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OFFICIAL
Adventure
by
NEEDLE
Development:
CREDITS
Editor:
Cover
Interior
Cartography:
Typography:
Frank
Art:
Barbara
Dungeons
GAME
Mentzer
Art:
for
Clyde
Betty
to
Frank
David
ADVENTURE
6-8
Doug
the
Young
Caldwell
&book
Characters,
Elmore
Mentzer
Chaffee
C.
Dragons
Sutherland
trade
and Kim
Levels
in
III United
Lindau
the
8-10 States by Random House, Inc. and in
Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by
ADVANCED
regionalDUNGEONS
distributors.
& DRAGONS,
Distributed
AD&D, PRODUCTS
in the United
OF YOURKingdom
IMAGINATION,
by TSR and
UK Ltd.
the TSR log
o Copyright
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areproduct
trademarks
1987
is protected
ownedInc.
TSR,
by under
TSR,
All Rights
Inc.
the copyright
Reserved.laws of the United States of Ameri
ca. Any reproduction or other unauthorized use of the material or artwork contai
ned UK
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TABLE
Notes
herein
Inc.
OFLtd.
for
CONTENTS
FOB
the
isTheDungeon
prohibited
756
Mill,
LakeMaster
Rathmore
Geneva,
without
...................................................
Wlthe
Road
53147
Cambridge
express written
CB14AD United
permission
Kingdom
of TSR, Inc.
..............................
Native
Life ....................................................................
2
..............................................
Non-Player
Characters ..........................................................
3
...................................
New
and Adapted Monsters .......................................................
6
...............................
Part
1 - Ruins of Empire .......................................................
8
......................................
Players'
Background ............................................................
10
......................................
Pre-Start:
Saving Throw Results ................................................
10
...............................
Trail
Encounter Key ............................................................
10
........................................
Ruins
Encounter Key ............................................................
10
.....................................
Part
2 - Retrieval .............................................................
14
...........................................
Players'
Background ............................................................
27
.......................................
Sequence
of Events .............................................................
29
......................................
Events
Key .....................................................................
29
.............................................
Part
3 - The Powers That Be ....................................................
29
.................................
The
Tunnels of Tatz ............................................................
37
........................................
Encounter
Key ..................................................................
38
..........................................
The
Tunnels of the Black Chak ..................................................
38
...............................
Wandering
Monsters .............................................................
42
....................................
Digger
and Montana .............................................................
42
......................................
Encounter
Key ..................................................................
42
..........................................
Playing
Players'
Aids
Reference Sheet for Part 2 ............................................
42
.............................
Players'
Reference Sheet for Part223 ............................................
.............................
Delusions
and Messages .........................................................
25
..................................
Character
Cards ................................................................
11
.........................................
Monster
Statistics Chart .......................................................
Inner Cover
......................................
Character
Summary Chart ........................................................
Inside Gatefold
.................................
Magic
Item Summary Chart .......................................................
Outside Gatefold
.................................
DMs
Maps
Jungle Map .................................................................
Outside Gatefold
........................................
Players'
Jungle Map ............................................................
Inside Front Cover
.......................................
DM's
Maze Map ..................................................................
23
........................................
Players'
Maze Map ..............................................................
Inside Back Cover
.......................................
Detail
Map-Encounter A3 ........................................................
21
...................................
DM's
map, Tunnels of the Black Chak ............................................
Inside Front Cover
...........................
Players'
map, Tunnels of the Black
Inside
ChakBack
........................................
Cover
..........................
NOTES
Adventure
In
answer
FOR to
THEaDUNGEON
Background
notice posted
MASTER in their
24
guild hall, the player characters voluntee
r for a special mission for their king. The royal ears have heard rumors of a gr
eat magical device, an obelisk, located in a far land. It supposedly lies amidst
the ruins of a once-great empire, now a dense jungle. The king wants more infor
mation
In
Partabout
1, "Ruins
this of
rumored
Empire,"
empire
theand
PCsthe
sailobelisk,
to the far
if itjungle.
exists.There they encount
er odd jungle creatures, meet the local natives, and find the ruins of a lost ci
vilization. The obelisk is located, still in perfect condition and protected by
a force field. It stands amidst a large maze, also protected by the force field.
To gather more information, the adventurers penetrate the maze, evade its deadl
y traps, and solve its puzzles. In the center of the maze, they find the control
s for the force field and more clues to the ancient empire. The PCs sail home wi
th Part
In
the good
2, "Retrieval,"
news.
the king orders the party to return to the jungle to ret
rieve the obelisk, following an elaborate plan which his advisors have prepared
for this monumental task. A crew of over 150 men is dispatched in three ships un
der the PCs' direction. They are to lift the one million pound obelisk, drag it
to the
But
disease
shore,andandjungle
tow itcreatures
home by threaten
ship.
the mission's success. The local nativ
es are restless. Some believe the Needle (as they call the obelisk) to be sacred
and object to its removal. Two of these native tribes are ancient enemies, and
both sides ask the PCs for aid. The obelisk-moving operation is completed just i
n time. The massed native hordes storm the beach as the PC ships sail off. Just
as the PCs are breathing a sigh of relief, they are attacked by pirates sent by

aInrival
Part 3,
kingdom
"The Powers
that covets
That Be,"
the obelisk.
the obelisk is safely erected in the kings pala
ce square. At the first full moon, however, a magical doorway appears in its bas
e. The
The
PCsking
enterorders
the obelisk
the characters
and findtothemselves
enter it in
to afind
subterranean
out what'sworld.
going There
on. the
y meet a strange race of interplanar traders, intelligent spiders whose base is
soon revealed to be on a moon of the characters' world. The Needle is a transpor
tation device!
characters,
butThe
thespiders
PCs mustarefirst
eagerprove
to trade
the courage
with theand worth of their races by
rescuing the spider-princess from her evil captors and slaying a dragon in the
process. If all goes well, the characters return to their city with new weapons,
Preparing
Needle
great combines
treasures,
for thedungeon
and theadventuring
Adventure
good will with
of thelarge-scale
spider race.
battles. It is designed for
the six pregenerated characters provided. In addition, two NPCs (Digger and Mon
tana) accompany this group for the first part of the adventure and are met again
in the concluding section of the adventure. If you do not use the pregenerated
characters, be sure that your party is made up of a similar mix of classes at le
vels 8-10 and is equipped to handle the needs that arise, especially those of co
mmunication, magical curing, and magical attacks. No Druids should accompany the
party as their presence will take away much of the challenge of the jungle adve
nture in Parts
Carefully
cut apart
1 andthe
2. character cards printed on the inner cover. Also cut out
the messages, and delusions on page 11. Keep these messages and delusions hidde
n until they are needed later in the game. Distribute the character cards and sp
ell books to their players. Allow the players enough time to become familiar wit
h their characters' abilities and personalities. The players will find useful in
formation on how to role play their characters' interactions with each other on
the reverse of each character card. This information is private, only for the pl
ayer of the character. Be sure to review these role-playing notes yourself, of c
ourse. Encourage the players to compare the characters to some extent, noting su
ch details as spells and magic items carried. Encourage the clerics and magic-us
A'"ers monster
AC
AL
#AP
C#AT
cr
cn
cu
dcuf
dia
DMG
DR
ft.
HD
hp
hr
LIN
mi
MV
rRobj
rad
srv
SA
SD
sq
sqf
Sts
Stw
tSZ
#@/THACO
The
Monster
NATIVE
There
toare
following
score
coordinate
LIFE
scale
area
Armor
alignment
number
casting
creature
coins
cubic
die
diameter
Damage
duration
feet
Hit
hit
game
intelligence
level
mile(s)
movement
object
range
radius
reversible
special
square
saving
asize
per
apiece
pound(s)
Name:
game
twopoints
(as
Dice
needed
descriptions
offeet
hour;
(S
size,
Class
of
abbreviations
AC;
native
appearing
of
round;
segment;
feet
throw
turn;
or
effect
time
in
of
attack(s)
=defense(s)
weight
rate
of
attacks
small,
each
their
MV;
6d10,
distance
spell
(on
10'
weight;
turns
level
vs.
10
tribes
1HD;
ld20)
indoors,
a(10
6minute
minutes
spell
spells
Mwands
are
in
10-sided
seconds
hp;
=of1#
cn
are
living
one
medium,
tomonster
given
selections.
#AT;
=hit
used
1round
10
pound)
die)
THACO;
in
yds.
AC
cn
Linthe
0=this
outdoors
large)
following
Dmg;
jungle
adventure:
SZ;inAL;
format:
the
IN;
areaSTs;
of the
STw;obelisk.
SA;SD The
se two tribes are ancient enemies. In addition, hordes of creepy-crawlies live i
n thegood
The
Grippli
jungle
natives
trees,
aremaking
intelligent
travelhumanoid
off the tree
pathsfrogs
extremely
calleddangerous.
Grippli. They call t
hemselves
Each
Grippli
theis"good
aboutfolk"
2 1/2andfeet
refer
tall.
to They
theireat
enemies
fruitasandtheinsects
"bad folk."
(including gia
nt forms, catching them with nets and snares). Their hands and feet are adapted
for easy movement through tree branches (9" rate). They wear no armor. Grippli h
ave 700-year
Grippli
have grey-green
life spans skin,
but fewnatural
offspring.
camouflage which aids in surprise (1-4 on
1d6). They have ultravision (10" range), allowing nighttime activity. Grippli ar
e not warlike. They speak their own tongue and a Batrachian Common language by w
hich they talk (though rarely) with other froglike humanoids. Only the tribal Mo
ther speaks human Common. The Grippli can be easily scared away by loud noises o
r magical displays. If scared off, they run to their village to tell the tribal
Mother about the events. They are not a real threat in this adventure; rather, t
hey or
One
aretwo
an Grippli
opportunity.
may be slain, either by mistake or if they are provoked to at
tack. If five or more Grippli are slain during Part 1, for any reason, the entir
e village flees deep into the jungle and does not return in that part of the adv
enture. Grippli deaths in Part 2 are more serious, as the natives perceive the l
argeeight
If
grouporofmore
human
Grippli
workers
areasslain
an invasion
in Part 2,
of for
theiranyterritory.
reason, the entire village
population disappears into the jungle and returns with five tribes of reinforce
ments a day or two later. These six tribes (180 Grippli in all, plus leaders) ar
e all that live within 5 miles of the ruins, but 30 other tribes live within 50
Grippli
miles.
The
Grippli
Village
village is not visible from the air, but is completely hidden under
heavy jungle cover. It consists of 30 mud-and-grass huts around a central ceremo
nialashes).
and
area (rarely
The tribal
used,Mother
but containing
lives in the
blackened
largestlogs
hut and rarely leaves it. She
is always guarded by four attendant Grippli of very large size. Thirty adult an
d five young Grippli live in some of the other huts, in pairs. Half of the huts
arethe
If
usedvillage
for eating
is entered
places,without
storage,
a native
etc. guide during Part 1 of this adventure
, itapproached
If
will be deserted.
carefully, the Grippli may be dealt with peacefully. They are inte
rested both in well-crafted items (nearly everything the party has) and in anyth
ing brightly colored, but not in treasure. They may offer to trade gems in excha
nge for other items, but they have no conception of real gem values. Each Grippl
i carries some gems. If bartering occurs, roll ld20 to determine the value of th
e gemMother
GEM
Die
1-4
5-8
9-12
13-16
17-19
20
The
Once
VALUE
Roll
per
offered:
day,
CHARTthe5000
10tribal
50
100
500
1000
gpgpgp Value
Mother can produce a musk spray covering a 20 X 20 foot
area, 10 feet high, in front of her. This musk spray has the same effect as a s

tinking cloud spell. Each victim must make a saving throw vs. poison or be helpl
ess for 2-5 rounds, and anyone within the cloud is automatically helpless except
to move. The attendants and Mother are immune to these effects, but the other G
rippli
The
tribal
are Mother
not. and her attendants use poison where necessary. This deadly tox
in is brewed from the vilest snake venoms. If touched, the victim must make a sa
ving throw vs. poison or die. When used on a weapon, a victim struck takes 1-6 p
oints of additional damage and must make a saving throw, with a -4 penalty to th
e roll,
The
Mother
or is
die.also psionic. In addition to Attack/Defense modes A,C/G,J, she kno
ws the discipline of telepathic projection, a major science, at 6th level of mas
tery (range 60 feet, area 10-foot-wide path, cost 3/use, duration 6 rounds per u
se). With this, she can either sense or send emotions: hunger, fear, fatigue, pa
in, rage, hatred, uncertainty, curiosity, hostility, friendliness, love, and so
forth. She uses this discipline to sense PC intentions, to influence others in h
er tribe, and (if necessary) to arouse antihuman feelings in other creatures of
the tribal
The
area. Each
Mother
tribe's
handles
Mother
all negotiations
has the same for
abilities.
her people; no other Grippli can
speak for the tribe. She knows the human Common tongue in addition to the usual
Grippli languages. While talking with PCs, she beams trustworthiness (via her ps
ionics) at them. If the Mother or her attendants are harmed in any way, four Gri
ppli from the village flee to gather the other five nearby tribes, while the rem
ainder of the village Grippli attack with great ferocity, gaining a +4 bonus to
all tribal
The
"to hit"Mother's
rolls (new
firstTHACO:
message
14)toandthe+2PCs
to is
damage.
very important. She tells the PC
s that they may use all the trees they wish from the area north of the ruins, bu
t they cannot cut trees to the east or west nor in any area closer to the beach.
(Luckily, there are no trees on the old roadway, only underbrush. She has no ob
jections about clearing that. The Mother warns that very great evil things may h
appen if her warning is not heededthings far beyond Grippli powers. While not qui
te truthful, the Mother's admonition is made to protect the areas around the Gri
ppliMother
The
villages.
nextSee
reveals
Mother's
thatRevenge
some ofifherlogging
folk oppose
in forbidden
the human
areas
invasion
occurs.on relig
ious grounds. The maze and obelisk are held sacred by a large conservative group
of the tribe (12 Grippli). She cannot guarantee their good behavior, but will c
ontrol them as best she can with the aid of the other 18 Grippli if the PCs offe
r antribe
The
appropriate
must begift.
offered (through their Mother) at least 200 square feet of bri
ghtly colored cloth or one crafted item (such as a metal weapon) per Grippli nat
ive for negotiations to succeed. Even then, the best the Mother can do is to ord
er the Grippli to avoid hostilities with the humans for two moons (56 days). No
amount of further bribing extends this time nor gains Grippli aid. If the PCs la
ter protest to the Grippli about raiding, the Mother becomes irritated and denie
s all
Mother's
If
theGrippli
PCsRevenge
do not
involvement.
cooperate with the Grippli, or kill many of them, the tribal M
other (or another tribe's Mother, if this one is slain) has an ultimate weapon a
t her disposal. Using her psionic discipline, she can muster the forces of the j
ungle, pushing their emotions into an anti-human rage. The denizens of the treet
ops can be agitated into nearly continuous attacks on the obelisk-moving operati
on. If this occurs, 1-10 randomly determined treetop creatures attack some part
of the group (often not the PCs) each hour, day and night. Once relations have d
egenerated to this extent, the party's only recourse is escape. The entire PC ex
peditionNative:
Grippli
must flee
AC 9;
to MV
the9"//15";
boats andHDreturn
1+1; hphome
5; #AT
in failure.
1; THACO 18; Dmg 1d4 or by s
pear (1-6 + poison); SZ S; AL N; Intelligence Very to Exceptional; STs 17; STw 1
6Grippli Attendant: AC 8; MV 9" //15"; HD 2; hp 16; #AT 1; THACO 16; Dmg 1d4+1 or
Grippli
weapon.
by weapon
Tribal
+ poison
Mother:
(seeACabove);
7; MV 9"SA://15";
poisoned
HD 3; hp 24; #AT 1; THACO 16; Dmg 1d6
+1 or by weapon + poison; SA: poisoned weapon; psionic ability 200; l/ day musk
spraybad(asnatives
The
Bullywugs
stinking
arecloud)
froglike beings (physically very similar to the Grippli), ca
lled Bullywugs. Like the Grippli, they also refer to themselves as the "good fol
k'' and their enemies as the "bad folk." The average Bully-wug is about the same
size as a Grippli, but some grow larger. They are similarly colored and supplem
ent their have
Bullywugs
diet chameleon-like
of fruit and insects
camouflage
with and
fleshhave
whenadapted
they can
forget
easyit.movement in t
rees. They speak their own language and the Batrachian Common tongue, as do the
Grippli. Only
Bullywugs
are less
theirintelligent
chieftains than
and sub-chiefs
Grippli butcanmore
speak
aggressive.
human Common.
The more intell
igent among them may wear armor and use shields. They surprise on 1-3 (on 1d6),
or 1-5theifGrippli,
Like
hopping the
to the
Bullywugs
attack.can easily be scared away by loud noises or magi
cal displays. If scared off, they run to their village to tell their leader abou

