant. 
  Since the capture of the Keep, the ogre has taken it over and 
  has not been particular about keeping the room in its original 
  neat condition: 
  This room was well furnished at one time but it has 
  been reduced to a shambles. The furniture - a couple 
  of chairs, a desk, a bed and a small, empty weapon 
  rack - suggests that it was a bedroom/study. 
  The desk had several drawers, but these have been pulled out 
  and smashed. Their contents, consisting mostly of pieces of 
  parchment, have been scattered around the room. The bed is 
  unmade and dirty. Lying over it is a carpet, which the ogre uses 
  as a blanket. 
  The role of the previous occupant was largely administrative, 
  although he was also a good fighter, and the papers are 
  concerned with the day-to-day running of the Keep. 
  26. North-Western Turret 
  This is a plain, unoccupied turret room: 
  This octagonal room is empty except for a wooden 
  locker in the centre. There are arrow slits in all but one 
  of the walls, with metal shutters hanging open. 
  The arrow slits of this room, and those of the southern turret 
  (room 28) look out over the upper part of the roof of the Keep. 
  The locker contains 220 arrows. 
  27. Castellan’s Room 
  Here, the party will encounter the ogrillon wearing the 
  Gauntlet. Before they can do anything, however, the creature 
  will seek refuge in the Keep’s magical prison. Soon after this, 
  the fire giant will arrive at the Keep to besiege it: 
  The sole occupant of this well-furnished room is a 
  man-sized humanoid creature with brown skin and 
  dark, unkempt hair. It looks mildly ridiculous since it 
  is wearing a rich but ill-fitting robe. On its left hand 
  there is a black, leather, studded gauntlet. 
  When it sees you, the creature quickly brings its 
  hands together and mutters a word or two. For a 
  moment, it is transparent and then it vanishes 
  completely. Some glittering shards hang suspended 
  in the air for a few seconds and then fall to the floor. 
  Realising that its foe has eluded it, the Sentinel will send out an 
  anguished telepathic message to the adventurers: 
  What trickery is this? Is the Gauntlet in such awe of me 
  that it dare not face me? But wait, though it has gone I 
  sense it still .... It is close, yet 1 know not where. You 
  must find it or all our efforts will have been in vain. 
  The ogrillon has escaped the party by deliberately sending 
  itself into the Keep’s magical imprisonment system. The 
  adventurers are free to examine the room and its contents, but, 
  five rounds after the ogrillon vanishes, they will be interrupted 
  by the arrival of the fire giant and his army to besiege the Keep 
  (see THE SIEGE OF ADLERWEG - page 21). 
  With the abrupt removal of the Gauntlet’s influence, all 
  surviving members of the ogrillon’s garrison will be affected by 
  theequivalent of afearspell, and will fleethe Keep (if possible) 
  by the shortest possible route, never to return. 
  The room is well-furnished. There is a polished desk in the 
  centre of the room with an open book on it, a four-poster bed 
  against the northern wall, and three comfortable-looking 
  chairs arranged around the fireplace in the eastern wall. Next 
  to the southern wall are a weapon rack, a chest and a bare 
  manikin. The floor is carpeted and there is a tapestry on the 
  wall next to the bed. 
  If the fallen shards are examined, the party will conclude that 
  they are the fragments of a shattered black gem. The gem was 
  the key which the ogrillon used to imprison himself. 
  19 
  
  THE RECAPTURE OFADLERWEG (FLOOR 4:28) 
  The book on the desk contains details of the Keep’s magical 
  prison. The imprisonment system is described in THE 
  MAGICAL PRISON (page 24). 
  The drawers of the desk (which are unlocked and untrapped) 
  contain quills (including two magical quills which allow the 
  writer to work twice as swiftly, except on magical scrolls or 
  spell books), ink, penknives, pieces of parchment, the former 
  Castellan’s letter of authority, personal letters written to him by 
  his wife and miscellaneous papers relating to the day-to-day 
  running of the Keep. 
  The bed and chairs are unexceptional, but the bed is covered 
  byagiant beaver pelt (value-600gp). The weapon rack holdsa 
  longsword +2 (NSA) in a scabbard, a dagger in a scabbard, a 
  longbow and a quiver containing 20 arrows. 
  The chest is unlocked. When the Keep was taken, the lock was 
  smashed by an unwary gnoll. This set off an explosive trap, 
  which killed the gnoll and singed the carpet nearby. Thechest 
  may now be opened easily and safely. It contains a tunic with 
  matching robe (silk with fox fur trim; value - tunic lOOgp, robe 
  150gp), two pairs of boots, a stoppered bottle containing a 
  potion of invulnerability (two doses - pale blue liquid, 
  transparent and tasteless), a bone scroll case containing a 
  scroll of protection from demons and a quantity of broken 
  glass - the remnants of several other potion bottles smashed 
  when the chest was originally opened. 
  The manikin hasasecret compartment in its base, in which isa 
  small bag containing 350pp and a key to the chest. 
  The tapestry depicts a battle scene, it is worth 700gp. The 
  carpet is worth only lOOgp because of the damage done to it. 
  28. Southern Turret 
  This is a plain, unoccupied turret room: 
  1 
  This room is empty except for a wooden locker in the 
  centre of the floor. It is octagonal and has an arrow slit 
  in all but one of its walls. These slits have metal 
  shutters which are hanging open. 
  The arrow slits of this room, and those of the north-western 
  turret (room 26) look out over the upper part of the roof of the 
  Keep. The locker contains 190 arrows. 
  20 
  