tAlthough
the events.
Bullywugs are chaotic evil in alignment, a detect evil spell detects no
evil on these creatures while they are trying to negotiate with humans because
their intentions are fairly benign. A know alignment spell, however, always reve
als20their
If
or more
trueBullywugs
nature. are slain in Part 1, the entire village flees deep into
theBullywug
If
jungle and
habitations
does not are
return
visited
in that
uninvited
part ofduring
the adventure.
Part 1, they will be desert
ed. The Bullywugs are not interested in trade of any kind. They may pretend to b
e Grippli if approached, but will attack if an ambush is possible or if surprise
is likely. Bullywug survivors flee such attacks quickly, leaving if any two are
slain. However, such encounters arouse their innate hostility, and more Bullywu
g attacksClearing
Bullywug
are sureAtolarge,
follow.
partially cleared area, 40 yards in diameter, is mark
ed Bullywug Clearing on your map. It contains 10 mud and grass huts of similar c
onstruction to those in the Grippli village. The clearing is an occupied outpost
of the larger Bullywug village and is normally occupied by 15 Bullywugs and one
leader, a sub-chief known as the tribal Father. He can speak the human Common t
ongue. If the clearing is visited, the Bullywugs proudly claim this to be their
beautiful village home. The real village (see below) is not visible from here. A
ll the
If
negotiations
PCs come to
withtalk
thewith
Bullywugs
these natives,
occur in the Father
clearing.
greets them in a friendly
fashion and offers them presents of one gem per PC (value 100 gp each). He then
explains that they need PC aid. The "bad folk" (Grippli) often prey on his poor
people, and their once large population has now been reduced to a mere handful.
He reveals that the Grippli tribal Mother is very dangerous because "she has mi
nd power"
The
Fatherand
offers
can the
influence
following
others
deal:
simply
If the
by PCs
staring
helpathisthem.
people to chase off or
kill the "bad folk" (Grippli), he will quiet those of his tribe who object to t
he PC desecration of a sacred area (the maze and obelisk) and will give the PCs
an ancient box the Bullywugs once found near the shrine. If PCs agree, he sugges
ts a raid on the Grippli village. If that is turned down, he goes along with PC
ideas. Only these 15 Bullywugs and their leader accompany the PCs on any expedit
ion, leaving the other 50 Bullywugs in their true village (see below). Kliket, t
he Bullywug
The
Father gives
chieftain,
the PCsisthe
keptancient
informed
chest
of if
allthey
events
aidbythenative
Bullywugs.
runners.
This item
is a very old but still intact treasure chest. It contains 100 pounds of various
old bones and six reddish metal coins (silicon-steel) bearing strange runes. Re
ad languages can reveal the words to be "Garhsa Koo" on one side, "One Sarkum" o
n the
If
theother.
Bullywugs are attacked in the clearing, they flee north to their real vil
lage. Otherwise, they remain here at all times to maintain the deception that th
is is their true village. However, if PCs visit here a second time unexpectedly
and observe carefully, they find 1-6 more Bullywugs than were here before. If as
ked about this discrepancy, the leader explains that these individuals were out
foraging
Bullywug
The
real Bullywug
during thevillage
Village
PC's last
is located
visit. about one mile west of the fake village cle
aring. Hidden from above by dense jungle cover, it consists of 40 mud huts circl
ing a central ceremonial area (rarely used, but containing a muddy bog with some
bones). There are 50 Bullywugs living here. If 20 or more Bullywugs are slain i
n Part 2, this entire village flees deep into the jungle and returns with three
tribes of Bullywug reinforcements a week or two later. The other Bullywug tribes
and
The
haveleaders
shamans.
75 members
of this
each,
village
plus are
leaders
one chieftain, three sub-chiefs, and two shamans
.Bullywug Native: AC 6; MV 3"//15";HD 1; hp 5; #AT 3 or 1; THACO 19; Dmg 1-2/1-2/
2-5 or by spear (1-6 + poison); SZ S-M; Intelligence Low to Average; STs 17; STw
Kliket,
16
Bullywug Chieftain: AC 2; HD 3; hp 18; #AT 3 or 1; THACO 16; Dmg 3-4/ 34/4-7 or Sub-chief:
Bullywug
by weapon +2AC(2-7
2; HD+ 2;
poison);
hp 12;STs
#AT16,
3 orSTw1;15.
THACO 16; Dmg 2-3/2-3/3-6 or
by spear Shaman:
Bullywug
(2-7 + poison)
AC 6 (or better) HD 1+7; hp 11; #AT 3 or 1; THACO 16; Dmg 1-2/1
-2/2-51:or3,
Special
Spells:
Level
Attacks:
cure/cause
by3,spear
2, 1,
Clerical
(2-7
from+the
light
poison)
spells
wounds,
following
(7th-level
detectlist:
evil/good,
caster) detect magic, light/darkness
, protection
Level
2: augury,
fromchant,
evil/good,
detect/undetectable
remove/ cause fear
charm, resist fire, snake charm, spe
ak with3:animals
Level
cure/cause blindness, cure/cause disease, dispel magic, locate/obscure
object, prayer, remove/bestow curse Level 4: divination, exorcise, neutralize po
ison/poison,
Normal
Cure
Resist
Snake
Speak
Cause
Dispel
Tongues
Treetop
There
Light
Fear
Charm
With
Blindness
are
spell
Fire
Magic
(Cmany
Denizens
Wounds
(C
Animals
7s,
(C(C
tongues/babble
selection:
4s,
1r,
R5s,
creatures
(C0,R(x2;
6s,
RDR
(C
1r,
Rtouch,
touch,
3",
5s,
6",
RC dwelling
1t,
5s,
DR
touch,
Rarea
30'
DR0,
DR1d8)
l-3t
7r)
cube)
7t)
DR
permanent)
3"
orin
14r,
radius)
1d4+4r)
thearea
jungle
3") trees, and they can be quite dan
If characters go near the treetops, either by flying or climbing, tell the playe
gerous.
rs that the trees are "thick with flying, crawling, hissing creatures of all typ
es." Try to impress them with the extreme danger of entering or passing through
the treetops.
Characters
who do enter the treetops are attacked by the collection of creatures
listed below. Consider this horde to be present in any one section of treetops
roughly 100 feet square. If these are all killed, the characters can proceed wit

hout further problems unless they re-enter the treetops at another point, where
another group
Dragonfly,
giant
of (3):
creepy-crawlies
AC 3; MV 1"will
/36";beHDready,
7; hpwaiting,
35; #AT 1;
andTHACO
hungry.
12; Dmg 3-12;
SZ M; AL N; Intelligence Low; STs 6; STw 5; SA and SD: +2 bonus to initiative; w
ith initiative, immune to handheld weapons, AC -1 vs. missiles; without initiati
ve, AC giant
Snake,
1 vs. constrictor
missiles; makes
(1):all
AC 5;
saving
MV 9"throws
; HD 6+1;
as level
hp 30;
16 MT
magic-user.
2; THACO 13; Dmg 1
-4/2-8;giant
Snake,
SZ L;poisonous
AL N; Intelligence
(2): AC 5;Animal;
MV 15";STs
HD 4+2;
16; STw
hp 25;
15; #AT
SA: 1;
constriction
THACO 15; Dmg 13 + poison;
Spider,
hugeSZ(6):
L; AC
AL 6;
N; MV
Intelligence
18"; HD 2+2;
Animal;
#AT 1;STsTHACO
17; 16;
STw Dmg
16; 1-6
SA: +poisonous
poison; SZ
biteM;
AL N; Intelligence Animal; STs 17; STw 16; SA: surprise on 1-5, leap 3" range,
weak poison
Spider,
giant( (3):
+1 bonus
AC 4;toMVsaving
3"*12";
throws)
HD 4+4; hp 12; #AT 1; THACO 15; Dmg 2-8 + po
ison; giant
Wasp,
SZ L; (10):
AL CE;ACIntelligence
4; MV 6" /21"
Low;;HDSTs4;16;
hp 25;
STw #AT
15; 2;
SA:THACO
poisonous
15; Dmg
bite2-8/1-4 +
poison; SZ M; AL N: Intelligence Non; STs 17; STw 16; SA: tail sting (save vs. p
oison or suffer permanent paralysis). Note: Wings burn off in fire (no damage, b
ut rear:
Non-Player
8th
Montana
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Alignment:
Hit
THACO:
AC
Armor
Weapon
wasp
normal:
Level
Points:
type:
Proficiencies:
cannot
Dwarf
Characters
fly
Fighter
15
10 thereafter).
717
Neutral
75
14
2-1
plate
6;
& shield
7battle axe, hammer, crossbow, spear, bastard sword, two
-handeduse
Attacks:
Cannot
Special
sword.
Abilities:
3/2longbow
roundsInfravision
or any weapon60',
overfind
12'slopes
long. 9/12, new construction 9/12, shi
fting wall
Languages:
Magical
items:
8/12,plate
Common,
stone
Dwarvish,
mail
traps
+1;Gnome,
6/12,
shielddepth
Goblin,
+1; battle
underground
Kobold,
axe +2;
Orcish
6/12.
hammer +1; bastard sword
+l/+4vs. reptiles; boots of levitation; potions of extra-healing, growth, speed
.Montana is a tomboy, even among female dwarven fighters, and enjoys a rousing go
od time of any sort. She acts a good deal younger than her mature age of 67. Amo
ng her kind, she's awesome, standing well above the average height and very stur
dily built. Though Montana may seem a bit "rough-and-tumble" to others, she does
n't care. She enjoys challenging male dwarves and proving that she's the best, w
hatever likes
Montana
the contest.
fun and games, boisterous activity of any sort. She dislikes weakl
ings and "fat boys," although she has come to respect Smiley's clerical skills (
if not his other traits). As a very active person, she enjoys almost anything st
renuous: mountain climbing, mining, or a good fight. Her magical boots of levita
tionpart
As
helpofina standard
these pursuits
group marriage
as well asininhermany
Boulder
meleeClan,
and dungeon
she is involved
situations.
in the
running of the clanhome whenever she is there and takes a dominant role, of cou
rse. Some of the female dwarves would like to nominate her for clanmistress, but
Montana
she doesn't
knowswant
all the
to beother
tiedadventurers
down with that
quitesort
wellofand
thing.
has traveled with them be
fore. She gets along well with Blondy, the fighter. They often tell each other s
tories of their adventures. Although she tries to stay out of his way, she somet
imes interferes with Slims spells by accidentally levitating, and he gets mad. M
ontana shares Smiley the cleric's full appreciation for dwarven things, especial
ly fine ale, but is often irritated by Digger, the fighter-thief. His black sens
e of humor (as with all gnomes) can be hard to take, but she freely admits he kn
ows doesn't
She
more about
getmining
along well
than with
she does,
Blaze,thetheskinny
elf. They
littleavoid
runt.each other, sometimes
exchanging snide remarksif it doesn't interfere with battling common enemies. Mo
ntana thinks Finder, the half-elf cleric-ranger, is a bore and sometimes a real
painrear:
5th
Digger
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Alignment:
Hit
THACO:
AC
Armor
Weapon
normal:
Level
Points:
with
type:
Proficiencies
his "goody
Gnome
Fighter
goody"
(as
8th
19
9817
15
740
Neutral
116
leather
Fighter):
asLevel
attitude.
Thief
Fighter
&(Evil)
Gnome
shield
5; dart,
Thiefhammer, short bow, spear, bastard sw
Weapon use
ord
Cannot
Proficiencies
longbow, crossbow,
(as Thief):
or any
3; club,
weapondagger,
over 12'
sling
long or over 200 cn weight.
Special Abilities: Infravision 60', find slopes 8/10, unsafe stone 7/10, depth u
nderground
Thieving
PP
70
Languages:
Magical
OL
77
Items:
Skills
6/10,leather
Burrowing
(race
FT
65
direction
Mammal,
and
armor
MSDexterity
72
of+1;
Common,
travel
HSshield
59
included):
underground
Dwarvish,
+2;
HN shortbow
35
Gnome,
CW5/10.+1;
81
Goblin,
RLdaggerHalfling,
40
+2; 8 arrows
Kobold+1;
bag of holding (500 lb., 70 cubic feet); decanter of endless water; potions of
extra-healing,
Digger
is a friendly,
fire resistance,
humorous person
levitation
with a great love of cashto the extent of b
eing a greedy miser. A mature gnome of average size, Digger is stronger and more
dexterous than he looks. Despite his fighting skills, he prefers to travel and
fight in leather and shield. He is very outgoing but not brash and tries to make
friends everywhere. He never mentions his secret hobby: collecting gems and rar
e coins. Sometimes, Digger manages to pick up a few extra things in treasure roo
ms, butlikes
Digger
is careful
jokes and
to not
punseven
(good
tryorwhen
bad)there's
and thea outdoors.
magic-userHenearby.
dislikes spell ca
sters of all types, though he's careful not to show it; clerics are useful. He a
lso hates the nickname "Hoser," given to him because of his magic water bottle.
He has nice gardens at home, both indoors and out. His magic water bottle is use
ful there,
After
growing
as up
wellinasa burrow
during community,
adventures.Digger moved out to seek his fortune and
now lives alone in a large burrow complex under the capital city. Its location
is a complete secret, except to one innkeeper whom Digger blackmails into keepin
g it hidden.
Digger
knows all
His the
secret
others
hoardinortherare
party
coins
quite
andwell
gemsand
totals
has adventured
almost 100,000
withgp.
them
before. Blondy seems easy to fool. She thinks Digger is wonderful because he on
ce doused her when she was on fire. Digger has carefully developed Slim's friend
ship and often carries his spell books for him in his bag of holding. When he's

ready to retire, Digger can sell them back to the magic-user... from a safe dist
Smiley, the cleric, is a real clod, so goody-goody, but his goodwill is needed;
ance.
he can raise dead. And at least he can appreciate the gnomish sense of humor. Mo
ntana, the dwarf, is one of the few that Digger really trusts, even if she is a
showoff. The Ghost is Digger's closest ally, as a fellow Thieves' Guild member,
but Digger doesn't confide in him. Blaze seems to have suspicions about Digger a
nd watches him carefully, but Finder is useful tool, easily fooled and an easy m
arkrear:
13th
Torgel
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Alignment:
Hit
THACO:
AC
Armor
Magical
normal:
for
Points:
Level
type:
a fast
Items:
Humancloak
cure.
16Magic-User
of protection
18
13
16
-5
9
12
14
Neutral
40
bracers
of +3,
defense
ring(AC
of protection
0)
+2, bracers of defense
Spells:
Spells
Level
(AC0),1:Memorized
dagger
5,5,5,4,4,2
charm person,
+2,(spell
dagger
detect
book
+1 ismagic,
lost):magic missile (X3, two already cast), read
magic,3:
Level
2:shield,
detectunseen
dispel
invisibility
magic,
servant
feign death,
(X2), invisibility
fly, tongues(X2),
(lightning
web bolt and slow alread
y cast)4: dimension door, polymorph self, Rary's mnemonic enhancer (X2, both alre
Level
ady cast)
Level
Torgel
5:isdeath
6:
hold
52 years
monster
spell,
oldgeas
(cone
but inofremarkably
cold, passwall,
good shape.
and teleport
He tendsalready
to be opinionated
cast)
and not very trusting. His personality is diplomatic but aloof, his disposition
is even-tempered, and his nature is forgiving but not softhearted. He is truthfu
l when was
Torgel
it suits
quitehim,
a famous
slightly
magic-user
greedy,inandthesomewhat
capitalirreverent.
city, and his name and reput
ation are familiar to the PCs. He was known as a friend and advisor to the king,
Unknown
but disappeared
to the adventurers,
about two years
theirsprior
was not
to this
the first
adventure.
group sent out to find the
obelisk. Torgel was a member of one such party that never returned. During an at
tack by hordes of Bullywugs, Torgel lost his spell book and now has only those s
pells he has memorized (but not yet cast) at his disposal. When he attempted to
use his one teleport spell to escape the battle, the spell went awry and he was
sent instead
After
losing atolarge
the center
salamiofandthetheobelisk
tips ofmaze.
two fingers to one of the disintegra
tors, he gave up all attempts to escape the maze and settled in to await rescue,
looking on this period of enforced (but well fed) captivity as a time for medit
ationof
(New
Chak
Armor
Move:
Hit
No.
Damage:
THACO:
Alignment:
Size:
Intelligence:
STs:
STw:
Special
Dice:
Monster)
and
Class:
Attacks:
Attacks:
contemplation.
15
159*21
Lby
Avg.
14
13
Anyweapon,
(AC
weapon
to0 High
if
poisonous
2armored)
or
lightwand,
1d6 +bite,
poison
orweapons,
bite lightwands (13 charges
Special
each)
The
ChakDefense:
are a race of intelligent
shift
beings
out closely
of phaserelated to phase spiders. They
are the dominant creatures in Part 3 of this adventure. The Chak have prospered
as merchants, trading among many of the races of the Inner Planes of Existence.
Their society is large and advanced. Planets are ruled by local kings serving a
n emperor who
Individual
Chakrules
may be
fromofthe
anyrace's
alignment
homebut
planet
tendsomewhere
to associate
in the
onlyPrime
withPlane.
those of
similar alignment (at least along good-evil lines). The average Chak lives over
a thousand years. All Chak speak a common language of the same name, and many h
ave learned to speak human Common and several other tongues through their dealin
gs with other races. When speaking a "foreign language," their speech patterns m
imic their teachers. They develop some odd colloquial expressions, and these hab
its are hard to break. (The "gee whiz" phrase came into their vocabulary from co
ntact Chak
Noble
with are
a paladin
1-4 Hitsome
Dice800larger
yearsthan
past.)
the average, with a corresponding damage
bonus (1-4), and are AC 3. Kings have at least 10 Hit Dice, with bite damage 2d
10 and
The
mostAC0.
common weapon used by the Chak is the lightwand, a seemingly innocent,
light-producing device which, when fitted with a special control ring, can be fi
red as a laser (range 120', #AT 2/round, Dmg 2d8, save vs. wands for 1/2 damage;
target treated as AC 10 modified for magic or dexterity only). Other small weap
ons, such as daggers or hand axes, are also used. In their lair, over 40% of the
Chak
Chakspin
encountered
webs, butareonly
armed
in their
with lightwand
residences,
weapons.
not throughout a Chak community. A
webbed victim of 18 or greater Strength can break free in one round. For each p
oint of Strength under 18, it takes one additional round to break free of Chak w
Though Chak can shift out of phase as normal phase spiders, entering the Etherea
ebbing.
l Plane at will and returning when desired, they consider it very impolite to do
so. Besides, the Ether is cold and possibly dangerous, so it is normally used o
nly as a route to other planes, except in emergencies (such as attacks). In addi
tion,chomper
(Modified
Chomper
Armor
Move:
Hit
No.
Damage:
THACO:
Alignment:
Size:
Intelligence:
Sts:
STw:
Special
The
Dice:
Points:
of
items
Class:
Attacks:
Attacks:
Monster)
carried
is
a12smallish
tailbysting
the
14
9"
LN2d8/1d4
Animal
95 variety
40
13
Chak
(savedo
+1 of
vs.
poison
bite
notpurple
poison
go
& (paralysis)
1totail
worm
thesuffer
or
sting
Ethereal
(Monster
paralysis
Plane with
Manual,
for
pg.2-12
them.
80),turns)
only
20-30' long but otherwise identical. It eats rock, burrowing deep and instinctiv
ely avoiding the lethal airless lunar surface. Chompers are slightly more intell
igent than purple worms. They were introduced to the moon by the Chak, who train
ed them to respond to simple commands, and they are the primary means of creatin
g new tunnel systems. Tame chompers are virtually harmless, never biting creatur
es except by accident. Wild chompers exist, however, and are not averse to addin
g a bit of meat to their diet. A chompers tail stinger is poisonous, but only ca
usesof
Galeb
(Adapted
Armor
Move:
Hit
No.
Damage
THACO:
Alignment:
Size:
Intelligence:
Sts:
Stw:
These
Dice:
paralysis.
Duhr
Class:
odd
Attacks:
Monster)
rock-beings
Theormaware
12
10can
6"
L2d8,3d6,
Very
910
-2reclusive
n8-10
(8-12')
only1swallow
orbite
but
4d6 very
creatures
much atofhome
halfling
on thesize
moon,
or both
smaller.
in t
he air-filled tunnels and on the airless surface. A galeb duhr looks like a larg

e bipedal rock, with a mouth and squinty eyes. They normally avoid or ignore the
Chak but are sometimes hired as guards or spies. Details of their society (if a
Any)galeb
are duhr
unknown.
can cast the following spells as a 20th-level magic-user, one spell
per round: passwall, stone shape, transmute rock to mud, wall of stone, move ea
Just as a treant can affect normal trees, a galeb duhr can animate and control u
rth.
p to two boulders within 6" range (AC 0; MV 3"; HD 9; #AT 1 crush; Dmg. 4d6; AL
N; THACOto12;lunar
Adapted
SZ L;life,
IN non:
theseSTscreatures
16; STW are
15).not as susceptible to cold as are the
ir cousins. No penalty applies to their saving throw against cold-based attacks,
but damage is still doubled (save for normal damage). They are resistant to mag
ical fire, gaining a +4 bonus to saving throws, and are immune to normal fire an
d all lightning. The boulders they animate share the same resistances and immuni
(Adapted
Glommer
ties.
Armor
Move:
Hit
No.
Damage:
THACO:
Alignment:
Size:
Intelligence:
STs:
Stw:
The
Dice:
of
glommer
Class:
Attacks:
Monster)
is a13four-armed
15
12"
M1d4
animal
16
65 carnivorous
NE
(X4)4orclaws
by weapon
ape,
or weapons
perhaps a mutation, brought to the
moon from its native jungles by evil Chak. Using all four arms, a glommer has an
effective Strength of 22 (carry 1,000 lb. weight, open doors 11 in 12, wizard l
ocks 4 innormally
Glommers
12, and use
bendnobars/lift
weapons.gates
They may
80%).be taught to use clubs or throw rocks
, but notnoother
weapon,
penalties
weapons.
"to hit"
With or
either
to damage apply for multiple attacks. Club dama
ge is standard (1d6/1d3), and small rocks may be thrown to 3"/6"/9" ranges, for
Dmg 1-4 each. If all four of an unarmed glommer's claw attacks hit a single oppo
nent, an extra 2-20 points of rending damage are automatically inflicted. If thr
ee claws
Roc,
(Adapted
Armor
Move:
Hit
No.
Damage:
THACO:
Alignment:
Size:
Intelligence:
STs:
Stw:
The
Dice:
of
lunar
Moon
Class:
Attacks:
hit,
Monster)
variety
rending
7 of this
damage
10
3"
L3d6/3d6
animal
11
4 species
N18
(70'
/24"
iswingspread)
1-12.
or
2 was
claws
4d6created
Iforonly
1 beak
twosome
by
hit,mad
rending
wizard.
damage
Moonisrocs
1-8.need
no air and fly magically, using their wings only for stability. They are immune
to all gases and feed on and are cured by light and heat, absorbed through the
wings.
Tin
(New
Armor
Move:
Hit
No.
Damage:
THACO:
Alignment:
Size:
Intelligence:
The
Man
Dice:
Points:
of
tin
Monster)
Class:
Moon
Attacks:
man is
rocsa13tin
are golem,
otherwise
9"
1-8
M(6')
6 found
N27
non
or very
1-4
1 during
axesimilar
or Part
fistto2their
of this
terrestrial
adventure.cousins.
Long ago, the
Chak bought it from another race and sold it to the Grippli. If the party bring
s the tin man along, they may learn how to activate and control it by talking wi
th theactivated,
Once
Chak advisors,
the tinandmanitalways
may prove
speaks
useful.
when spoken to, but it has no brain an
d offers only random comments or answers to any questions. It is immune to most
spells, but water- or ice-based attacks (normal or magical) cause it to become s
tiff and immobile in 1-4 rounds. (Thorough oiling will free it.) It can be affec
ted by normal or magical weapons. When reduced to 0 hp or less, it is not destro
yed but merely immobilized. It can only be destroyed by melting in red dragon br
eath or hotter. The tin man can be activated or deactivated by the command word
The tin man is immune to damage from lightwands; its shiny surface reflects the
"Zihweeg."
shots. If a shot hits, however, it is reflected in a random direction (roll 1d6)
654321: Dietarget
Any
RollStraight
Back
45
90
(1d6)
in
degrees
at attacker
the
Direction
upright
path
leftof the reflection must make a saving throw vs. wands or t
ake 1-8
PART
Players'
Read
>>Several
1 -points
the
RUINS
Background
following
yearsOF
ofago,
damage.
EMPIRE
towhen
the you
players:
were all novice adventurers, you joined an adventu
rers' guild known as SMART, the Syndicate of Master Adventurers for the Recovery
of Treasure. You were all strangers to one another then, but you came to know a
nd respect
>>SMART
is but
eachone
other's
of several
talentsadventurers'
over the years.
guilds located in the capital city. B
y royal decree, all professional adventurers residing in the capital must belong
to a guild. Several organizations were formed to satisfy the letter of the king
's edict. Each caters to a specialized group. There are the Assassins' Guild, th
e Legion of Law, and many others. SMART is one of the largest and most powerful
groups now
>>SMART
members
existing.
are generally neutral. Moral extremists, such as paladins, are n
ot invited.
>>SMART
members
Evilswear
is also
oaths
discouraged,
of loyaltythough
and cooperation.
not totallyMembers
forbidden.
never steal from
each other or from the group. Lost members are recovered and restored, if possi
ble. Ifhasnot,
SMART
served
theiryourightful
well. Through
shares it,
are you
paidhave
out found
according
opportunities
to their wills.
for profitab
le adventure, friends, and knowledge. SMART members train you. SMART sells potio
ns and normal equipment at discount prices. Your own interests are best served b
y keeping of
>>Notices
goodOpportunity
relations are
withalways
the group
posted
andatwith
SMART
itsheadquarters.
individual members.
You have volun
teered for an adventure to serve the king. The notice was clearly marked with th
e rune for "high danger, high reward." Many asked to go, but you are the lucky o
nes, seems
>>It
selected
thatbythe
theking
SMARThasleaders.
heard of a large and powerful magical device locate
d in the ruins of a city far away. He wants you to locate it for him so that an
expedition can be sent out to retrieve it. You are to be paid a relatively small
fee but can keep anything you find in the distant city. Your reputations will a
lso profit,
>>The
deviceasiswill
rumored
yourtoguild's.
be a large
Transportation
pillar withisflat
provided.
sides. No verified detail
s of adventure
This
its size orbegins
powersinare
theavailable.
early afternoon of a clear, sunny day. Your ship is
nearing the end of its three-week voyage southward. The lookout suddenly cries
"Land Ho!"
>>Once
you debark, the ship and crew will wait for up to two weeks before they g

>>Your
ive
up objectives
and return are
home.to find the obelisk for the king, gather as much informati
on about it and its location as possible, and find and keep as much treasure as
you can for yourselves while cooperating to keep all party members alive through
Pre-Start:
the process.
Saving Throw Results Before starting the first part of this adventure
, ask each player to make the following eight saving throws for his or her chara
cter. Roll the saving throws for Montana and Digger, the two NPC adventurers acc
ompanying
Note
all failures
the party.
here. You need not note the successes. Put an "X" in the row b
y the character's name under each saving throw failed. When the results of a sav
ing throw are called for in the adventure, find the letter of that throw in the
first row and read down, noting each "X" as a failure. Two saving throws are not
HGFEDCBAactually
Blondy
Slim
Smiley
Blaze
Finder
Montana
Digger
Trail
A1.
The
required
Ghost
Beach
ship
Encounter
vs.
lands
needed,
Poison
Breath
Spells,
Spells
Petrifaction
Death
saving
onAKey
____
(Maze
abut
(Encounter
Weapon
(not
no
throws
strip
will
Wisdom
used)
Room
B____
(not
(Encounter
ofare:
help
#6
clear
A2)or
A4)
or
used)
keep
CResistance
____
thereafter)
shoreline,
them____
A2)
D onadjustments
their
but____
E dense
toes.jungle
(Maze Room
lies#3)
#1)
beyond. The
characters may either search for a trail (there is one), or fly overhead looking
for clues. An aerial search reveals nothing but jungle for miles unless a detec
t invisibility spell is used. If so, some ruins can be spotted 1 1/2 miles inlan
d under the dense treetops straight in from the beach. Swarming hordes of creepy
crawlies (see Tree-top Denizens) can be seen in the trees as well. The trail al
so the
If
leadsparty
to the
attempts
ruins.to hack their way in through the jungle, they are faced wi
th quicksand bogs on all sides. Make every effort to keep the party from attempt
ing totowander
Refer
the Jungle
throughMap.
theIfjungle.
the party heads in by the trail, note the encounters
along the way. If they all take the aerial route, landing in or near the ruins,
The
usetrail
the treetop
leads northwest
encounterfrom
as noted
the beach
earlier.
for about 70 yards, then heads north fo
r 300
A2.
At
the
Weirdness
yards,
point marked
and turns
"X"again
on thetoJungle
the northwest.
Map, 200 yards west of the second bend in
the trail, stands a basidirond. It has been emitting poisonous hallucinatory spo
res,the
Use
which
results
coverofthesaving
area throw
markedAwith
(vs.the
poison).
dottedAnyone
circle.who failed this saving th
row is affected by a hallucination. You'll need the delusion and message notes y
ou were instructed to cut out and keep hidden. Do not announce the effects or gi
ve the players any hint that they have encountered a basidirond. Simply give one
note to each player. Players who failed their saving throws should receive delu
sion notes. Those with unaffected characters should be given the message notes p
To determine which message to give each player, roll 1d6 for each deluded PC and
rovided.
321Die
useRoll
the following
Stuck
Spider
Viper:
table.
inItem
attack:
Delusion
swamp:
Doheld
notAttack
Strip
duplicate
is
a snake;
off armor
incoming
anydrop
messages;
spiders
toit,
keepleap
infrom
re-roll
all
away;
sinking.
directions
as needed.
attack
it and t
4ry to convince the
Disease:
others.Other characters are moldy; avoid coming within 10 feet
65of them.
Melting:Tear
Leech:
Dropoffeverything
anything worn
and hold
on the
selfback
together
and attack;
with both
its ahands.
gian
t leech.
The
hallucinations are not illusions, and disbelief has no effect. They must be
believed and acted upon as if real. Tell the players to read their messages and
warndelusions
The
them not continue
to compareforor1-4
discuss
roundsthem,
aftermerely
leaving
to the
act area
on them.
or until a slow poi
son or neutralize poison spell is applied. However, if a spell is used, another
saving throw must be made immediately. Keoghtom's ointment gives immunity to the
The
effects
noisefor
awakens
threeaturns.
jungle anhkheg, which rises up at the west side of the path
(but without surprise) and attacks. Deluded characters may be able to attack the
anhkheg, if convenient or wise, but their delusions have first priority. The de
lusions
When
thedoanhkheg
not prohibit
is damaged
spelltocasting.
15 hp or less, it squirts acid in the next round,
automatically gaining initiative. Use the victims' saving throw C (vs. breath w
eapon). The monster can attack normally after squirting (at the end of the same
round), but no extra acid damage applies to a bite after the creature has used i
ts the
If
A3.
>From
squirt.
Visitors
the
party
second
Ignore
flees,
bend,
acid
thethe
damage
ankheg
trail
tomoves
items.
proceeds
onto northwest
the trail for
and 635
pursues.
yards (nine diagonal
s of map squares) and then turns north. Seventy yards (one diagonal) before this
turn, the party notices four froglike humanoids watching them carefully from th
e coverareofthe
These
theGrippli.
jungle toBetheir
sure you
righthave
(northeast).
read the section on Native Life and are
familiar with them. They flee from any party aggressiveness but do not fear spel
l casting in itself. They do not speak human Common, only the Grippli and Batrac
hian Common tongues. Thus, a tongues spell is needed for meaningful communicatio
n.
Alignment language may be used but only produces general messages such as "Peace
!" approached
If
and "Got anything
peacefully,
for me?"
the Grippli may barter and may possibly be persuaded t
o take the party to their village. They will not suggest this themselves but may
Ifagree
any goodwill
if sufficiently
is generated,
bribed through
or charmed.
trading or conversation, and if communicat
ionThe
1.
is Grippli
possible,saythethere
Grippli
are others
reveal about,
the following
like Grippli
bits ofbutinformation:
not like Grippli, wh
o are nasty. These others are enemies of the Grippli. They have not, however, be
en They
2.
seen warn
for athe
weekparty
or two.
of a plant monster ahead at the second bend in the trail
(a mantrap), and suggest it is best avoided. Only a slight departure from the tr