  SEG€ OFADLE 
  G 
  After taking the Keep, the Gauntlet’s thoughts turned to plans 
  of further conquest for which, it reasoned, a more powerful 
  wielder would be required. Drawing from the ogrillon’s 
  memories, it learned of an excellent candidate - a fire giant 
  who had established himself locally as a warlord. The problem 
  was how to lure the giant to the Keep. 
  The solution lay in the giant‘s daughter, who was known to go 
  hunting alone in the mountains. A squad of gnolls was 
  despatched, the giantess was captured and then brought to 
  the Keep where the ogrillon imprisoned her using some 
  magical gems which it had found (seeTHE MAGICAL PRISON 
  - page 24). Unfortunately, he had no means of releasing her! 
  Caring littleforthefate of thegiantess, theogrillonsent agnoll 
  to the fire giant with the message that his daughter would be 
  returned if he came alone to the Keep, bringing a fortune in 
  gold and gems. The giant’s response to this was to gather an 
  army and to march on the Keep. His arrival and siege of the 
  Keep raise the curtain on this part of the module. 
  SUMMARY OF THIS PART OF THE MODULE 
  This section is quite different to a normal module adventure 
  where the sequence of events is dictated primarily by the 
  movement of the adventurers from place to place. Starting 
  almost immediatelyafterthe encounter between the party and 
  the ogrillon in the Castellan’s room (room 27), the adventure 
  follows a series of events (detailed below)which take place in 
  and around the Keep: 
  The fire giant’s army arrives at the Keep and lays siege to 
  it. The Keep is a good defensive position, however, and the 
  party should be able to repulse the first assault. 
  After the first attack, the giant will parley with the 
  adventurers. In return for his daughter’s freedom, he will 
  swear to depart and to spare their lives. 
  If they agree, the adventurers must find the secret of the 
  Keep’s magical prison in orderto free the giant’s daughter. 
  The giant and his retinue will then leave as promised. 
  4. Finally, the party will be urged by the Sentinel to release 
  the Gauntlet from the magical prison and to destroy it. The 
  Gauntlet, however, will have changed bearer while 
  imprisoned. The ogrillon will reappear as a helpless 
  wretch whileagiant two-headed troll will emerge wearing 
  the Gauntlet! With skill and luck the party will be able to 
  overcome the troll, destroy the Gauntlet and so fulfil the 
  destiny of the Sentinel and complete the adventure. 
  During these events, the party will generally have freedom of 
  movement around the Keep. The DM should use the maps and 
  descriptions used in THE RECAPTURE OF ADLERWEG 
  (pages7-20, ignoring thoseoccupants which have been killed 
  or have fled) with particular reference to the defensive devices 
  and the useful supplies (arrows etc) stored around the 
  building. 
  STARTING THE SIEGE 
  The siege will begin verysoon afterthe encounter between the 
  adventurers and the ogrillon in the Castellan’s room (27). If the 
  adventurers decide to examine the book lying open on the 
  Castellan’s desk during this time, the DM should refer to THE 
  INSTRUCTION BOOK (page 25). However, they will not have 
  enough time to make a useful study of it. 
  Five rounds after the ogrillon has vanished, the party will be 
  made aware of the arrival of the giant and his army. The giant’s 
  forces will be deployed as shown on the PLAN OF BATTLE 
  (see page 23). 
  If they have been keeping watch, the characters will see the 
  giant‘s forces taking up position (the giant, his retinue and the 
  flying creatures will come over the ridge from the west and the 
  infantry will march in columns along the track from the north). 
  If not, their attention will be drawn by a raucous blast from the 
  giant’s trumpeters and the crash of the first rock (hurled by the 
  giant) against the wall of the Keep once the troops are in 
  position. The attack will then begin. 
  All the details required by the DM to conduct the siege are 
  given on the following two pages. 
  THE ATTACK BY THE FIRE GIANT 
  IMPORTANT: the DM is advised not to look on the giant‘s 
  attack as a means of massacring the party but as an exciting 
  prelude to the parley and the rest of the adventure. There is a 
  limit to the losses which the infantry will tolerate before 
  withdrawing (see THE INITIAL ASSAULT - page 23) and it is 
  likely and desirable that the first wave of the attack will be 
  repulsed by the adventurers. The giant will then open 
  negotiations with the party for his daughter’s release (see 
  PARLEY WITH THE GIANT - page 24). 
  In most cases, the adventurers will have the upper hand in the 
  battle since the tower is an excellent defensive position (eg 
  arrow-slits give a -10 AC bonus: see DMG page 64), which is 
  well stocked with the means for defence (arrows, oil etc). This 
  is especially true if the men-at-arms (from room 19) have been 
  released, since they are all able to use long bows and are well 
  versed in the defensive aspects of the building. If the party 
  shows signs of putting up a poor defence, the DM may use the 
  soldiers as a source of information and advice. 
  If the attack shows signs of succeeding, the DM has two 
  options. If, by silly actions, the adventurers have put up a very 
  poor defence, they should suffer the fate they deserve. If, 
  however, they are in peril of being overrun despite having put 
  up a brave and well-planned defence, eg because of bad luck, 
  heavy losses or depredation earlier in the adventure, the DM 
  should cause the hobgoblin platoons to withdraw with fewer 
  casualties and start negotiations earlier. 
  In general, the aim of the DM should be to provide an exciting 
  adventure without giving the players an impossible task or an 
  easy ride. 
  Note that the ogrillon’s forces will flee when he imprisons 
  himself, and that the special magical nature of the lower gates 
  (those leading into the Gateway of Berghof - room 5) means 
  that they will automatically close (even if wedged open) when 
  the attack begins, thus preventing entry through the 
  undercroft. 
  21 
  
  THE SIEGE OFADLERWEG (THE FIRE GIANT'S ARMY) 
  THE FIRE GIANT'S ARMY 
  I 
  I 
  The fire giant's army consists of eight squads: his personal 
  retinue, a squadron of four manticores, a pack of screaming 
  devilkins and five platoons of infantry. The giant is an able 
  leader, his forces are well-trained and their morale is high. 
  I
  I
  1 
  Descriptions and Personal Treasure 
  The fire giant wields a huge two-handed sword (not usable by 
  the adventurers). His personal treasure consists of this sword 
  and the platemail armour he is wearing. The armour is gilded 
  and the sword is encrusted with precious and semi-precious 
  stones. The sword is worth 600gp and the armour 3000gp. 
  Both would require a specialist buyer, however. 
  The giant keeps with him an elite corps of followers, 
  comprising four hell hounds and 12 hobgoblins, who will never 
  desert him under any circumstances. The hell hounds have no 
  personal treasure, but the hobgoblins each have 
  2-20gp in mixed coins, small gems, and/or cheap jewellery. 
  (i) Giant's Retinue 
  Name 
  No. AC 
  MV 
  HD 
  hp 
  #AT 
  D 
  SA 
  Firegiant 
  1 
  3 
  12" 
  11+3 
  71 
  1 
  5-30 
  Rocks 
  Hell hound 4 
  4 
  12" 
  7 
  42each 
  1 
  1-10 
  Breath 
  Hobgoblin 
  12 
  5 
  9" 
  1+1 
  8each 
  1 
  1-8 
  Nil 
  (ii) Airborne Division 
  Name 
  No. AC 
  MV 
  HD 
  hp 
  .PAT 
  D 
  SA 
  Manticore 
  4 
  4 12"/18" 
  6+3 
  36each 
  3 
  1-3/ 
  Tail 
  1-3/1-8 
  spikes 
  Screaming 
  4 
  2 
  12" 
  3 
  17each 
  1 
  1-6 
  Scream 
  Devil kin 
  (iii) Infantry Platoons 
  Name 
  No. AC 
  MV 
  HD 
  hp 
  KAT 
  D 
  SA 
  Hobgoblin 
  1 
  3 
  9" 
  3 
  16 
  1 
  3-10 
  Nil 
  Su b-c hief 
  Hobgoblin 
  5 
  5 
  9" 
  1+1 
  9each 
  1 
  1-8 
  Nil 
  Sergeant 
  Hobgoblin 150 5 
  9" 
  1+1 
  6each 
  1 
  1-8 
  Nil 
  Four of them have long, brass trumpets (value - 50gp each). 
  The airborne division of the giant's army comprises a 
  squadron of four manticores, and a pack of four screaming 
  devilkins. None of these creatures has any personal treasure. 
  The hobgoblin sub-chief wields a longsword with +2 damage, 
  has 50gp in coins and small gems, and wears a platinum 
  choker (value-200gp). He will not normally join in the infantry 
  attacks. 
  There are five platoons of infantry (referred to by the letters 
  A-E) under the overall command of the hobgoblin sub-chief. 
  Each consists of a hobgoblin sergeant and 30 hobgoblin 
  troops. Platoon B has a battering ram. 
  The hobgoblin sergeants use normal longswords. Each has 
  2-20gp worth of mixed coins, gems and/or cheap jewellery. 
  Each of the 150 hobgoblin troops has 1-lOgp worth of mixed 
  coins, gems and/or cheap jewellery. 
  SD 
  Immune 
  to fire 
  Nil 
  Nil 
  SD 
  Nil 
  Nil 
  SD 
  Nil 
  Nil 
  Nil 
  MR 
  Int 
  AL 
  S 
  Std 
  Ave 
  LE 
  L 
  Std 
  Low 
  LE 
  M 
  Std 
  Ave 
  LE 
  M 
  MR 
  Int 
  AL 
  S 
  Std 
  Low 
  LE 
  L 
  Std 
  Low 
  LE 
  S 
  MR 
  Int 
  AL 
  S 
  Std 
  Ave 
  LE 
  M 
  Std 
  Ave 
  LE 
  M 
  Std 
  Ave 
  LE 
  M 
  xp 
  THACO Source 
  401 2 
  10 
  MM 
  506each 
  13 
  MM 
  36each 
  18 
  MM 
  xp 
  THACO Source 
  813each 
  13 
  MM 
  141 each 
  16 
  FF 
  xp 
  THACO Source 
  83 
  16 
  MM 
  38each 
  18 
  MM 
  32each 
  18 
  MM 
  Casualty record (tick boxes with pencil to record losses). 
  Fire Giant 0 
  Hell Hounds 
  Hobgoblins 0 0 0 0 
  Hobgoblin Sub-chief 
  Manticores 
  Screaming Devilkins 
  0 0 0 
  0 00000000 
  0 
  0
  0
  0
  0
  0
  0
  0
  0
   
  Platoon A: 
  Sergeant 0 Platoon B: 
  Sergeant 0 Platoon C: 
  Sergeant 0 Platoon D: Sergeant 0 Platoon E: 
  Sergeant 0 
  Troopso 0 00 0 00 0 
  Troops00 0 0 000 0 
  Troopso 00 0 0 0 00 
  00000000000 
  00000000000 
  00000000000 
  00000000000 00000000000 
  00000000000 
  00000000000 
  00000000000 
  00000000000 
  00000000000 
  22 
  Troops00 0 0 0000 
  TroopsC]000 0 000 
  (has battering ram) 
  
  THE SIEGE OFADLERWEG (INITIAL ASSAULT) 
  INITIAL ASSAULT 
  The following is a description of the initial assault on the Keep 
  by the giant’s army. It is recommended that the DM changes 
  the details of the attack only under exceptional circumstances. 
  The deployment and movements of the army are shown on 
  THE BATTLE PLAN above. Theattack will take place in several 
  phases: 
  (i) Taking position. The army will take up position as shown 
  on THE BATTLE PLAN. The giant’s retinue and the flying 
  creatures will come over the ridge from the west and the 
  infantry will march in columns along the track from the north. 
  (ii) Distracting the defenders. Thegiant will attempt to distract 
  the defenders in two ways. Firstly, he will hurl small rocks at 
  the Keep, (while staying beyond longbow range). These rocks 
  will not affect the building but will make a lot of noise. He will 
  stop throwing once his infantry reach the Keep. 
  At the same time, the screaming devilkins will fly across the 
  valley to the Keep, enter it by squeezing between the bars of 
  windows (chosen at random) and search for defenders. When 
  any characters are found, thedevilkins will attempt tocauseas 
  much confusion as possible. Their screams may be particularly 
  effective in this respect. 
  (iii) Main assault. The main part of the initial assault consists 
  of a two-pronged infantry attack on the Keep. 
  Platoon A will move along the track until it is beneath the 
  western side of the battlemented platform (area 10). Arriving 
  there at the same time will be two of the manticores. Each of 
  these will be carrying two hobgoblins from the giant’s retinue, 
  equipped with ropes. Using their tail-spikes to distract the 
  defenders, the manticores will support the hobgoblins while 
  they attach ropes to the battlements for the troops below to 
  climb up. If the hobgoblins of platoon A reach the platform 
  (area lo), they will attempt toenterthe Keepthrough theguard 
  room (room 11). 
  Platoon B will advance along the upper path and assault the 
  upper gate with the battering ram. The upper gate will 
  withstand eight rounds of battering by the ram before giving 
  way. Once the gate is down, the hobgoblins will rush into the 
  tower. 
  Either platoon will fall back should 15 or more of its members 
  be killed or incapacitated. The sergeants count as the 
  equivalent of four hobgoblins in this respect. 
  If the initial attack is repulsed, the giant will parley with the 
  Keep’s defenders (see PARLEY WITH THE GIANT - page 24). 
  If this attack succeeds, the giant will signal the three platoons 
  in reserve to rush into whatever breach or breaches have been 
  made. He will only risk his own life if success seems certain. 
  23 
  