ail is needed. The Grippli tell the PCs to stop 100 feet south of the turn, head
northwest through jungle for 200 feet, and then turn north again. They can then
The
easily
adventurers
regain the
maytrail.
not notice that the Grippli foot is three-fifths the size of
a human foot. Thus, the creatures' directions are not correct if human feet are
used to measure. A detail map is provided, showing the paths taken by the party
if the true Grippli distances are used (Path A), and if human feet are used (Pa
th B). If anyone in the party thinks to double-check Grippli distances by compar
ing actual feet or asking for the Grippli estimate of an item's or person's size
(multiply normal size by 5/3), this discrepancy can be easily noted and correct
Path B comes within range of a second mantrap, located 60 human yards west of th
ed.
e one by the trail. Use the same details as given in encounter A4 for the first
mantrap. If both are encountered (unlikely but possible), have all characters ma
ke saving
Many
characters
throws(and
for all
the magic-users)
second mantrap;
candoaccurately
not use prerolled
estimate length
saves. at a distan
ce if a clear view can be obtained (and such is the case on straight sections of
trail). This elementary surveying technique requires only the use of an item wi
th a known length (such as a 10-foot pole). Thus, the distance from the turn can
>>You
Delusions
be estimated
have stepped
without
intoapproaching
a swampy bog,
the and
danger
arezone.
stuck. Take off all your armor and
>>Suddenly,
>>You
get help
suddenly
before
hugerealize
you sink!
spiders
that
cometherunning
item held
at the
in one
partyhand
fromisall
a deadly
sides!pit
Attack
viper!
them!
Dro
p it, suddenly
>>You
move away,notice
and attack
that mold
it! is
Trygrowing
to get on
helpthefrom
backs
youroffriends.
most of the other cha
racters.
>>You
feelAvoid
a flash
them!ofStay
odd heat
at least
and start
10 feetmelting!
awayandHold
warnonto
them!
yourself with both h
ands and
>>You
suddenly
warn the
notice
others!
that there is a giant leech on your back. Tear it off and
attacksuddenly
>>You
Messages
it! Better
hearwarn
something
the others,
off intoo.
the jungle to the right of the path. The un
dergrowth
>>You
>>This
get
is athe
isfake
too
feeling
thick;that
message.
nothing
Frown,
something
isroll
visible.
odd
ld20,
is and
abouttell
to the
happen.
DM the result. Don't wo
rry; itnotice
>>You
doesn't
thatactually
there are
meana lot
anything.
of creatures up in the treetops: snakes, spide
rs, andnotice
>>You
giantthat
bugsthe
of jungle
variousissorts.
very hot and steamy. Better drink extra water on
>>You
this start
trip. to
Keepperspire.
an eye out
It'sforhota here.
chanceEveryone
to refillisthe
getting
waterabottles,
bit smelly.
too.Think
of something
A4.
After
Sniff
the trail
to turns
do about
north,
it and
it proceeds
share yourforideas
200 yards
with the
andothers.
then turns northwest
again. Forty feet to the north of that turn is an insidious plant monster called
a mantrap (see Detail Map A4). It appears similar to a huge, 24-foot-tall weed,
with bell-like flowers on its stem and five large, traplike leaves. It does not
Use
attack
the results
with theofleaves;
savingitthrow
merely
B (vs.
waitspoison).
until prey
All victims
climbs inwithin
voluntarily.
60 feet becom
e fascinated by the mantrap's odor and leave the trail heading north. Those attr
acted go to the body of the plant and voluntarily climb into one of the four lea
ves unless prevented by their comrades. Once entered, a leaf closes about the vi
ctim, inflicting a number of points of acid damage per round equal to the victim
's AC rear (minimum of 1 point per round). Items exposed to the acid must be sav
ed for immediately (see chart below) and at the beginning of each turn (not roun
d) thereafter.
SAVING
ITEMS
Bone
Ceramic
Cloth
Crystal
Glass
Leather
Liquid
Metal,
Mirror,
Parchment/Paper
Stone
Wood
The
victims
or(small)
VS.
THROW
hard
soft/Jewelry
Ivory
or
glass
Rope,
ACID
Vial
Book
can
CHART:
or(standard
thin
thick
All
beGempulled
metal 1d20
receives
freeroll)
only
13
89316
411a if
512
15
+2 the
bonus.
710
12
6 plant is killed or if the attacking l
eaf and branch are cut off by an edged weapon. Treat each leaf-stalk as AC 6, hp
10. Damage to a leaf-stalk is not counted against the monster's total hit point
s.
The fascination comes from a pollen released from the plant. This is a poisonous
effect, not a magical one. It can be dispelled by the passage of time (24 hours
spent out of range), the burning of the plant, or magical remedies against pois
on (slow poison or neutralize poison, Keoghtom's Ointment, etc.). However, if th
e inhaled pollen is neutralized while the victim is still within range of the ma
ntrap, the victim must make another saving throw vs. the poison/ fascination imm
ediately.
A5.
>From
Watcher
the mantrap
Do not use
bend,
pre-rolled
the trailsaving
proceeds
throws
northwest
if thisfor
occurs.
212 yards (three map di
agonals), then turns north again. Twenty-five yards before that turn, the trail
crosses an unusually flat, hard, cleared area that is 12 yards wide. This is the
remains of an old road which once led from the city (now ruins) to the coast. N
o large trees grow on the old road; only shrubs and small plant growth can survi
ve on it. It is not visible from above, as the branches of nearby trees intertwi
ne to form
Buzzing
overa the
thickroad
canopy.
to the north of the trail at this point are three giant dr
agonflies, which attack as soon as the party arrives. Standing motionless at the
edge of the road just south of the trail is a giant mantis. It remains unnotice
d, blending perfectly with the underbrush, unless a detect invisibility spell or
some other means is used. The mantis does not attack at this time. If spotted a
nd attacked,
The
mantis isitwatching
flees. for easy prey. During the melee with the dragonflies, if
one or two characters (not three or more) back up to the south edge of the path,
the mantis reaches out quietly and carefully. It grabs one victim from behind w

ith its forelimbs (2d6 points of damage). The victim is not silenced but is immo
bile. Use AC rear hereafter. During the next and following rounds, the mantis bi
tes the victim while turning about and heading south down the old roadway (6" ra
te). It cannot fly in this terrain. If pursued and attacked, it flees from missi
le or magical attacks (still holding its victim) but stops and fights if attacke
d hand-to-hand.
The
mantis never attacks if three or more characters back off from the dragonfly
The
melee,
dragonflies
or if none
gainback
a +2off.
bonus
It to
chooses
all initiative
to remain rolls.
hidden In
to play,
await add
othertheprey.
bonus
to your roll, and have the player with the highest Dexterity roll for the party.
The Dexterity modifier (if applicable) may be added to the PCs roll. Because of
the dragonflies' high-speed darting and hovering, the following combat effects
apply:
Dragonflies
A6.
The
Continue
party
canLOSE
WINcontinue
initiative:
(or TIE)
up the
initiative:
Immune
path or
to take
hand-held
AC
1 the
vs. old
missile
weapons,
road.fire
AC -1 vs.
Either
way,missile
no encounte
fire
rs occur before they reach the ruins. However, one noteworthy bit of information
Anisold
obtained
trap lies
at the
at that
pointpoint,
where now
the obvious
path again
andcrosses
easily avoided.
the old road.
It consists of f
our spears, their points discolored by poison (now harmless), mounted on a spear
-throwing contraption made of branches. The ground is trampled, and there are ma
ny footprints of froglike humanoids in this area. The footprints were made by Bu
llywugs, but the characters may think otherwise. Both the trail and the road lea
d maze
AThe
toRuins
thelies
ruins.
15 feet below the old city, heaps of rubble marking the entranceways
at each of its four corners. The floors and walls are stone. The ceiling, at gr
ound level, is a transparent force field. The stone is very tough and enchanted
besides; digging does not penetrate it, spikes cannot be hammered into it, and s
o forth. However, a pass-wall spell can cause a part of the wall to disappear fo
r the spell duration, producing a hole 5 feet tall, 8 feet wide, and 10 feet dee
p.
Each door within the maze is made of a shiny, reddish metal unknown to the chara
cters (silicon-steel). No hinges, locks, latches, or doorknobs can be found. All
doors open by themselves when touched; no "open doors" roll is needed. When any
door is touched, it slides downward into the floor until its top is flush with
the stone, leaving a flat surface. The door remains in that position until close
d (via the control room in the center of the maze) or until it closes itself (as
given in some descriptions). Unless a description mentions that a door closes,
assume that once opened it remains open. Whenever a door remains open, put an "0
" beside it on your Maze Map. Later, you'll need to know which doors are still o
The maze appears to be easy to solve, but there is actually only one route throu
Zap
pen.
gh it. Your DM's map is marked with several blockages, each shown by an asterisk
(*). These blockages are invisible and nonmagical disintegrators that register
Aasdistintegrator
traps if a clerical
may befind
placed
traps
in aspell
doorisorused.
doorway or may simply block a corrid
or. The passage of one foot or more of material through a disintegrator activate
s the zapper, destroying that portion of the material which has passed through.
Thus, a 15-inch stick inserted through a disintegrator area suddenly goes "zap,"
and the character is left holding a 3-inch stick, cleanly cut off. A small obje
ct thrown through a disintegrator is not destroyed and does not betray the exist
ence of the disintegrator. Only objects or creatures at least one foot in length
Nothing
or breadth
and nobody
are affected.
gets a saving throw against the disintegration. All large obj
ects and creatures, magical or otherwise, are affected. Disintegrators do not bl
ock spells.
With
the clues provided, the players should realize that something is fishy and
will probably test ahead of them with the sticks found just inside the southeast
entrance. But if your players are a little dense, and their characters just go
strolling in, you may want to give them one chance since you don't want to wipe
out a character through sheer ignorance. If desired, the first time a character
walks into a disintegrator allow a saving throw vs. death (not a pre-rolled savi
ng throw). If successful, the character feels tingly and jumps back in time. If
failed, the character is reduced to 0 hit points but still falls back before bei
ng disintegrated. Quick curing can restore the character with no ill effects exc
ept for hit point loss. Don't be this lenient more than once per party. The seco
nd time, ZAP! The victim disappears with all equipment carried, permanently lost
.Visitorsup from within the maze, characters can easily see the treetops and (dep
Looking
ending on the angle, walls, etc.) the central obelisk. Snakes, spiders, wasps, a
nd dragonflies occasionally move over the maze, though they cannot pass through
the force field. Describe some of them now and then as they pass overhead. A lar
ge snake or two might even start to follow above the characters, looking for a w

Thetoclerical
ay
Detect
get
Magic
at spell
the adventurers.
offers no chance to determine a specific type of effect, only
dim or strong magic. The magic-user spell has a 10% chance of detecting the typ
e of magic (illusion, enchantment, etc.). Smileys wand of magic detection has a
100% chance of determining the type of magic if the user merely concentrates for
a full round on the dweomer detected. This wand may become very useful in the s
cenario, but do not remind the players. Merely confirm this information if asked
.SampleifMaze
Even
the players
Journey have a map, the trip through the maze can quickly become ted
ious.characters
When
The following
are passing
suggestions
through
may the
helpmaze,
you keep
describe
thingstheir
moving.
route quickly and c
learly until they get to a decision point. Avoid wasting time. Have one player b
e the caller for the group's decisions. Here is an example. The PCs have entered
DM:
the"Okay.
"Which
northeast
way,go
You
corner
south
west,or
ofU-turn
the maze.
west?"
back
Caller:
east,"Uh,
U-turn
let'sagain
try west,
west."and can go into a d
ead "You
Caller:
DM:
end "We'll
ordon't
turnfind
check
left.anything
out
Which?"
the at
deadall,
end,even
slowly,
with awith
thorough
a stick."
search. Want to go sou
th and
Caller:
DM:
"Youwest,
"Go
round
south
orthe
goand
backwest."
corner,
to but
the before
entrance?"
you come to the open area the stick goes Z
AP! "You
Caller:
DM:
You "OK."
have
"Okay,
windsouth,
go
noaround
gochoices;
back."
then
until
west,
youyou're
must
thenback
goturn
back."
atsouth,
the entrance.
but beforeSouth?"
you can get to a choic
e, the
If
there's
characters
anotherare
'ZAP!'
usingScratch
sticksanother
regularly,
stick."
assume that they continue to do so
. Don't zap someone because they didn't specifically mention using a stick. Be k
ind, giving
There
are noteveryone
enough sticks
a chanceattotheplay.
southeast entrance of the maze to test all th
e disintegrator areas. Characters may gather more sticks before they enter, but
don't suggest this to them. The best way to keep track of the sticks seems to be
this: keep a record of the total number of usable feet of sticks remaining (pro
bably starting with 20, those in the bundle). Allow each character to gather ano
ther 10 sticks comfortably. Warn them that carrying more than 10 additional stic
ks will cause encumbrance and possible delays in melees. After entering the maze
, characters may backtrack, exit, gather sticks, and return. After passing Room
2, the
Ruins
B1.
If
however,
TheEncounter
party
Clearing
their
approaches
Keyexit from
by the
thetrail
maze or
is road,
blocked.
read the following to the players.
If they enter the area from the air, run the battle with the treetop creepy-cra
wlies first,
>>Ahead,
the jungle
describing
appears
thistoarea
thinasout.
needed.
Amongst the trees, you catch glimpses o
f crumbled stone walls and approach cautiously. The trees end abruptly, and you
see a huge area, cloaked in jungle shadows. Standing tall and clean in the cente
r of the area is a large stone spire, 50 feet tall and 15-20 feet wide at its ba
se. area
The
It reaches
aroundtothewithin
spire20isfeet
roughly
of the
circular,
treetopabout
canopy.
400 feet across. Tree branc
hes and vines form a complete canopy overhead, shielding the area from the sky.
The ground is littered with dead branches and what little can grow on the gloomy
The
jungle
branches
floor.overhead
No treesseem
growtowithin
move, but
200 there
feet ofisthe
no breeze.
base of You
the realize
pillar. that the
trees are filled with creeping and flying creatures of various types: spiders,
snakes, dragonflies, wasps, and who knows what else. But they stay in the treeto
ps and
The
stone
do and
not log
descend.
ruins that you first glimpsed through the trees form a rough c
ircle around the pillar, about 200 feet from it. Some rubble lies within the cir
cle,pillar
The
but notthat
much.
the PCs were sent to find is the obelisk, represented by the squ
are ruins
The
in theofcenter
buildings
of thelieDM's
to all
Mazesides
Map. of the map, few to the east and west but
many to the north and south. No actual structures remain. The rubble is a foot
deep at most, with many bare spots. If characters search the building ruins, the
y find one item from the list below for each turn of searching. Give out the ite
ms Seven
1.
2.
Ainsmall
thecoins
order
broken
made
listed;
ceramic
of announknown
jug,
further
decorated
reddish
items with
are
metal,
found
a drawing
each
here.
marked
of a with
spider.
strange runes.
A comprehend languages spell reveals the text as "Garsha Koo" on one side, "One
Sarkum" on the other. That's as clear as it gets. Reading the words does not gu
arantee
3.
A two-inch
understanding
square piece
them.ofThefabric
metalmade
is silicon-steel,
of woven metalunknown
of a strange
in thistype
world.
(agai
n, One
4.
silicon-steel).
wand. It is magical, but odd and flexible, made of an unknown substance s
imilar to plastic. If struck against any hard object, it glows to a 30-foot radi
us for one turn, then goes dark. It can be used as often as desired and has no c
5. The skeleton of a froglike human with two neat holes in the skull, one in fro
harges.
nt and one behind. (This Bullywug was apparently killed by a laser. The remains
areAeasily
6.
clear gem,
mistaken
madefor
of an
a Grippli's.)
unknown mineral. (This sand-gem is worth 5,000 gp but
Keep
is easily
track of
broken,
the characters'
crumbling toapproximate
worthless location
sand.) in the clearing. The maze on
your map occupies a rectangular area in the center of the clearing. It lies belo
w ground level and is protected by an invisible ceiling equivalent to a huge wal
l of force which cannot be passed or even scratched. Because of the rubble and l
itter on the ground, characters may walk over the maze without realizing it. If
a character moves any of the rubble or sticks in this area and looks down, the m
aze area below may be dimly seen as a dark space. Light (magical or otherwise) i