  THE SIEGE OFADLERWEG 
  t 
  \ 
  “Worthless ogrillon! Your flea-bitten gang may have 
  set back the first and least of my attacks, but do not 
  deceive yourself that you have won. 
  “Never will I leave so long as you hold my daughter 
  prisoner. Set her free from your sorcerous prison and 
  I will spare yourworthless lives. Refuse and I will grind 
  your miserable bones into the dust, and cast down 
  your petty tower ‘til no stone remains standing. 
  “You have two hours. Think not of escape for I have 
  many eyes and I would take pleasure in hunting you 
  down like the dog that you are.” 
  \ 
  / 
  PARLEY WITH THE GIANT 
  If the adventurers decide to attempt to release the giantess, the 
  DM should refer to THE MAGICAL PRISON below. If they 
  succeed, and return her to her father, he will depart with his 
  army and not return, irrespective of whether he has formally 
  sworn the oath so to do. 
  The giant does indeed have ‘many eyes’. Not only will any 
  surviving flying creatures in his army survey the Keep from the 
  air, but the eyes of his hell hounds (able to detect hidden or 
  invisible creatures 50% of the time) will be constantly on the 
  look-out. Should the adventurers be seen escaping, the giant 
  and his forces will run them down without mercy. 
  If the party is not able or willing to release the giantess, the 
  giant’s army will attack again when thetime is up. This time, he 
  will personally risk the arrows of the defenders and will open 
  his attack by hurling a series of large rocks against the north 
  side of the tower until a breach is made. 
  Each rock causes 1 point of structural damage against hard 
  stone. Any 10-foot by 10-foot section of tower wall can sustain 
  15 points of structural damage before yielding. Alternatively, 
  the giant’s rocks will each inflict 4 points of structural damage 
  against the wood of the upper gate which can sustain 8 points 
  of damage before yielding. 
  Once a suitable breach has been made, the giant’s army (their 
  morale restored by the giant after the initial setback) will 
  attack .... 
  THE MAGICAL PRISON 
  The prison of the Keep does not consist of a physical place but 
  employs a variant of the imprisonment spell. When the Keep 
  was first built, four magical cells were established and the 
  Castellans, as jailors, were provided with a number of magical 
  gems with which to operate the system. Black gems allowed 
  the user to imprison creatures in a specified cell, while white 
  gems were used to release them. 
  An instruction book and asupply of black and whitegems were 
  given to the Castellans, but a number of white gems were 
  mislaid. Since the gems could each be used only once, the time 
  came when only two black gems remained. This made the 
  system useless and left some prisoners trapped in the cells 
  (see PRISONERS - page 26). 
  The book is on the desk in the Castellan’s room (room 27) and 
  isdescribed below (seeTHE INSTRUCTION BOOK- page25). 
  The last Guardian hid an emergencysupplyof fourwhitegems 
  in a Leomund’s secret chest, the replica of which is hidden in a 
  compartment in the painted room in the undercroft (room 8). 
  The instruction book includes a reference to these gems but 
  the secret door leading to the undercroft had been forgotten, 
  and so the gems could not be found. 
  The instruction book and the two black gems were found by 
  the ogrillon when the Keep was taken. When the giantess was 
  brought to the Keep, the ogrillon imprisoned her with one of 
  the remaining black gems, heedless of the problem of her 
  release. When confronted by the adventurers and the Sentinel 
  (in room 27), the Gauntlet will have forced the ogrillon to 
  imprison itself using the final black gem in a bid to escape. 
  24 
  The soldiers (from room 19) have heard of the magical prison 
  and will have some idea what thegiant is talking about when he 
  makes hisdemands. If asked, they will tell theadventurers that 
  they have heard of the prison, but that the Castellan would 
  have been the only person to have known anything about it. 
  Imprisoning Creatures 
  This process can take place anywhere in the Keep. All that is 
  , 
  necessary is that thevictim is touched with a black gem and the 
  words ‘Go hence unto ....’ are uttered, followed by the number 
  of the cell to which the captive should go. The creature will 
  fade and vanish as it is sent to the cell and the black gem will 
  break into fragments. The creature will not be imprisoned (and 
  the gem will remain whole) if an occupied cell is specified. 
  Releasing Creatures 
  This can only take place in the release chamber (room 9). To 
  release a prisoner, a white gem is placed on the spiral pattern 
  in the centre of the floor and the command ‘Come forth 
  from....’, followed by the cell number, is spoken. A few 
  moments later the gem will shatter and the prisoner will appear 
  in the centre of the room. If an empty cell is specified or if the 
  procedure is carried out other than in the release chamber, 
  nothing will happen and the gem will remain whole. 
  In either case, there is no saving throw for the captive, and 
  while imprisoned, creatures are affected by the equivalent of a 
  temporal stasis spell. 
  
  THE MAGICAL PRISON 
  THE INSTRUCTION BOOK 
  -f 
  The book may be found on the Castellan’s desk (room 27). It 
  has a rich, tooled leather binding with the words ‘The Prison’ in 
  gold leaf on the spine. The front cover is nearly an inch thick 
  and has 36 padded compartments (each about half an inch 
  wide and deep) hollowed out on the inside. These compart- 
  ments held the black and white gems used to operate the 
  prison. All are now empty. 
  The first five pages of the book explain how the imprisonment 
  system is operated. When the adventurers read the book the 
  DM should give the players a summary of the procedures 
  detailed in THE MAGICAL PRISON (page 24). 
  The sixth page contains a reference to a cache of white gems 
  for use in an emergency. Their location is given as the secret 
  compartment at the top of one of the columns in the‘ ....p ainted 
  room with pillars beneath the Keep’ (room 8). The text does not 
  describe how to get to the room but, once there, the 
  adventurers will automatically be able to find the compartment 
  following the directions given. 
  The book contains no reference to the Leomund‘s secret chest 
  since the last Guardian only decided to leave this at the Keep 
  as a last-minute emergency measure (see THE SECRET 
  CHEST). 
  The next three pages contain records of prisoners kept in the 
  cells. All but the last two entries (shown below) have been 
  carefully crossed out: 
  - (Neatly written) ‘Cell 4; Lorganarch’. The date given for its 
  imprisonment is about 50 years ago. There is no release date 
  given. 
  - (Scrawled) ‘Bloodfire’s daughter - number 3’. 
  Although the reference to the imprisonment of the fire giantess 
  in cell 3 is correct, the detention of a volt in cell 2 was never 
  recorded. Also, as a result of the exchange it has performed, 
  the Gauntlet is now in cell 4 with the giant two-headed troll 
  (see RELEASING THE PRISONERS). 
  There follow seven blank pages. 
  Written on the inside of the back cover are the words ‘Frarn 
  cweartern theostre, curne’. These are the command words for 
  the return of the Leomund’s secret chest whose replica was 
  hidden in the the painted room (room 8). 
  THE SECRET CHEST 
  The secret compartment in the painted room (room 8) 
  contains the small replica of a Leomund’s secret chest. The 
  large version, stored on the ethereal plane, may be recalled by 
  holding the small casket and saying ‘Frarn cweartern theostre, 
  cume’. 
  The chest contains the revenant (AC 10; MV 9”; HD 8; hp 45; 
  #AT 1; D 2-16; SA Paralysation; SD Special; MR Special; 
  Int Exceptional; AL N; Size M; xp 1725; THACO 12; FF) of a 
  ninth level fighter who was accidentally killed by Karl Van 
  Arthog, the last of the Guardians. Karl was pursued by the 
  revenant and, just before leaving the Keep, managed to trap it 
  in the chest and then consign it to the ethereal plane. In so 
  doing, however, he was forced to leave the emergency supply 
  of white gems and certain of his possessions in the chest. 
  In order to protect the embarrassing secret of the revenant’s 
  existence, Karl made no mention of it either verbally or in the 
  instruction book. He felt justified in this since he was confident 
  that the creature would soon be dispelled or otherwise 
  banished. He did, however, write the control words for the 
  chest on the inside of the back cover of the instruction book. 
  Unfortunately for him, the decomposition of the revenant did 
  not continue on the ethereal plane. Furthermore, its willpower 
  and intense desire to return to the prime material plane for 
  revenge enabled it to prevent the chest from being lost in the 
  ether over the long period that it has been there. 
  When the adventurers open the chest, the DM should not 
  identify the revenant to them, but merely describe it. The 
  revenant will rise from the chest muttering ‘At last’ and then 
  brush past the adventurers before departing on its hopeless 
  quest for Karl Van Arthog (who is long since dead). It will not 
  attack the adventurers unless they attack it. 
  Also in the chest are two bags and a small wooden box. The 
  first bag contains four white gems for the magical prison. The 
  second bag contains a set of 12 violet garnet buttons (value 
  400gp each, or 6000gp theset). The box contains a necklace of 
  missiles which has one 5-hit-dice-fireball globe and two 3-hit- 
  d ice-f i reball globes. 
  RELEASING THE PRISONERS 
  It is essential that theadventurers realise that both the giantess 
  and the ogrillon are incarcerated in the magical prison and that 
  they read the instruction book in order to find out how it works. 
  Under certain circumstances, the DM may be forced to drop 
  hints (probably via the Sentinel) until the players work out 
  what is going on. 
  The release of the prisoners can only take place in the release 
  chamber (room 9) and the party will need the four white gems 
  from the Leomund’s secret chest. 
  It is likely that the party will wish to release the fire giantess first 
  in order to pacify the fire giant and, despite its intense desire to 
  destroy the Gauntlet, the Sentinel will not object to this. 
  When the giantess is released, she will be grateful to her 
  rescuers and will cautiously co-operate with the party in order 
  to ensure her safe return to her father. Although he is of evil 
  alignment, the fire giant is also lawful and will fulfil his part of 
  the bargain. Once the party has released his daughter, he and 
  his army will withdraw into the mountains and not return. 
  25 
  
  THE MAGICAL PRISON (CELLS 1-3) 
  Despite the giantess' evil alignment, her release should not be 
  considered an evil act for a paladin (for example) since the 
  intention is to spare bloodshed and to honour an agreement. 
  The giant will respond angrily if he believes that the party is 
  threatening his daughter, although his prime concern will 
  always be to ensure her safety. If, for some reason, the giantess 
  is killed and the giant discovers this, he will spare no effort or 
  loss in order to have his revenge. 
  Once the threat of the fire giant has been averted, the Sentinel 
  will want to confront the Gauntlet and it will make this desire 
  known to the party (by telepathy). It will emphasise that it is 
  only necessary for it to touch the Gauntlet in order that 
  the latter is destroyed. It will not mention that touching 
  the Gauntlet will also cause its own destruction (see 
  page 29). 
  If the adventurers do not seem willing to confront the Gauntlet, 
  then the Sentinel will attempt to persuade them by stating that 
  four magical gems are incorporated into the Gauntlet and that 
  these will remain if it is destroyed. If necessary, the Sentinel 
  will withdraw the use of its magical powers (restoring them if 
  the adventurers agree) and may even be forced to attempt to 
  dominate the personality of its bearer and to use its suggestion 
  ability on the other adventurers (see THE SENTINEL - page 
  29). It will agree to a reasonable delay (up to 12 hours) if the 
  party wishes to rest, heal wounds, relearn spells and so on. 
  Unfortunately for the party and the Sentinel, the Gauntlet had 
  sufficient power to overcome the temporal stasis which 
  usually besets those in the magical prison, to examine the 
  other prisoners and also to perform an exchange. It was able to 
  desert the ogrillon and moved to a new, more powerful bearer- 
  the giant two-headed troll in cell 4. 
  It is likely that the swap and the incomplete nature of the 
  records in the instruction book (ie theomission of thevolt) will 
  cause the party some surprises (and the DM some hard-earned 
  amusement) while they are attempting to find the Gauntlet. 
  DESTRUCTION OF THE GAUNTLET AND THE SENTINEL - 
  PRISONERS 
  As is the case with the normal imprisonment spell, the 
  prisoners (with the exception of the Gauntlet) have been in a 
  state of suspended animation (cf temporal stasis) since they 
  were incarcerated. 
  The occupants of the cells and their responses to the party 
  when released are as follows: 
  Cell 1 
  The ogrillon (AC 6; MV 12"; HD 2; hp 1 (12);RAT 2; D 2-7/2-7; 
  SA Nil; SD Nil; MR Std; Int Low (insane); AL CE; Size M; xp 22; 
  THACO 16; FF) is no longer wearing the Gauntlet. The loss has 
  stripped him of all its magical powers and has reduced him to a 
  homicidal maniac with only one hit point. The ogrillon will 
  wildly attack the party on sight. 
  The Sentinel will send the following message (telepathically) 
  to its bearer when it becomes obvious that the ogrillon does 
  not have the Gauntlet, unless the party has already discovered 
  this: 
  What trickery is this? The Gauntlet has deceived us! 
  Somehow it has abandoned this vile creature and yet I 
  sense that it isstill within the magical prison. Perhaps 
  it has moved to another bearer? If so, it remains a 
  prisoner and within our grasp. We must not allow it to 
  escape. 
  The ogrillon is still wearing the ill-fitting clothes in which the 
  party first saw him (room 27). His personal treasures are: 
  - a very fine tunic and robe (silk with gold brocade and sable 
  trim - the tunic is worth 600gp, and the apparent value of the 
  robe is 600gp. It is actually a robe of useful items containing 
  the usual daggers, poles, etc, plus a bag with 1OOgp; two 
  silver coffers (value - 500gp each); three 24-foot wooden 
  ladders; 10 gems (value - 1OOgp each); two scrolls, one with 
  read magic and one with mending; and a 2-foot by 4-foot 
  window. 
  - a blackopalonagoldchainaround hisneck(va1ue-2000gp) 
  - two black pearls (value - 500gp each) in a small purse 
  hanging from his belt. 
  Cell 2 
  Avolt (AC3; MV6"; HD2+1; hp 14; #AT 1 and 1; D 1-4and 2-12; 
  SA Nil; SD Immune to electrical-type attacks; MR Std; Int 
  Animal; AL N; Size S; xp 92; THACO 16; FF) which will attack 
  the adventurers on sight. 
  Cell 3. 
  The fire giant's daughter (AC 3; MV 12"; HD 9; hp 43; #AT 1; 
  D 2-16; SA Nil; SD Impervious to fire; MR Std; Int Ave; AL LE; 
  Size L; xp 1140; THACO 12; MM). She will not be well disposed 
  towards the adventurers at first, but will not attack them unless 
  she feels threatened and will cautiously allow the adventurers 
  to conclude their bargain with her father (see RELEASING 
  THE PRISONERS - page 25). The giantess is unarmed and her 
  only personal treasure consists of a crudely made necklace of 
  jet (value - 150gp). 
  26 
  