The protective
lluminates
onlyforce
a small
wallpart
cover
of extends
the maze.over the entire obelisk, one-half inch f
rom sticks
The
its surface
and rubble
at allabove
points.
the maze can be easily cleared in 16 man-turns of wo
rk (eight characters working for two turns, four turns for four characters, etc.
). If the characters do not catch on that something is below them, have one char
acter trip on a branch and almost fall into a hole, only to bang his or her nose
on the invisible covering of the maze. When the characters have cleared some or
>>With
all ofathe
little
area,work,
readyou
theuncover
following
a wondrous
to the players:
sight. A maze lies below you, surro
unding the central pillar. With the area cleared, you can easily map the whole t
hingtheifcharacters
If
you take two
do not
or three
take your
turnshint
to dotoso.
map the maze, try to subtly encourage
them to do so. Otherwise, the players will spend so much time mapping as they g
o thatthevery
When
characters
little will
havebespent
accomplished
the time to
frommaphere
theon.
maze, hand them their map of
the ruins
>>You
are standing
and say: on a perfectly clear but impenetrable surface which covers th
e whole maze. The floor of the maze seems to be stone, about 15 feet below you.
The walls are also stone, about 6 inches thick. The tops of the walls seem to li
e justare
There
below
a dozen
your intact
feet. buildings in the maze. Four are octagonal, four rectang
ular, and four irregular ones are in the center area near the pillar. All the bu
ildingsseem
There
havetodoors
be openings
made ofata the
strange-looking
four cornersmetal.
of the maze. Each of these lies be
low some old surface ruins. Near the southeast corner (point A on your map) lies
B2.
At
anany
armored
Entry
or allskeleton
of the four
with corners,
some unidentifiable
characters may
bundles.
move the rubble with a little
digging. When this is done, the rubble cascades down to reveal a slide or pit le
ading to the open entrance to the maze. Characters have no problems climbing or
sliding down to any entranceway. These rubble slides are not traps, but are dete
ctable
The
characters
by the dwarven
may trydetect
to enter
unsafe
at all
floors
fourability.
corners, but will be blocked by disi
ntegrators
The
old human
fromskeleton
continuing
at point
very Afarisatclad
allinbutnon-magical
the northwest
plateentrance.
mail and shield,
now corroded and worthless. Some of the bones are broken, and some show signs of
bite marks and gnawing. All the limbs are somewhat out of place. Part of the vi
ctim appears to have been eaten a few years ago, but most of the body has simply
Three
rottedbundles
away, lie
encased
nearintheitsbody.
armor.
One is a moldy leather backpack containing norm
al equipment, now rotted (blanket, food, some candles, etc.) and various normal
coins worth a total of 100 gp. The second bundle is a large sack. It contains a
rotten mass of something unidentifiable and nothing more. The third bundle is a
bunch
In
front
of of
20 the
wooden
skeleton
branches,
(by the
eachasterisk
about 15oninches
your DM's
long.map) lie two short sticks
. These seem very similar to those in the bundle but are only three inches long.
One end of each stick is broken, as if it had been torn from a tree. The other
end is cut off very cleanly. The victim used these sticks to test the area ahead
The
Room
>>This
(seeMaze
1.Zap
octagonal
Head
above).room is empty except for a stone pedestal which stands in the e
xact center of the room. The pedestal is 4 feet tall and 1 foot in diameter. Ato
p it sits a golden object, a 5-inch tall bust of a clean-shaven human with a hoo
ked bust
The
nose,isbushy
madeeyebrows,
of solid gold.
and short
If ahair.
detect invisibility spell is used, or if a
thief successfully finds traps, characters notice that the bust rests on an inne
r circle atop the pedestala crack, possibly indicating a movable center. Success
at removing traps means that a small wedge has been pushed down into the crack,
jammingmagic
Detect
the center
revealspiece
thatsothethat
bustitiscannot
magical.
move.Concentration reveals that the dw
eomer is an enchantment. Further concentration may reveal a like dweomer below t
he bust (a ring), and still more concentration may reveal a faint but definite e
Avocation
dispel magic
fartherspell
belowused
theonbust,
the pedestal
within thedoes
pedestal.
not change anything. The stone is
Ifpartially
the bustgalena,
is lifted,
a lead
a ring
ore,isandrevealed.
blocks such
The bottom
attempts.
of the bust has been hollo
wed out, and the ring sits on the stone beneath it. If the trap has not been def
used, lifting the bust causes the central stone cylinder to slide upward. One fo
ot of it rises from the pedestal, releasing a fireball explosion that fills the
room and overflows out the door (or doors, if the door opposite the entry has be
en opened by this time). The central cylinder immediately slides back down into
the closed position, leaving the pedestal in its original condition. It will not
rise again unless reset via the controls in Room 9). Sorry, but replacing the b
ust with an equal weight, as one famous adventurer proved, does not defuse the t
The fireball inflicts 6-36 (6d6) points of damage. Use the results of saving thr
rap.
ow D (vs. spells). Success indicates half damage. Of the 33,500 cubic feet of ex
plosion, the room accommodates only 10,500 feet. About 23,000 cubic feet expand
out of the room. This covers 15 1/3 map squares (each representing 1500 cubic fe
et). If both doors are open, divide the explosion evenly out of each one. You pr

obably won't need to be exact. The explosion covers a wide area, and most charac
tersbust
The
willweighs
probably
100bepounds
in range.
and is worth 5,000 gp. The ring is a ring of fire res
istance
Room
>>In
2. First
the
(center
+ 4 Image
bonus
of this
to saving
rectangular
throw,room
2 is
damage
the six-foot-tall
per die).
head of a man, the
same man as that portrayed by the gold bust from Room 1: hooked nose, short hai
r, and so forth. It appears fleshy, alive, and very real, as if a giant were imp
risoned below the floor. The head's eyes are open, staring at the door through w
hichimage
The
you have
is anentered.
illusion. Disbelief has no effect, nor does dispel magic. Howeve
r, the thing is harmless and insubstantial. Characters can walk through it. The
image does not respond to anything the characters do except for one simple actio
n.
If the golden bust is shown to the image in this room, the image closes its eyes
. Only then will the exit door open when touched from inside the room. The exit
(the west door in the north wall) does not open, whatever else is tried, as long
as the image has its eyes open. This door closes itself one turn after it is fi
rst opened and does not open when touched on the outside (corridor side). Thus,
once all the characters have passed this door, they cannot go back and are trapp
ed in the maze. The door closes regardless of any attempts to block it, crushing
Room
>>This
any 3.
object
octagonal
Bellsor spell
roomeffect
contains
in only
its way.
two small golden bells, both sitting on the
floor in the center of the room. Each has a 3-inch- long handle and a 2-inch-tal
l cup.
The
bells are solid gold, with gold clappers. Detect magic reveals that one is m
agical. Concentration may reveal the dweomer to be an enchantment, and further c
oncentration
If
the magicalmaybell
reveal
is lifted
an additional
from thedweomer,
floor, aanfireball
evocation.
explosion goes off bene
ath it, identical to that in Room 1. Damage is 6-6d6) points. Use the results of
saving throw E (vs. spells). Success indicates half damage. Again, the blast sp
ills out of the room, filling 15 1/3 additional map squares. The nonmagical bell
The
is magical
not trapped
bellinisany
a bell
way of
andblasting.
is worth Each
20 gp.time it is rung, a small gemlike ob
ject (apparent value 1,000 gp) falls from inside it. The gem explodes three roun
ds later in a 6d6 fireball unless the bell is placed over it. This action merely
delays the fireball until the bell is again picked up. The bell of blasting has
a value of 7,500 gp if sold in a sizeable town. It has 12 charges remaining; on
e charge is used for each fireball. Keep track of the charges remaining. Charact
ers may ring the bell later, and a delayed blast fireball is produced each time.
If so, players may make the needed saving throws. Do not use any more pre-made
rolls4.for
Either
Room
>>This
door
rectangular
Second
fireballs.
canImage
be room
openedcontains,
easily, once
whether
again,
or not
thethe
six-foot-tall
bells are tampered
head of the
with.fami
liar human with the hooked nose. Again, it is facing the entrance (south door in
Again,
the east
thewall).
head is an illusion. This time, however, the eyes are closed. The exi
t (south door) does not open until the eyes have opened and closed again. The ey
es can only be opened by ringing a bell in the room. Either bell can be used. Th
e eyes do not close again unless shown the golden bust. Once this procedure has
been 5.
Room
>>This
used,
octagonal
Chalice
the south
roomdoor
contains
opensanormally.
pedestal in
It the
can center,
be openedidentical
from either
to that
side.in Ro
om in
As
1 (4Room
feet1,tall,
the center
1 footofacross),
the pedestal
with amay
golden
be found
chalice
(viasitting
detectatop
invisibility
it.
o
r find traps) to be a movable cylinder. The solid gold chalice has a 5-inch cup
atop a magic
Detect
3-inch-tall
revealsbase
thatandthestem.
chalice
The is
chalice
magical,
is empty.
and that something within the
pedestal is also magical. Concentration may reveal that the chalice bears an enc
hantment, as does something in the pedestal. Further concentration may reveal th
at the
If
an evocation
center ofalso
the pedestal
lies within
is jammed
the pedestal.
(which occurs if a remove traps attempt
is successful), it does not move. If the chalice is lifted before the trap is ja
mmed, the central cylinder rises 1 foot, revealing a hole through it. A ring lie
s in this
After
rising,
hole.theNocylinder
explosionimmediately
occurs. returns to its original position. If any
character is standing by the pedestal when the cylinder rises, an attempt may be
made to snatch the ring before the cylinder descends. Have the character make a
normal "to hit" roll as if for missile fire (Dexterity adjustments apply, but n
ot Strength). If the character hits AC -2, the ring is successfully grabbed. The
ring is another ring of fire resistance. In any event, a small compartment belo
w the ring is not disturbed. It is this compartment, not the ring, which bears t
he evocation, a fire trap. It plays no part here. The pedestal is partly galena,
This
a lead
roomore,
maywhich
be easily
foilsavoided,
dispel magic
but the
attempts
chaliceatisnegating
needed to
thepass
evocation.
Room 6. Chara
cters6.may
Room
>>This
rectangular
Third
return
Image
toroom
thisagain
room holds
easily;thethesix-foot
door remains
image of
open.
the now-familiar human
Again,
head with
the head
the hooked
cannotnose.
be affected
Again, except
it is inbythe
certain
centeractions.
of the It
room.
faces the entra
nce (east door) with its eyes closed. The exit (east door in the north wall) doe
s not open until the eyes have been opened and closed again. The required proced

2 runs
ure
1Step
# Put
Ring
Action
as liquid
follows:
a bell.in chalice; then show chalice to the image.
Resultopens
Image
Liquid
itsdisappear
eyes.
s.
After
Only
3
one
theShow
mistake
procedure
golden
canis
bust
cause
complete,
toproblems.
image.the If
exitthedoor
chalice
opensdoes
at aImage
not
touch.
contain
closes some
its eyes.
liquid
when shown to the image, find the result of the holder's saving throw H (vs. de
ath). If successful, the victim takes 10 points of damage. If failed, the victim
is reduced to 0 hp but may be recovered by quick curing, with no loss except fo
r the points of damage. This concludes the use of the pre-made saving throws. An
y further
The
liquidsaving
can bethrows
of anyrequired
type: water,
must wine,
be madeblood,
by thepotion,
playersetc.
as Interruptions
needed.
of
the procedure do not cause problems. As soon as the three required actions are
completed, regardless of other activity, the eyes close and the door is free to
be opened.
The
exit can only be opened from inside the room. It closes itself one turn afte
r being opened. Thus, after characters have passed through this room, they canno
t later
Room
>>This
7.octagonal
return (identical
Apples
room is empty
to theexcept
effectforinaRoom
golden
2).serving platter lying on the
floor in the center of the room. Three golden apples rest upon it. The platter i
s 1 foot wide and 2 feet long. crafted with golden handles on each end. The appl
es are magic
Detect
3 inches,
reveals
4 inches,
that the
andtray
5 inches
and apples
in diameter.
are magical. Concentration may rev
eal that all the dweomers are enchantments, and further concentration may reveal
The
thattray
theistwoa platter
smallestofapples
purity.
alsoAnybear
con-sumables
evocations.placed on its surface become p
urified in three rounds. Poisons are negated. Potions, unfortunately, are turned
any
The
to apples
pure water.
nonconsumable
are apples
Noitems.
living
of chaos.
The
thing
trayTwo
canishave
beworth
affected,
additional
5,000 gp
nordweomers.
if sold inIfa an
sizeable
apple of
town.
cha
os is thrown, its material form disappears where it lands, but its image remains
as a phantasm affecting all creatures within 40 feet. All victims are affected
as if by the 5th-level illusionist spell chaos, suffering confusion (as the drui
d spell). Normal fighters (not paladins or rangers), illusionists, creatures wit
h Intelligence of 4 or less, and monsters which do not use magic may each make a
saving throw vs. spells to avoid the effect. No other creatures gain a saving t
hrow. The confusion lasts for 20 rounds, after which the phantasmal apple disapp
ears. The image and the effect may be removed by a dispel magic spell, checked a
gainst 20th-level magic use. An apple of chaos is worth 3,000 gp if sold in a si
zeable
The
platter
town.and apples may be picked up and examined without incident. Dispel ma
gic does not affect them in any way. This room may be easily avoided, but an app
le is needed to pass Room 8. Characters may return to this room easily; the door
Room
>>This
remains
8.rectangular
Fourth
open. Imageroom once again holds the six-foot-tall image of the human he
ad withthe
Again,
thehead
hooked
cannot
nose.beAgain,
affected
it except
is in the
by certain
center ofactions.
the room.
It faces the entra
nce (north door in the west wall) with its eyes open. The exit (south door in th
e east wall) does not open until the following procedure has been completed in o
Step# this
54321rder:
After
Ring
Show
Action
Put
sequence
liquid
a bell
an
golden
apple
inbust
in
ischalice;
tothe
complete,
theroom.
to
image.
image.
show
thechalice
exit maytobeimage.
Image
Apple
openedopens
disappears.
closes
normally.
Liquid
Result
its
itsdisappears.
eyes.
eyes.
No further act
ivity
As
before,
of anyonce
kindallaffects
the steps
the are
image.
complete, the procedure is finished. Interrupt
ions do not change the results. Mark off step 1 when the bust is first shown, th
en wait for the PCs to complete step 2 (possibly after other actions), mark it o
ff, waitincidents
Several
for step may
3, and
occur
so if
forth.
everything is not done perfectly. As before, if t
he chalice is shown without liquid in it, the holder of the chalice must make a
saving throw vs. death. If failed, the victim is reduced to 0 hp but may be reco
vered by fast curing, with no losses except for the points of damage. If success
ful,addition,
In
the victim
whenever
takes an
20 apple
pointsisofshown
damageto(double
the image,
the the
previous
applesituation).
disappears, whet
her or not this occurs at the proper point in the procedure. The apple does not
disappear if the image's eyes are closed and it is not seen. If the apple is one
of the two smaller ones (the ones with evocation dweomers in addition to enchan
tments), a small gemlike object remains when the apple disappears. The gem has a
n apparent value of 1,000 gp but explodes in three rounds as a fireball, inflict
ing 6-36 (6d6) points of damage. Each victim may make a saving throw vs. spells
to take half damage. The room contains only 9,000 cubic feet of volume, so 24,50
0 cubic feet of fireball spill out into the nearby corridors (evenly through all
Thus,
open the
doors)
party
covering
could conceivably
16 1/3 map squares.
lose all their apples in this encounter by sho
wing more of them to the image than necessary. Note also that the magical bell s
pews forthelse
Whatever
fireballs
occurs,with
if all
thethree
same apples
effect.are
(Seeshown
Roomto3 the
for head,
details.)
the procedure i
s completed.
The
exit closes
Theitself
eyes close
one turn
and after
the exit
being
is opened
freed. and cannot be opened from the
Byoutside
this time,
(corridor
the party
side).probably
It crushes
has an
anything
excellent
leftidea
to block
of theit.route from here to
the obelisk. A pass-wall spell may be used to avoid all interaction with the im
age,As9.
Room
>>
allowing
youCenter
approach
all the
theapples
center,tothe
be base
kept.of the obelisk is visible amidst four bu
ildings.
Each
of the
There
buildings
is no sign
contains
of life
various
or treasure.
interesting items, as detailed below. The