  THE MAGICAL PRISON (CELL 4) 
  Cell 4 
  A giant two-headed troll wearing the Gauntlet (AC 4; MV 12”; 
  HD 11; hp 65; .PAT 4; D 1-6(+ 2-7 - shocking grasp)/l-6/1-10/ 
  1-10; SA cast fear (once per day); SD Regeneration (6 hp per 
  round), protection from normal missiles, immune to charm, 
  command, confusion, ESP, fear, feeblemind, forget, friends, 
  geas, hold person, quest, scare, sleep and suggestion; MR Std; 
  Int Exceptional; AL NE; Size L; xp 2710; THACO 10; FF). The 
  characteristics of this creature are a combination of those of 
  the giant two-headed troll and the Gauntlet (see THE 
  GAUNTLET - page 28). 
  When brought back from the magical prison, the troll’s 
  reaction will be simple and hostile. His major concerns will be 
  to avoid the Sentinel-wearer, to use his fear spell to the best 
  effect and to kill as many adventurers as possible with his 
  teeth, bare hands and shocking grasp attack. He will direct 
  each of his four attacks at different opponents if possible. 
  When the giant troll with the Gauntlet appears, the Sentinel will 
  send this message to the party (telepathically): 
  to bring the artifacts into contact. This should be treated as a 
  normal attack since the Sentinel will guidethe bearer’s hand to 
  some extent. 
  When the Sentinel and Gauntlet are touched together, both 
  will be instantly (and spectacularly) destroyed leaving only the 
  ring which was incorporated into the Sentinel and the gems 
  which were part of the Gauntlet. Nothing will remain of the troll 
  but a smear of dust (which will not regenerate). See THE 
  page 29). 
  DESTRUCTION OF THE GAUNTLET AND THE SENTINEL - 
  The ring from the Sentinel will give permanent shield 
  protection when worn. This power may only be used by the 
  person who was wearing the Sentinel at the time of its 
  destruction, however. 
  The gems from the Gauntlet contain the remnants of the power 
  of the artifact. They are identical in appearance, angular in 
  form, translucent and grey-green in colour. They have an 
  apparent value of 800gp each but they are magical and each 
  will have a different effect on its owner: 
  There my friends! There is the Gauntlet! You have 
  only to bring us together and I will destroy its evil 
  forever. Come now, be brave, touch me to the 
  Gauntlet and my destiny will be fulfilled. 
  The character wearing the Sentinel may automatically touch 
  the Gauntlet with it if the giant troll is immobilised (eg if 
  temporarily reduced below zero hit points). While the troll is 
  mobile, however, the Sentinel-wearer must score a hit in order 
  Gem# 1 - owner regenerates 1 hit point per turn (only while 
  the character is alive). 
  Gem#2 - owner has an effective charisma of 18 when dealing 
  with creatures of his or her own alignment. 
  Gem#3 - owner has complete immunity to charm and 
  suggestion spells. 
  Gem#4 - this gem has a very strong aura of evil and non-evil 
  characters will take a instant dislike to it. If kept, it 
  will have the same effect on its owner as a jewel of 
  attacks. An identify spell will not reveal the nature 
  of this gem. 
  27 
  
  TH€ 
  T 
  The Gauntlet is made of tough black leather. It appears to have 
  been made for a large human left hand but is actually capable 
  of fitting any left hand. It has iron studs along the fingers and 
  four rough grey-green gems set in the palm. 
  The Gauntlet has a personality and purpose which are treated 
  in a similar (but not identical) way to those of unusual swords 
  (seeDMG p167-8). It hasan intelligenceof 15andanegoof 18, 
  and thus a personality of 33. Its alignment is neutral evil and it 
  will attempt to dominate its bearer as soon as it is put on. If the 
  victim succumbs, it will become a slave to the Gauntlet’s 
  commands. The Gauntlet will not allow the use of any of its 
  powers by a creature which it does not control. Any character 
  of non-evil alignment who puts on the Gauntlet will suffer 1-8 
  hit points of damage each round that it is worn. The Gauntlet 
  will only attempt to control a non-evil creature under 
  exceptional circumstances, in which case it will leave it with 
  one hit point. 
  If a player-character dons the Gauntlet and becomes 
  dominated by it, the DM should immediately takecontrol of the 
  character from the player and direct its actions according to 
  the desires of the Gauntlet. Control of the character can only 
  be restored to the player if the Gauntlet is removed. This 
  removal requires the application of an exorcisespell. The level 
  at which the magic of the Gauntlet was created should be 
  taken as 20th for the purposes of the exorcise spell. Creatures 
  wearing the Gauntlet who are not under its the control will be 
  able to remove it without difficulty. 
  The original purpose of the Gauntlet was the destruction of the 
  Keep at Adlerweg, but during the years that it lay dormant it 
  became dissatisfied with this and planned to capture and 
  control the Keep rather than destroy it. 
  The Gauntlet fears the Sentinel greatly since, if they are 
  brought together, it will be destroyed. 
  28 
  There are two kinds of magical abilities which the Gauntlet can 
  employ: those which are permanent and may be used at will, 
  and those which may only be used at a limited rate. These 
  powers are only available to a character who has been 
  completely taken over by the personality of the Gauntlet. 
  Permanent Powers 
  1. The wearer will gain a number of hit dice or levels (as 
  appropriate). The number gained will depend on the 
  original level/hit dice of the wearer: 
  Original level/hit dice 
  Levels/hit dice gained 
  less than 1 
  1-3 
  4-6 
  7-9 
  10-12 
  more than 12 
  2. 
  3. 
  4. 
  5. 
  6. 
  The wearer will gain all hit point, ‘to hit’, saving throw and 
  magic resistance benefits of the acquired level, but no 
  extra spell casting or special abilities. 
  The wearer will regenerate 5 hit points of damage per 
  round, even when reduced below zero. 
  The wearer is protected by the equivalent of a permanent 
  protection from normal missiles spell. 
  The wearer has a permanent shocking-grasp-like ability 
  which adds 2-7 hit points of electrical damage to any hit 
  scored with the hand wearing the Gauntlet. This damage 
  does not apply if a weapon is used (characters attempting 
  two attacks- ie Gauntlet on one hand, weapon in the other 
  - should be dealt with as described in DMG p70). 
  The wearer will have the equivalent of charisma 18 when 
  dealing with creatures of evil alignment. This is due to the 
  emanations of power from the Gauntlet and if it is 
  destroyed, all creatures previously subject to its influence 
  will be affected by the equivalent of a fear spell. 
  The wearer is no more than an automaton under the 
  control of the Gauntlet, and is immune to charm, 
  command, confusion, ESP, fear, feeblemind, forget, 
  friends, geas, hold person, quest, scare, sleep and 
  suggestion spells. 
  Limited Use Powers 
  The Gauntlet may become the equivalent of a maul of the 
  titans (duration five rounds) three times each day. It may 
  automatically be wielded by its wearer (regardless of size 
  or strength) but it can only be used for damaging 
  structures and not as a weapon. 
  The wearer may cast a fear spell once per day (duration 6 
  rounds). 
  The wearer may cast a know alignment spell three times 
  per day. 
  