corridors around them can be freely explored (except for the disintegrator area
s, of course). None of the doors to the central buildings are disintegrators. Wh
enever any door is opened (in the usual way), a short corridor is revealed leadi
ng to a lighted area. The light always seems dim, as if from torchlight. In the
room descriptions, treat the entryways as corridors leading to a 20-foot-square
room the
Room
>>In
area.southeast
9a.
Northwest corner
Buildingof the room, a massive golden throne sits in the alcov
e, facing northwest. Its seat, back, and arms are lined with plush velvet cloth.
Sitting in the throne, apparently asleep, is a familiar figure, a clean-shaven
human male with a hooked nose and short hair. He is wearing an orange robe and a
Hepair
is Torgel,
of red boots.
a 13th-level neutral magic-user, known to the characters by name a
nd reputation. The party can easily surprise him; he is sound asleep and not exp
ecting company. If awakened and confronted by the party, he immediately surrende
rs and uses
Torgel
negotiates.
alignment language only if absolutely necessary to convince the part
y of his peaceful intentions. He does not reveal his level nor the spells he has
>>"Thank
memorized.
theIfMaker
permitted,
you've finally
he tellscome.
the following
I knew mystrange
king would
story:
not leave me to die
of tedium and loneliness in this place. It's been so long, so long since I've t
alked totwoanyone
"About
yearsbut
ago,myself.
I think, I set out by command of the king with a group of
brave adventurers much like yourselves in search of this obelisk. We lost a few
members to giant insects and spiders, but pushed on. Then we were ambushed by th
e frogmen, hordes of them. In the fray, I was forced to teleport out. Somehow I
appeared here, next to the obelisk, trapped in the maze. I was trying to telepor
t home to get help. I don't know what went wrong. And my spell book...it's gone.
Torgel
I mustknows
have from
lost experience
it in the battle."
that the maze can be deadly. While exploring the ma
ze, he lost a large salami (from Room 9b) and the tips of two fingers when he un
expectedly walked into a disintegrator field. He has since given up all attempts
to escape. His resolve to use his time of captivity in meditation and contempla
tion failed over a year ago, and he is half mad from boredom and eager for escap
e. He knows of the control panels in Room 9C but has not experimented with them.
IfHenot
hadwatched
plannedcontinuously,
to do so in another
Torgel may
yearfind
or two,
a convenient
if no helptime
came.
to cast his geas
spell on a party member, ordering him or her to do everything possible to return
him safely to the capital city. If caught out, Torgel reveals the geas. The par
ty must help him and keep him safe or lose their comrade. Dispel magic and remov
e curse
Any
person
spells
sitting
do not
in the
affect
throne
a geas.
in Room
Only9Aa inadvertently
wish can negateprovides
it.
the giant hea
d image used by the maze machinery. The maze runs the images in Rooms 2, 4, 6, a
nd 8, and creates the bust found in Room 1. Torgel actually has no idea of what
was happening. He does remember some odd dreams about waking, sleeping, eating,
and drinking.
Room
This
9b. Northeast
room
contains aBuilding
magical tree, 10 feet tall, and a magical pool of water. If
any creature in the room thinks of a type of food, buds appear on the tree bran
ches. They blossom out in two rounds, opening to reveal the food desired: steak,
pudding, salad, bread, or whatever! The tree produces an unlimited amount of fo
od and
The
poolhasiskept
pureTorgel
water,well
onlyfed
an inch
in hisdeep
captivity.
and a foot across. However, it cannot
be emptied
There
is nothing
and magically
else in this
remains
room.
fullTheattree
all apparently
times.
grows from the solid sto
ne. The pool is merely a slight indentation in the floor. If the tree is harmed
in any way, it ceases to produce food. If the water is evaporated by heat, the p
ool does
Room
>>The
9c.
north
notand
Southwest
refill.
eastBuilding
interior walls of this room are covered with levers, dials,
buttons, and other technological devices. Two plush chairs sit before them, one
There
for each
is nothing
wall. else in the room. Nothing in the room is a trap. The devices co
ntrollarge
Main
One
Switches
the toggle
following
switch
things:
is located on each wall. These switches can be moved up
or down.in this room functions unless the main switch on the north wall is in th
Nothing
e up position; it is currently down. When the main power switch is pushed up, th
e south and west (outer) walls of the room light up, showing a phantasmal image
of the entire maze from above, just like the players' map. Many of the doors on
the switch
The
map areonlitthewith
easta wall
greenislight
up and
(seewill
Buttons,
not move
below).
unless the main power switch
is on. If power is on, pulling this switch down causes a message to appear acro
ss the image
flashing
everymap,
two seconds. It is in an unknown tongue. A comprehend languages s
pell reveals that it says, "Warning: Defense Cutoff Armed. Switch Up to Negate.
Turn Power Off to Cut Off." If the main power switch is pulled down while the me
ssage is flashing, the defense is turned off. If this occurs, the force field ab
ove the maze and around the obelisk disappears. Remember, this switch cannot be
moved
If
thewhile
powerthe
is later
power restored,
is off. a different message is displayed, again in the s

trange tongue: "Warning: Defense Field Off. Push Defense Switch Up to Restore."
If the large switch on the east wall is pushed back into the up position, the fo
rce field
There
is noreturns
visibleandchange
remains,
wheneven
the force
if thefield
control
is turned
room power
off.isCharacters
cut off. may no
t realize that they are free to climb or fly out of the maze. It would be best,
however, for the players to leave the force field on to protect the maze and obe
lisk while they return and report to the king. The PCs can easily leave the maze
by retracing their route on the map. Torgel suggests this if the characters do
not
Buttons
per
There
think
wall.
areThey
of80itbuttons,
control
themselves.
20 per
all
therow,
doorstwoinrows
the maze. The upper buttons cause the do
ors to open. The lower ones make them close. Starting at the left side of the no
rth wall, the first four buttons control the doors to Room 1, the next 12 are fo
r Room 2, and so forth. When a door is open, the corresponding door on the image
map lights up in green. When a door is closed, the light goes off. Many of the
doors are
There
Levers
on the
twoimage
leversmapalong
are each
currently
wall.green.
All four are in the up position, but may b
e pulled down. After being pulled down, a lever automatically returns to the up
position unless firmly held. Holding a lever causes no further effect. The left
lever on the north wall causes all the doors in the maze to close. The right lev
er on that wall causes all the doors to open. The left lever on the east wall ca
uses all the active disintegrators in the maze to light up on the image map in r
ed. If pulled again, this lever reverses the effect. The right lever turns off a
ll the disintegrators in the maze, and their red lights go out. The PCs will, of
There
Dials
course,
arewant
dozens
to of
turndials
off mounted
all the on
disintegrators
the walls. Whenever
before they
a button
try toisleave.
pushed or a
lever is activated, various dials turn, and give readings which cannot be inter
The power circuitry for the dials, levers, and switches does not run through wir
preted.
es. Veins of metallic ore in the walls act as a printed circuit of rock. Only th
e north and east walls bear these circuits. The outer walls are normal solid sto
ne. A pass-wall spell through the circuitry results in a powerful electrical exp
losion filling the entire building and spilling out into all the corridors of Ar
ea 9 if any door is open. Victims in Room 9c get no saving throws. Any other vic
tim may make a saving throw vs. spells to take half damage, but with a - 4 penal
ty to the roll. The explosion inflicts 10-200 (10d20) points of electrical damag
e.
This
Room storage
9d. Southeast
room contains
Buildinga stack of 300 sheets of an unknown metal. Each sheet
is 2 feet wide by 5 feet long and less than 1/32 of an inch thick. The metal is
silicon-steel and cannot be damaged except by magic. Each sheet weighs 100 coin
(10 pounds). The metal may only be sold as a curiosity; it cannot be easily wor
ked except at incredibly high temperatures. It is worth 100 gp per sheet as a no
There is a secret compartment under the floor of this room. The compartment can
velty.
be detected by a detect invisibility spell but cannot be opened except by a knoc
k spell. Within lies an odd device. Attached to one end of an 8-inch-long handle
are a roller and a short knife. If two sheets of the strange metal are overlapp
ed by less than 1 inch, and the overlap is rolled with this device, the metal fu
ses together to form a single unbroken sheet. No crack or edge remains. The knif
e edge cuts the metal easily with no force needed. If this tool is found, the va
lue of the metal is 10 times that given above, but only if the tool is sold alon
g with
Conclusion
If
and when
it. ofthePart
characters
1
escape from the maze, they may easily return to the s
hip. The denizens of the jungle do not bother them during this trip unless they
take the aerial route. Tell the players that their characters return victorious,
with good news for the king. The obelisk has been found, along with several str
ange character
PART
Normal
Each
2andEquipment
- PLAYER'S
wonderful
hasREFERENCE
new following
the
items.SHEETitems not listed on the character sheets. PCs m
ay leave
Armor:
Arms:
11ofspare
anyeach
orset
allofitems
weapon
armor
of proficiency
on(&board
shield
shipClothing:
where
whileapplicable)
they
Normal
explore.
clothing as desired, 3 ou
tfits maximum
Herbs:
1 herb pack, with belladonna, garlic, and wolfsbane Provisions: 2 iron ra
tions Misc. Equipment: 1 backpack, 5 wax candles, 1 bone mapcase, 1 silver mirro
r, 2 flasks oil, a 50-foot rope, 4 large sacks, 4 small sacks, 1 waterskin (full
), 3 ironItems:
Special
spikes,
In addition
1 tinder to
box,the2 items
torcheslisted above and on the character sheets
, each PC may take one item not listed in the Players Handbook. The item may be
no larger than 1 cubic foot in size or 20 pounds in weight and may not interfere
with the AD&D game rules. It cannot be a weapon of any sort, cannot be alive, an
d cannot be magical. Sample items: sack of flour or marbles, wand-like stick, ap
pleaddition
In
pie, etc.to the above items, spell casters may take any extra items needed fo
r goats
The
210
their
human-sized
following
craft &items
(male
(belt
suits
female),
pouches,
are
of leather
also
1 pigavailable
prayer
(female),
armor,
beads,
to5sailor's
30
the
etc.).
piglets,
PCs. caps,
They
1 mule
are
andwith
stored
30 1raincoats
saddle,
on the 2boat:
sadd
4lelarge
10
blankets,
hooded
iron
(ship's)
1 set lanterns,
boxes,
large
4 large
saddlebags,
wooden
20 torches,
chests,
1 harness,
4 tinder
20 large
andboxes,
a bitand
sacks,
&and
bridle
1 barrel
10 small(50sacks
flasks

)6 barrels
of oil of fresh water, 1 barrel of rum, 80 standard rations, 30 iron rations,
510one
flags:
quivers
ship's
1 of
(each
stove
thewith
(attached),
PCs'
20country,
arrows)
and1and
foodthe
of
1 ballista
forcapital
the animals
(not
city,movable)
1 whitewith
(for10surrender),
bolts
1 red
20
empty
(forflasks
warnings),
(for oil,
and potions,
1 of unknown
etc.);
design
20 iron spikes; 10 poles, each 10' lon
g; 10 ropes, each 50' long; 2 small lifeboats (capacity 12 persons each); 3 grap
plingKing's
Expedition
The
hooksengineer-architects,
Plans
on 50' lines
working with the court wizard and sage, have des
igned an elaborate project to move the obelisk without damaging it. The plan inv
olves surrounding the obelisk with a large scaffold made of heavy timbers, to be
lumbered at or near the site, and reinforced with metal parts brought by ship.
Working from this scaffold, carpenters build a close-fitting wooden sheath upon
which metal pulleys are mounted. An earthen ramp is then built, leading up to gr
ound level from the floor of the maze. The roadway from the ruins to the beach i
s cleared
The
obeliskand,
is then
if necessary,
be raisedreinforced.
off its baseA by
hugedozens
sled of
is ropes
built.through pulleys on
the scaffold and the obelisk sheath, and the sled pushed underneath it. The nee
dle will then be lowered, slowly and carefully, to rest on the sled. It can then
be towed to the beach, where a raft will be constructed around it. Finally, by
digging sand and towing with the ships, the needle can be launched for the retur
n trip,
The
obelisk
to beistowed
too large
by twotoofbethe
affected
vessels.
by magical spells (such as a reversed en
large,
6Resources
25
53
10
345
The
Masts
Hull
Length
Width
Movement
Normal
Maximum
Special
player
navigators
ocean-going
mercenary
carpenters/woodcutters
engineer-architects
sailors
following
three
value
telekinesis,
sail
oar
sail
oar
Note:
character
rates:
ships
(L1(L0
soldiers
persons
shipmasters
When
fighters)
are
75
25
2men)
5340
1/4
1/2
mph
leaders
feet
towing
hull
etc.),
identical
mph(L1
are
(L0
points
(2
all
fighters)
(L0
(L3
the
but
men)
turnobelisk
sailing
men)
fighters)
large
magic
(HP)
maximum
merchant
might
inburst)
home,
thehelp
the
three
vessels:
in ships:
ships
other
moveways.
at half normal speed
under best
Acceleration
Sinking
Grappling
Damage
repair:
time
chance:
conditions.
time
(hull
if damaged
(standstill
75%
value
(opponent
surpassed,
for 12
toship
normal
HP
time
(at
hasmost),
speed):
to %sink):
25
chance
repairs
1 turn
1d10+2
ofmay
removing
turns
be madegrapnels)
at the rate o
f 1 HP per repair crew (10 men) per hour. Damage exceeding 12 HP cannot be repai
red until
Much
equipment
the ship
has been
returns
brought
to port,
for use
but in
thethe
first
project,
12 HP including
can alwaysall
be the
repaired.
needed
hardware, tools, and heavy rope (capable of 10,000 pounds' pull). The necessary
Ship
The
lumber
vessels
Weapons
mustcannot
be cutram.
at orOnenear
shiptheissite.
equipped with a light catapult, with 30 boul
ders for ammunition. The other two ships have ballistae, each with 30 ballista b
olts. These siege engines can only be operated by NPCs trained in their usethe sa
A ballista fires one large, spearlike missile every four rounds when manned by a
ilors.
crew of two. It may fire every two rounds with a crew of four. A ballista may b
e aimed at any target within a 45 degree arc if it is at least 8 feet away. A cl
oser target can easily dodge. The missile is buried directly at the target, with
little arching of trajectory. A ballista may be repositioned to aim in an entir
ely different direction only by a crew of four, and it requires three rounds to
do so. A ballista may easily be fired at a target level with it. Ballistae infli
Actlight
no structural
catapult fires
or hullitsdamage.
ammunition
They once
are anti-personnel
every four rounds
weapons.
with the minimum cr
ew of four. No benefits are gained by adding more crewmen. It may be aimed at an
y target within a 15 degree arc and a minimum of 150 yards away. The missile tra
ces a high arched path. Catapults may be used effectively against objects or cre
atures. Note that the damages given below are hit points. Against an object, a l
ight catapult
Weapon
Ballista
Catapult
Ranges
are
Min
(Light)
given
inflicts
Range
1/4"
18"
Max
8'
in both430"
32"
Rate
960'
450'
Structural
feet
andFire
Crew
1/2
900'
scale
Points
inches.
Sm-Md
2-4
1/4
(SP) Crew
of
Damage
Lg
2d6damage.
6-10
figures
3d6
2d12 are4d4
minimum-maximum
. Forfollowing
PART
Treasure
The
3the
- Listing
PLAYER'S
catapult
itemsREFERENCE
only,
may have
a bonus
SHEET
been"to
found
hit"during
applies
theiftwotheprior
target
trips
is to
stationary.
the jungle
. Adjust this list to reflect the items actually acquired. Salable items were so
ld Value
Cash
GP
100
20
10,000
6,000
600
250
500
1,000
5,000
2,400
15,000
30,000
76,870
The
and
haul
andthewas
Salable
cash
divided
was
Various
Gold
Golden
Kings
Gems
Granite,
125-pound
40-pound
150-pound
Odd
1Pirates'
Final
Total
Item
Items
pirate
divided
gem
bust
from
into
reward
bell,
throne
normal
(found
life-sized
turquoise
coins
magic-user's
ofinfrom
natives
elephant
block
seven
Torgel,
3"
with
shares.
coins
while
handle,
of
shares
king
velvet
tusk
rock
quartz
human
(from
5"
lumbering)
spell
(Digger
tall
2"
(found
trim
bust
(found
the
tall
book
(found
body
(found
while
was
cup
while
excluded),
inlumbering)
(found
inlumbering)
while
themaze)
maze)
ruins)
in
lumbering)
maze)Montana was pa
and
id her share, 2160 gp. The remaining 74,710 gives each adventurer about 12,451 g
p in a six-way
Objects
Curiosities
made ofsplit.
a strange reddish metal: 13 coins bearing strange runes, which s
4aysimilar
"Garhsacoins
Koo" but
on one
without
side,runes,
"One Sarkum"
worn flat
on 2-inch
the other
square piece of fabric made
of woven
Bones,
100
pounds
etc.:
metal
of various
strandsold
Spoon-fork
bones Humanoid
utensilskeleton
(spork) with four arms Batrachian skel
eton with two neat, 1/2" holes in the skull, one in front and one behind Batrach
ianrusty
8-foot-long
Mummified
Humanoid
Other:
43Small
normal
skull
broken
axe
made
iron
with
shrunken
gorgosaurus
heads,
ceramic
ofneat,
keys
tin,
humanoid
on
no
1/2"
jug
aholding
handles
skull
key
with
holes,
head,
ring
(adrawing
aan
Odd
asamulet
carnivorous
axe
Old
intact
above
Rusty
rotting
ofwith
aoilwooden
dinosaur)
spider
acan
spider
on inscribed
chest
it (bottomless)
on each side, n
o chain
Magic
Ioun
Ring
Bag
Guisarme
Magical
ofof
Stone
Items
Holding,
Fire
Warmth
chalice,
+3+1(pole
Resistance
(dusty
(giant
500
5"arm,
lb.
cup
rose
sized),
found
(2color)
limit
atop
were
while
3"
a tall
(found
found,
solid
lumbering)
while
base
brass
butand
1bracelet
lumbering)
was
stem;
given
no3"discernable
toinMontana)
diametermagical effec
tWand of Light, odd and flexible, made of an unknown substance. If struck against
any hard object, it glows to 30 foot radius for 1 turn, then goes dark. It can
be usedbell
Golden
as often
of blasting,
as desired
3" handle
and hasand
no 2"
charges.
tall cup; solid gold, with a golden cl
apper. When rung, a small gemlike object (apparent value 1,000 gp) falls from in
side it and explodes 3 rounds later in a 6d6 fireball unless the bell is placed
over it. This action merely delays the fireball until the bell is again picked u
p. 5 charges
Platter
of Purity:
remain.Golden
Value:serving
7,500 platter,
gp.
1 foot wide and 2 feet long, with gol
den handles on each end. Any consumables placed on its surface becomes purified
in 3 rounds. Poisons are negated. Potions are turned to pure water. No living th
ing canofbeChaos,
Apple
affected,
5" diameter,
nor any gold.
non-consumable
If thrown,items.
its material
Value: 5,000
form disappears
gp.
where
it lands, but its image remains as a phantasm, affecting all creatures within 4
0 feet. All victims are affected as if by the 5th-level illusionist spell chaos,

suffering confusion (as the druid spell). Normal fighters (not paladins or rang
ers), illusionists, creatures with Intelligence of 4 or less, and monsters which
do not use magic may each make a saving throw vs. spells to avoid the effect. N
o other creatures gain a saving throw. The confusion lasts for 20 rounds, until
the phantasmal apple disappears. The image and the effect may be removed by a di
spelsheets
Special
400
magic
Items
spell
of
(Party
reddish
checked
Owned)
metal
against
(300 from
20th-level
the ruins
magicanduse.
100Value:
from the
3,000
native
gp. tribal M
other), each 2' X 5', less than 1/32" thick. The metal cannot be damaged except
by magic. Each sheet weighs 100 coin (10 pounds). Value: 100 gp per sheet, or 1,
000 gp per sheet if the cutter (below) is thrown in free. Cutter: An odd device,
about 8" long. Most of it is handle, with a roller and a short knife edge oppos
ite each other at one end. If two sheets of the strange metal are slightly overl
apped, and the overlap is then rolled with this device, the metal fuses together
to form a single, unbroken sheet. No crack or edge remains. The knife edge cuts
the metal easily with no force needed. (Note: Montana gets a one-seventh share
of the
Trade
The
sarkum
Goods
value(Chak
and
of Values
300
monetary
sheets.)
unit) is used to determine the values of both Chak and
human trade goods. Chak trade goods are offered at a fixed rate. The rates offe
red cannot
Chak
The
Nak
for
Chak
Trade
human
offer
Goods
be
goods
worked
only three
vary
except
with
trade
with
King
items:
a special
Sarkum's
nak tool
metal,
reaction
andcutter
cannot
to the
tools,
beparty.
damaged
and lightwands.
except by
that tool, magic, or extremely high temperatures. It reflects lightwand beams (s
ee below) and is suitable for strong enchantment. Nak metal is worth one sarkum
per squarenakfoot.
Although
is the
A nak
metal
cutter
usedtool
to make
is worth
the coins
10 sarkums.
known as sarkums, the cutter to
ol is not suitable for making counterfeit coins. Any and all attempts at making
Acounterfeit
lightwand produces
sarkums from
softnak,
lightshort
to aof30-foot
a wish,radius
fail.when struck against a hard o
bject. This effect lasts for one turn per strike. The wand can be used as often
as desired and uses no charges. The average wand lasts for a year or two before
Aburning
lightwand
out.can
A lightwand
also be fitted
is worth
withtwoa special
sarkums.control ring, about 2 inches acros
s. This ring focuses and amplifies the light, creating a damaging beam when the
ring is slid along the wand. The maximum rate of fire is 2 beams per round. The
ray has a range of 120 feet and can inflict 2-16 (2d8) points of damage to a tar
get creature with a successful "to hit" roll. Any target is treated as AC 10, mo
dified only for magic and dexterity bonuses. Bracers are counted for full value.
The victim may make a saving throw vs. wands to take half damage. There are no
class restrictions on the use of the lightwand weapon, but weapon proficiency ap
plies. Fog or other obscurement cuts the range to 10 feet or less. The rings use
one charge per shot and have 20 charges when new. A lightwand control ring is w
orthChak
Calculating
The
20 sarkums
purchase
Tradewhen
Value
most
fully
magic
of Goods
charged.
items and giant insects (food) at a price based upo
n the Experience Point Value (XPV) of the specific piece, modified by the Reacti
on Score (see below for calculations). Good dragons are purchased at the flat ra
te of one sarkum per hit point. The Chak make no offer whatsoever on evil dragon
s and offer a price based upon only 10% XPV (base) for scrolls, magic armor, and
Reaction
The
magic
values
weapons.
Modifiers
of tradetogoods
Tradevary
Values
by King
of Items
Sarkum's reactions to the characters. Cal
culate
Base
3If
Giving
normal
magic
Insulting
All
Each
orPCs
PCs
reaction
more
bonus
item
the
were
Ackack
Sarkum
item,
refuse
PCs
Ackack
reaction
............................................
or
not
value
score
any
alay
penalty
togift*
imprisoned
orlay
gift
prone
500
score
.............................
Sarkum
(apply
prone
to
..........................
gp
before
reaction
as..................
or
...................
follows:
one
more
Sarkum
only):
.......+5once only.
applies
+15
-10
+5 Finally,
50
+10
-5
modify
+10 the total b
y the reaction adjustment (if any) for the Charisma of the PC who speaks for the
party. When the final total is reached, circle or note which line to use for fu
ture reference.
Note:
The party carries nothing to King Sarkum if they are imprisoned, but may g
ain this bonus by offering an item owned. If anything is offered in this manner,
all the party possessions are brought to the king's chamber and returned to the
Best:
Examples
PCs. Party does not attack and is not imprisoned ( +15), gives a gem to Ackack
(+10), a potion to the king (+10), and elects Ghost or Finder (CHA 14, for +10%
bonus) to speak for them. Most of the party members lay prone when introduced to
Worst:
the king
Party
( +5),
attacks
and and
everyone
is imprisoned,
is relatively
givespolite.
no gifts
Total
to anyone,
reactionand
score
calls
is Acka
100.
ck a creepy spider ( -10). All refuse to lay prone before Sarkum ( -5) and elect
Blondy, Slim, or Blaze (no adjustment) to speak for them. Total reaction score
is 35.the following
Determining
Apply
Item Values
values for trade goods, based on Sarkum's total reaction sco
re. These values are not negotiable but may be modified if proper actions are ta
ken (such
TRADE
(Items
Total
35-40
45-50
55-60
65-70
75-80
85-90
95
100
Using
RATIO
Reaction
the
XP Trade
asCHART
value
offering
Score
per sarkum)
Ratio:
(RS)
gifts)
To determine
during
150
100
450 the
400
350
300
250
200
negotiations.
price
Trade offered
Ratio (TR)
for an item, first find it
s XP value. The Trade Ratio (TR) found on the chart is the number of XP worth I
sarkum. Divide the items XP value by the Trade Ratio and round off the result to
Item
EXAMPLES
the nearest tenth.
RS=
60
70
80
90
Potion
of100Healing(XPV 200)
.6
.7
.8
1
Potion
of2Water Breathing (XPV 400)
1.1
1.3
1.6
2

4Ring of Invisibility (XPV 1500)


4.3
5
6
7.5
*Staff
of15Striking(XPV 6000)
17.1
20
24
30 fully
*if
Items
With
60charged
Charges: Factor the entire XP value of a charged item in proportion t
o the charges remaining. For example, if a staff of striking has nine charges le
ft out of a maximum of 25, its XPV for trade is 36% of 6000, or 2160 XP. If a wa
nd of illumination has 18 charges left out of a maximum of 100, its XPV for trad
e is 18%
Items
withofDoses:
2000, Certain
or 360 XP.
unusual items normally come with multiple doses. Multi
ply or divide the XPV given to reflect more or less than the normal number. For
example, a potion of water breathing normally has two doses. If sold with one do
se remaining, the XPV is half that given. If sold with four doses, the XPV is tw
ice that
Giant
Insects:
given.Food is purchased at the same rate as magic items, using the Trad
e Ratio compared to the XP value for the monster. Keep this information in mind
should you ever decide to go back to the jungle. Live giant insects have normal
value. Dead giant insects are only worth 1/10 their value. XPV for some giant in
sectsking's
Insect
Giant
PART
The
Plan
2Mantis
are:
Wasp
Dragonfly
- RETRIEVAL
engineer-architects,
525
XPV +8/hpworking
320+4/hpwith the court wizard and sage, have des
1350+14/hp
igned an elaborate project to move the obelisk without damaging it. The plan inv
olves surrounding the obelisk with a large scaffold made of heavy timbers, to be
lumbered at or near the site, and reinforced with metal parts brought by ship.
Working from this scaffold, carpenters make a close-fitting wooden sheath upon w
hich metal pulleys are mounted. An earthen ramp is built leading up to ground le
vel from the floor of the maze. The roadway from the ruins to the beach is clear
ed and, if necessary, reinforced. A huge sled is built. The obelisk is then rais
ed off its base by dozens of ropes through pulleys on the scaffold and the obeli
sk sheath, and the sled is pushed underneath it. The needle is then lowered, slo
wly and carefully, to rest on the sled. It is towed to the beach, where a raft i
s constructed around it. Finally, by digging sand and towing with the ships, the
The
needle
Fleetis launched
following
personsforaretheinvolved
return in
trip,
thistoexpedition,
be towed byall
twosailing
of the in
vessels.
three ship
s:
25
53
10
345
The
6 ocean-going
navigators
player
mercenary
carpenters/woodcutters
engineer-architects
sailors
sailors
character
(L1
and
soldiers
(L0
shipmasters
fighters,
sea
men,
leaders
captains
(L1
AC
(L09,
AC(L3
fighters;
(L0
men,
8dofighters,
hp
men,
or
1d6)
AC9,
not
4,ACassist
AC2,
hp
hp9,1d10)
1d4)
AC
hpin
81d4)
1d10)
orthe4,land
hp 3d10)
operations. They visit th
e PC equipment
Much
encampmenthas
every
beenfour
brought
or five
fordays
use in
to the
see project,
how thingsincluding
are going.
all the needed
hardware, tools, and heavy rope (capable of 10,000 pounds' pull). The necessary
The
Masts
Hull
Length
Width
Movement
Normal
Maximum
Special
lumber
three
value
sail
oar
must
sail
oar
Note:
rates:
ships
beWhen
cut
2are
40
75mph
5325
1/4
1/2
hull
towing
feet
at
identical
mphorpoints
(2the
near
turnobelisk
large
the
(HP)
maximum
site.
merchant
home,
burst)
the
vessels:
ships move at half normal speed
in goodrepair:
Acceleration
Sinking
Grappling
Damage
sailing
time
chance:
time
(hull
ifweather,
(standstill
75%
damaged
value
(opponent
more
surpassed,
for 12
slowly
to
ship
normal
HP
time
(at
if most),
has
the
speed):
to %sink):
25
weather
chance
repairs
1 turn
1d10+2
isofmay
bad.
removing
turns
be madegrapnels)
at the rate o
f 1 HP per repair crew (10 men) per hour. Damage exceeding 12 HP cannot be repai
red until
Fire
Damage
is
a great
the ship
danger
returns
on shipboard.
to port, but
Whenthea ship
firstis12struck
HP canbyalways
any fireball
be repaired.
of 5
dice or more, or by a flaming catapult missile, roll 3d6 to determine the ship d
Rollflaming
amage:
3-7
8-10
11-13
14-15
16-18
Any
Light
Light-moderate
Moderate
Moderate-heavy
Heavy
catapult
damage
Fire
damage
Damage landing
missile
2-4
3-6
4-8
15-10
HPHPon
HP aHull
shipPoints
shouldofbedamage
immediately doused. Oth
erwise, a flaming missile has a 75 % chance of spreading out of control. If this
occurs, roll for fire damage each round until HP are exceeded, then check sinki
ng time.
Ships'
The
following
Weaponsinformation may be needed if the frog-men natives are aroused enou
gh to attack the ships. It will be needed on the return voyage to repel a pirate
The
attack.
vessels cannot ram. One ship is equipped with a light catapult, with 30 boul
ders for ammunition. The other two ships have ballistae, each with 30 ballista b
A ballista fires one large, spearlike missile every four rounds when manned by a
olts.
crew of two. It may fire every two rounds with a crew of four. A ballista may b
e aimed at any target within a 45 degree arc if it is at least 8 feet away. A cl
oser target can easily dodge. The missile is hurled directly at the target, with
little arching of trajectory. A ballista may be repositioned to aim in an entir
different direction only by a crew of four, and it requires three rounds to do s
ely
o. A ballista may easily be fired at a target level with it. Ballistae inflict n
Ao light
structural
catapult
or hull
firesdamage;
its ammunition
they are once
anti-personnel
every fourweapons.
rounds with the minimum cr
ew of four. No benefits are gained by adding additional crewmen. It may be aimed
at any target within a 15 degree arc and a minimum of 150 yards away. The missi
le traces a high arched path. Catapults may be used effectively against objects
or creatures. Note that the damages given below are hit points. Against an objec
t, a light
Weapon
Ballista
Catapult
Ranges
are(Light)
catapult
given
Min
in both
inflicts
Range
Max
1/4"
18"
8'feet4and
Structural
Rate
32"
30"
960'
450'
scale inches.
Crew
Fire
1/2PointsCrew
900'
Sm-Md
2-4
1/4
(SP)figures
(see
Lg
Damage
2d6Damage
6-10
are3d6
2d12
minimum-maximum
to Engines).
4d4
."To Hit"Rolls: A siege engine hits as well as the highest level person in its cr
ew. A catapult target is treated as AC 0 (regardless of its actual AC). A ballis
tas target is AC 10. Thirty of the mercenaries on this adventure have been given
training in siege engines and are placed aboard the appropriate vessels. When t
he siege engines are operated by mercenary soldiers, use the "to hit" rolls give