  S€NTIN€L 
  The Sentinel is a glove made of pale kid leather which will 
  never become dirty or stained. Incorporated into the index 
  finger is a ring set with a rounded blue stone. It will fit any 
  humanoid right hand. 
  The Sentinel has a personality and purpose which are treated 
  in a similar (but not identical) way to those of unusual swords 
  (seeDMG p167-8). It hasan intelligenceof 17andanegoof21, 
  and so has a personality of 38. The purposes of the Sentinel are 
  the defence of the Keep of Adlerweg, and the destruction of the 
  Gauntlet should an opportunity for this arise. It has remained 
  true to these purposes despite the passing of the years. 
  The personality of the Sentinel is very strong. In keeping with 
  its neutral-good alignment, however, it will not automatically 
  attempt to dominate and control its wearer. In order to achieve 
  its ends, it will use advice and persuasion in the first instance, 
  followed by total withdrawal of the use of its powers. It will only 
  attempt to dominate its bearer as a last resort if the bearer's 
  actions run seriously contrary to its purposes. 
  POWERS 
  The Sentinel was constructed in great haste. Its powers are 
  not, relatively speaking, very great, but it alone has the power 
  to destroy the Gauntlet. 
  There are two kinds of power which the Sentinel can make 
  available to its wearer: those which are permanent and may be 
  used at will, and those which may only be used at a limited rate. 
  Some of the powers are usable only by a magic user or 
  illusionist. In addition, the Sentinel has a suggestion-like 
  ability, which it uses to persuade creatures to don it or perform 
  other actions. This power is not available to the bearer. 
  Permanent Powers 
  1. The wearer may automatically open the magically locked 
  gates of the undercroft below the Keep of Adlerweg. 
  2. The Sentinel has the effect of a permanent protection from 
  evil 10' radius spell cast upon the wearer. 
  3. The wearer has a total resistance to magically induced 
  fear.Allfriendsand alliesofthewearerwithin 10feet ofthe 
  Sentinel have a +2 bonus on saving throws against 
  magical fear. 
  (magic users/illusionists only). 
  4. The wearer is protected as if by a permanent shield spell 
  Limited Use Powers 
  The wearer may cast a protection from normal missiles 
  spell once per day (duration 5 turns- magic users/illusion- 
  ists only). 
  The wearer may cast a hold portal spell (as if cast by a 
  magic user of 10th level) twice per day (magic users/ 
  illusionists only). 
  The wearer may cast a know alignment spell twice per day 
  (magic users/illusionists only). 
  DESTRUCTION OF THE GAUNTLET 
  AND THE SENTINEL 
  The Sentinel and Gauntlet are artifacts and may not be 
  destroyed by normal means. However, if they touch one 
  another they will both be instantly vaporized, leaving only the 
  ring which was part of the Sentinel and the four gems from the 
  palm of the Gauntlet. 
  The mutual annihilation of Sentinel and Gauntlet will be 
  spectacular, producing a brilliant flash of light and a thunder- 
  like crash - both harmless. The creature wearing the Gauntlet 
  will be affected by the equivalent of a disintegrate spell (no 
  saving throw). The Sentinel wearer will not be harmed. 
  The ring from the Sentinel is gold with a rounded blue stone 
  (apparent value - 150gp). It is magical and will protect its 
  wearer (any character class) with the equivalent of a 
  permanent shield spell. This power may only be used by the 
  person who was wearing the Sentinel when it was destroyed. 
  The gems from the Gauntlet contain the remnants of the power 
  of the artifact. They are identical in appearance, angular in 
  form, translucent and grey-green in colour. They have an 
  apparent vaiue of 800gp each but they are magical and each 
  will have a different effect on its owner: 
  Gem# 1 - owner regenerates 1 hit point per turn (onlywhile the 
  character is alive). 
  Gem# 2 - owner has an effective charisma cf 18 when dealing 
  with creatures of his or her own alignment. 
  Gem#3 - owner has complete immunity to charm and 
  suggestion spells. 
  Gem#4 - this gem has a very strong aura of evil and non-evil 
  characters will take a instant dislike to it. If kept, it will 
  have the same effect on its owner as a jewel of 
  attacks. An identify spell will not reveal its nature. 
  29 
  
  It is essential that the adventurers are in possession of the 
  Sentinel (page 29) before starting the adventure described in 
  this module. If the party has not obtained the Sentinel during 
  the adventure in module UK2 - THE SENTINEL, the DM may 
  wish to create a special adventure for this purpose. Alter- 
  natively, the following encounter may be used. The DM should 
  note that the Sentinel can only be used by characters of LG, 
  NG, LN, N or CG alignments, and should ensure that the 
  characters chosen by the players will be suitable for the 
  adventure. 
  The adventurers arrive at the village of Kusnir, several miles 
  west of Gannaway (see map A). Here, they are told of problems 
  which the villagers have been having with a pair of skulks, one 
  of whom has been acting very strangely. The villagers direct 
  the adventurers to a cave in the woods, three miles east of the 
  village, which they believe to be the skulks' lair. 
  THE SKULKS' LAIR 
  The cave is easy to find using the directions given by the 
  villagers. When the adventurers are able to see into the cave, 
  the DM should read out the following: 
  Lying huddled on the floor of this chamber is a 
  humanoid figure. It appears to be trembling and 
  whimpering and is clutching its right arm to its chest. 
  The creature on the floor is a skulk (AC 7; MV 12"; HD 2; 
  hp 1 (9);+'AT Nil; D Nil; SA Nil; SD Nil; MR Std; Int Non; AL CE; 
  Size M; xp 0; THACO N/A; FF). It is wearing the Sentinel and 
  this has caused its pitiable state. The conflict between its 
  personality and the Sentinel's ego has destroyed the creature's 
  mind and it is completely harmless. It has no treasure. 
  Hiding to the right of the cave mouth is a second skulk (AC 7; 
  MV12"; HD2; hp7;#ATl; D 1-6(dagger);SABackstabasfifth 
  level thief; SD Camouflage; MR Std; Int Ave; AL CE; Size M; 
  xp 50; THACO 16; FF). It will attempt to remain hidden until a 
  chance to escape arises and will attack a character from 
  behind if necessary in order to create confusion. It has 40gp 
  worth of mixed coins, and a gem (topaz, value- 350gp) in a belt 
  pouch. 
  When the party arrives, the Sentinel will use its know alignment 
  ability to sense the presence of LG, NG, LN, N or CG 
  characters. If there are none present, the Sentinel will do 
  nothing in the hope that the adventurers will ignore it. 
  Otherwise, it will show itself to the party: 
  The creature on the floor regains its composure for a 
  while and raises its right arm as if to show it to you. 
  You see that it is wearing a pale brown glove 
  apparently made of fine leather. On the index finger is 
  a ring with a single, rounded, blue stone. 
  Next, the Sentinel will choose a bearer from the party 
  according to the following criteria: 
  Alignment. This is the most important criterion. The order of 
  preference is (starting with the most preferred): LG, NG, LN, N, 
  CG. No characters of any other alignment will be chosen. 
  Class. This is the next most important criterion. If two or more 
  characters have the same alignment, then magic user is the 
  preferred class, followed by (in order of preference) illusionist, 
  paladin, monk, ranger, cleric and fighter. No other class may 
  use the Sentinel. 
  Level. All else being equal, the Sentinel will choose the 
  character with highest level. 
  The Sentinel will then communicate (telepathically) with its 
  chosen character only: 
  f 
  I 
  Come, worthy one. Take me from the hand of this 
  wretchedcreatureand placemeon yourown. Theevil 
  one is at large and together we must destroy it. 
  Despite my powers, I am helpless without one such as 
  you who will take me up and wield the power I possess 
  for the furtherance of the common good. Come. 
  L 
  J 
  If the chosen wielderseems reluctant to take up and put on the 
  Sentinel, it will use its suggestion power against which the 
  character will save at -4 since the suggestion is very 
  reasonable. 
  If the Sentinel is not taken up by its first choice of bearer, it will 
  repeat the process with each eligible character in the party, in 
  order of preference, until one of them decides or is forced to 
  put it on or until the possibilities are exhausted. 
  Once a suitable character puts on the Sentinel, it will tell that 
  character (telepathically) about its history, its purposes and 
  the powers it has to offer. In ordertosimulate this message, the 
  DM should give the player concerned the tear-off sheet 
  entitled 'MESSAGE FROM THE SENTINEL' from the back of 
  this module. 
  CREDITS 
  Graeme Morris 
  concept, design, writing 
  Phil Gallagher 
  production 
  Tom Kirby 
  concept, editing 
  Paul Cockburn, Kim Daniel 
  layout, typesetting 
  Paul Ruir 
  cartography 
  Pete Young 
  art 
  Thanks to the DMs and players at GamesFair '83 who may recognise this module, MWB, DJT, CM, and the Anglo Saxons 
  (for providing the command words for the Leomunds secret chest). 
  30 
  
  S 
  S 
  I am the Sentinel, the glove worn by the 
  44 
  Guardians of Adlerweg. 
  Many years ago, there was open strife between the inhabitants 
  of this area, then known as Berghof, and the people of the 
  coastal lands beyond the mountains to the south east. 
  Adlerweg, a pass cut by the River Gann, is the sole link 
  between these regions and so, to ensure peace, the rulers of 
  Berghof built a lofty fortress there. 
  The Keep of Adlerweg blocks the pass against invasion as a 
  cork blocks the neck of a bottle, but the hot-blooded 
  coastlanders were never content with peace and prosperity. 
  War and conquest were their only loves, and to this end their 
  evil sorcerers created a black gauntlet and wove about it such 
  magics that it could reduce the Keep of Adlerweg to a ruin. 
  Little time was left to avoid catastrophe when rumour of the 
  Gauntlet first drifted over the mountains. In haste was I 
  fashioned to counterthe threat -acreation having intellect and 
  great power, existing only to protect Adlerweg and to destroy 
  the Gauntlet should it threaten the Keep. Those appointed to 
  control my powers, a succession of mighty mages, were 
  known as the Guardians of Adlerweg and I served the holders 
  of that title over many years during which the Gauntlet dared 
  not oppose me and the Keep remained inviolate. 
  Eventually, the coastal lands fell to the ships and hordes of the 
  Sea Princes, and the Gauntlet was lost. Without its threat, the 
  reason for my existence faded and my powers waned. 
  Eventually the Guardians came to regard me as no more than a 
  relic from a bygone era. 
  Even so, I did but sleep. The destinies of the Gauntlet and I 
  were linked by my making such that we could only be 
  destroyed together. Silent, I awaited the day when the 
  Gauntlet would return. Silent I remained when brought from 
  the keep to this villa by the last mage to bear the title 
  ‘Guardian’. Silent still while his family, which retained me in 
  succeeding generations as a mere curio, declined and fell; and 
  silent in the empty years following their abandonment of this 
  place. Not long since, my sleep was broken by the re- 
  awakening of the Gauntlet and I sensed that, as ever, it was 
  intent on the destruction of the keep. 
  Desperate for a person of pure intent who could employ my 
  powerto cast the Gauntlet into oblivion once more, I had only a 
  pair of foul skulks for company. However, I was able to 
  command one of them to do my bidding and, though I 
  destroyed its mind in the process, it was able to lure you here. 
  And now you have come. Feel the powers I can give you. 
  Together we will go to Adlerweg and destroy the evil of the 
  Gauntlet. It 
  
  OF PURCHASE 
  {ri\ 
  The powers of the Sentinel are as follows: 
  1. While you are wearing it you may automatic- 
  ally open magically locked doors in the Keep 
  of Adlerweg. 
  2. 
  It has the effect of a permanent protection 
  from evil 10' radius cast upon you. 
  3. 
  It gives you total resistance to magical fear 
  and gives all your allies within 10 feet of you a 
  +2 bonus on saving throws against such 
  attacks. 
  If the wielder is a magic user or an illusionist the 
  Sentinel will confer additional powers as follows: 
  4. It has the effect of a permanent shield spell 
  cast on you alone. 
  5. You may cast a protection from normal 
  missiles spell once per day (duration 5 turns). 
  6. You may cast a hold portal spell (as if cast by a 
  10th level magic user) twice per day. 
  7. You may cast a know alignment spell twice per 
  day. 
  9111xxx1501 
  
  FEET 0 
  20 
  40 
  60 
  I 4 4 4  
  FLOOR 4 
  L W  
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  FLOOR 2 
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  “1984 TSR, Inc. All Rights Resewed. 
  
  ;UGGESTFD CHARACTFR ROCTFR 
  I 
  AAGICAL ITEMS 
  .isted above are nine characters suitable for use in this 
  .dventure. Hit points have been given for each character at 
  ?vels 3, 4. 5, and 6, respectively. Once the players have 
  been allocated characters. the DM should decide on a level 
  between 3 and 6 for each one. which is strong enough (but 
  iot too strong) for the adventure (say 30-35 levels total). 
  'layers may, of course. continue to use any characters from 
  l e  Character Roster in UK2. The Sentinel. 
  -he allocation of magical items to the characters from the 
  st provided is at the discretion of the DM, who should take 
  iccount of the levels of the characters concerned in order to 
  m u r e  a balanced adventure. 
  Each character should receive 1-2 magical items The items 
  are listed in order corresponding to the listed characters. 
  2 potions of extra healing; mace '1; 1 Jar Keoghtom's 
  ointment; wand of magic detection (20 charges). hand 
  axe +2; bag of holding (2500 gp); phylactery of faithful- 
  ness; cloak of elvenkind; cloak of protection '2; dagger 
  +Z; ring of water walking; longsword '1; 10 arrows '1; 
  potion of invisibility; shield -1; spear +1. 
  
  BERGHOFAND TH€ 
  PASS OFADLERmG 
  1 hex = 5 MILES 
  RIVER 
  VILLAGE 
  WOODS 
  ,.--a 
  :*:::.-: ::,;:::. 
  MOUNTAINS 
  ...... 
  (/' TRACK 
  THEPASSNEARTHEKEEP 
  li 
  \ 
  Y
  .
   
  THE KEEP 
  I s m  SECRET a 
  WINDOW 
  SECRET O N  
  STAIRS UP 
  ONE SIDE 
  LOCKED 
  STAIRSDOWN 
  m-m GATE 
  LADDERUP 
  FIREPLACE 
  LADDER 
  DOWN 
  
  the : 
  T 
  TSR, Inc. 
  PRODUCTS OF YOUR IMAClNATlOH - 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 1st Edition/Modules/UK3 - The Gauntlet.pdf