nSpecial
Ballista:
Target
Stationary
Small
Mount
Giant
Moving
below,
and
or
is:
3less
13
for
subject
Med
"-12"
medium
10catapult
rider
"-24"
thanship
Light
to the
3"
only:
Catapult:
modifications
0-5
+2
-3
Target
+3
-2
If target
size
20
0 MODIFIERS
is:
isgiven
stationary,
thereafter.
shots after the first have +
Damage
4 bonustotoEngines:
hit, because
The ballista
the range
hasis2 Structural
determined Points
more accurately.
(SP). A light catapult h
as 4 SP. These are used in much the same way as a ship's Hull Points. The follow
ing attack forms inflict the given amounts of damage, either in Hull or Structur
al Points,
Fireball
Catapult
Maze
None
Notes
of
the
ordepending
missile,
lightning
disintegrators
light:
onbolt:
the
4 in
Boulder,
target.
1/2
thepermaze
level
giant-hurled:
areofpresently
caster4 (or
functioning
6 for stone
if the
or storm)
PCs turn
ed them off at the end of the last adventure. Rooms 1-8 in the maze are empty an
d all doors are easily opened. The throne in Room 9a is now empty, not trapped,
and movable (800 pounds). Assume that the characters have figured out how to ope
rate the controls in Room 9c and tell them any details they wish to know. The st
orage
It
Exploration
is likely
area inthat
Roomthe
9c party
is empty.
will explore the nearby area before or during operat
ions. They may find the Grippli village and the false Bullywug lair while scouti
ng. If so, use the information given in Native Life for each. If the PCs find th
e village(s) on their own, the first visits by each type of native still occur,
but merely for inquisitive reasons, not to summon the party to their village. Al
l other
If
characters
eventswant
proceed
to explore
normally.
widely, remind the players that the guards are pro
bably inadequate for full defense of the operations, and the PCs are needed near
by. If the party splits, some of them reconnoitering while others remain, do not
allow them to discover the actual Bullywug village. If they spend too much time
Construction
The
scouting,
following
theTimes
information
treetops areisfull
not for
of critters....
the players. The "Actual Days" given below
are valid only if few or no interruptions occur. Count half-days of work where a
ppropriate,
If
asked fordepending
estimates,onthe
theengineer-architects
events.
give the times stated below unde
r "Est.
CONSTRUCTION
Est.
430
3212
84
(12Days
wks)
Days"TIMES
asBuild
Raise
Cut
Clear
Pull
Phase
Total
theylumber
obelisk
obelisk,
raft
are
scaffolding
sheath
roadway
of Operation
project
cautious
around
around
to
time
insert
beach
and
obelisk,
types.
obelisk,
winches
sled,
on
sled
launch
lower
stringobelisk,
ropes finish27Actual Days
1221
56 (8 wk
s)
In addition, 2-3 days are spent in setting up camp, settling in, and penetrating
the maze. Sailing time is not included. It takes 10 days' sailing to return to
the hundred
One
Woodcutting
ruins andmapabout
squares
20-25must
daysbefor
logged
the to
return,
gathertowing
enoughthelumber
obelisk.
for the whole ope
ration. Keep track of the area logged as follows. Ten woodcutters clear one map
square (50 yards across) of usable timber in one day (10 hours) of work. If fewe
r men work, or fewer hours are worked, a percentage of a square is logged. For e
xample, 42 men can clear 4.2 map squares in a day. On Day I, the 53 woodcutters
would normally clear 5.3 map squares, but lose one man (.1 square) and possibly
more. Have the players mark off the approximate number of cleared areas on their
map. The DM should keep track of the exact current total of map squares cleared
. When the total reaches 100 or more, one of the engineer-architects announces t
hat interesting
Finding
One
the Relics
logging item
may end.
is found per five map squares cleared. Determine the item f
ound by rolling ld20. Mark off items as they are given out; only one of each ite
m can
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
Clerical
Because
Humanoid
Four
Three
Batrachian
Pouch
8-foot-long
150
Granite
Old
Four
Mummified
I"
Humanoid
AOne
Odd
Bracelet,
40-pound
Reddish
bemetal
rusty
pound
rotting
odd,
elephant
pole
amulet
the
found.
normal
(bag
rusty
Activities
bust
skeleton
oil
metal
workmen
reddish
irregular
cube
statue
arm
blue-green
skull
of
ashrunken
skull
wooden
axe
with
Items
iron
of
can
solid
holding,
tusk
in
(aheads,
(silicon-steel)
asuffer
with
made
agood
with
metal
keys
of
human
box,
are
chest
(125
spider
brass
block
humanoid
carnivorous
rock
neat,
of
shape
found
four
on
500
no
contains
(silicon-steel)
head,
pounds,
various
(found
tin,
ring
aIb.
of
handles
inscribed
(turquoise,
arms
keyring
half-inch
(guisarme,
by(giant-sized
quartz
head,
lifesize
holding
limit,
spork
workmen
to
500
dusty
minor
dinosaur
beon
intact
(useless)
(value
gp
(spoon-fork
holes
empty)
bottomless)
rose
axe
value
injuries
(value
value)
+3)
each
and(gorgosaurus)
coins,
1,000
ioun
ring
given
in
side,
1,000
250
worn
front
during
stone
of
gp)
utensil)
towarmth)
no
gp)
flat
the
and
chain
+1)rear
the
PCoperation,
leaders. the two
PC clerics each need three cure light wounds spells per day to combat normal wea
r-and-tear
In
addition,onthe
thejungle
workers.
climate is unhealthy. If the players are wise, the cleri
cs cast cure disease spells on everyone, working their way around to treat all t
he NPCs and themselves over a period of time. Since together they can cast five
cure disease spells per day, they can treat each person once every 20 days (igno
ring the sailors, who remain on the ships). See Day 22 to find out what happens
if each
On
this seventh
duty is day,
neglected.
the clerics are approached by workers who expect them to pe
rform the usual religious services. These services need not be played out. They
are ceremonies the clerics know how to perform easily, without using any spells,
and can be assumed to have taken place if the clerics agree to perform them. If
the clerics refuse to perform services for two seven-day periods, the same muti
ny will result as described below for forcing the workers to spend nights on the
During
ships.the course of this operation, woodcutters and guards may die by various m
eans. The PC clerics may thereafter attempt to use raise dead spells to recover
the lost. If so, assume that half of the workers fail their system shock rolls (
remaining permanently dead), and that the same happens to one-fifth of the guard
s. In any event, a raised person is useless for a full week thereafter unless a
heal the
Players'
Read
>>You
spell
havefollowing
Background
(probablytotonot
returned
the
your
available
players:
homelandtowith
PC clerics)
treasureisandapplied.
information. The king is
pleased with your success and adds his token reward, 1,000 gp each, and his than
A week later, you are again summoned to the palace. The kings sage explains the
ks.
new plan. A veritable army of construction folk are being assembled to sail back
to the ruin and bring the obelisk to the king. Your assistance is requested, as
you are the only folk familiar with it and, as you wisely left the force field
in place,
Most
of youtheagree
mazetomust
continue
again in
be the
penetrated.
king's service. Montana, the dwarf, however

, thinks it sounds boring and decides to seek a new adventure. Furthermore, the
day after your royal audience, your magic-user receives an extortion note from D
igger, the gnome, demanding a huge ransom for the return of his spell books (whi
ch he unwisely kept in the gnome's bag of holding). This dastardly deed is magic
ally foiled and the spell books are returned. Digger is forced to run for it, ba
rely escaping with his life. His large hoard is confiscated. Your group is down
to six but, having lost only a fighter and a back-up thief, you do not feel seri
ously
In
preparation
depleted.for the moving of the needle, the king's wizard casts a limited w
ish and discovers that the obelisk is hollow. The sage then excitedly performs h
is calculations and announces that, if the dimensions you've reported are correc
t, itsetwill
You
outfloat!
a month later with a convoy of three merchant ships full of people a
nd equipment
Give
the players
to bring
the Players'
the needle
Reference
to the Sheet
king. for Part 2 and the Players' Jungle
Sequence
Time,
Map. rather
of Events
than location, is the key to this part of the adventure. The charac
ters' actions can influence the timing and occurrence of various incidents, but
their return to the jungle sets in motion the following inevitable chain of even
The natives (both Grippli and Bullywugs) contact the PCs to discuss their loggin
ts.
g operations. The natives become increasingly concerned about what they consider
desecration of their sacred places, the maze and the obelisk. Militant Grippli
conservatives conduct secret raids on PC operations. Both Grippli and Bullywugs
seek to enlist the PCs' aid in their ancient conflict. Bullywug forces ally with
the Grippli rebels, and skirmishes occur. The Bullywug forces attack the remain
ing liberal Grippli, with the PCs possibly aiding either side. If the Bullywugs
and their cohorts are victorious, they attack the logging operations, even if th
e PCs have helped
Alternative
Plotline:
them.The following possible course of events is not covered
by the Events Key. If the PCs decide to kill all the natives, assume that some n
atives escape and return with other tribes in 7-16 (1d10+6) days. If this occurs
, the vast number of hostile natives (200 + Bullywugs and 300 + Grippli) inhibit
the PC operations to such an extent through guerilla tactics, sabotage, and occ
asional open assaults that most of the workers are slain, and the obelisk cannot
be moved. The PC expedition fails. The PCs also change alignment to evil when t
hey attempt
Events
Instead
Key
of antoEncounter
exterminate
Keythe
fornatives,
Part 2, you
eachare
PC provided
losing onewith
level
a series
of experience.
of events
that occur at set times. Review all the information given below to be familiar
Awith
large
theamount
overallofsetup
information
and handle
is given
PC actions
here. You
as needed.
are not expected to assimilate
all of it. Use as much as you can but avoid getting hung up on details. Keep the
game moving. This large mass of data all fits together to construct the big pic
ture of the social and political events in the area. It is never all needed at o
nce,this
Use
and section
many minor
in the
details
samemay
manner
not as
comeyoutowould
lightuse
during
a normal
play.encounter key duri
ng the game. Refer to other sections (Maze Notes, Native Life) for information a
s needed, Note:
Important
based "Day
on PC1"actions.
is the first day of logging operations not the first day
of this part of the adventure, which begins about 12 days earlier when the expe
ditionthesails
When
characters
from thehave
capital
againcity.
landed on the beach near the jungle, read the fol
lowing atojungle
>>It's
the players:
out there! This place is hot and steamy, infested with mosquitoe
s and who knows what else. There are snakes and big flying bugs in the tree-tops
. And you're expected to keep order in this mess and protect the workers as best
The
youforce
can. field still covers the maze and obelisk. You have your map and can eas
ily enter the maze and turn off the field whenever you like. We won't play out t
hat obelisk
The
part. is 65 feet tall. The main spire is 20 feet wide at the base, taperin
g to 10 feet wide at 60-foot height. The cap is 5 feet tall and 10 feet square a
t its base, tapering sharply to a point. The obelisk appears to be made of a sin
gle piece of stonelike material and rests on the stone floor of the maze. The of
ficial method of moving it seems to be best, though a long and involved affair.
Digging around or under it could topple it, magic might adversely affect it, and
Use
yourthelives
mazeand
roomhonor
descriptions
are at risk
fromifPart
it breaks.
1, with the changes noted above, as nee
ded. When the PCs have settled in and are ready to start the obelisk-moving oper
ation,
The
players
proceed
maytowant
Dayeveryone
1.
in the expedition to stay on the boats at night fo
r safety. The NPCs all feel that this is unreasonable and ridiculous, so they re
fuse. If threatened or forced to stay on shipboard during the night, very little
productive work is done the next day (the quarters on ship are cramped and not
to the NPCs' liking). The workers eventually mutiny against the PC leaders. If t
his occurs, a mass, unarmed attack on the PCs results in their capture. They are

given the choice of riding back to the capital or staying in the jungle alone.
If thecasters
Spell
PCs spend
arethe
stripped
nightsofontheir
shipboard
components,
while the
spell
workers
books,stay
holyonsymbols,
land, work
etc.pr
oceeds
Day
About
1.two
at hours
Snakes
aboutinafter
half
the Trees
normal
lumbering
paceoperations
the next day.
begin, one of the felled trees is fou
nd to contain three giant poisonous snakes. The snakes attack, and one woodcutte
r isthebitten
If
PCs are
eachinround.
the area (not off scouting or visiting natives), a guardsman c
omes running up to one character, asking for help. The PCs arrive on the scene 2
-5 rounds after the trouble starts. (A minimum of two woodcutters are bitten.) O
ne workman is dead from wounds. Other woodcutters are dead of poison but may be
revived by applications of slow poison followed by neutralize poison spells. A c
uregroup
ADay
light
2.
Visit
ofwounds
sixfrom
humanoid
spell
Natives
cures
frog-men
all (Grippli)
the woundsarrive
on anyatonetheNPC.
site. They keep their d
istance, watching the operations from a point 40 yards into the jungle. They are
noticed by workmen and reported to the PCs. The frog-men are eager to talk, if
magical means are used to permit this. Their tribal Mother wants to talk to the
PCs about the logging operations. If the PCs agree, the natives lead them to the
ir village to talk with the tribal Mother. (See the Grippli Village section for
Daythe
details.)
If
3. PCs
No Event
have visited
(or Native
theVisit)
Grippli village, no event occurs on Day 3. If they h
ave not, the six natives from Day 2 (or others, if the first six were chased off
or slain) return. This time, they are braver, approaching the camp itself in se
archstill
If
of its
refused,
leadersthe(PCs)
natives
to take
return
backeach
to day
theirhereafter
tribal Mother.
until their pleas are he
DaysGrippli
eded.
The
4-6. Noreturn
Eventseach
(or day
Native
if their
Visits)request to visit their village has not been
Day
Early
answered.
7.inServices
theRemember
morning,tothe
markwoodcutters
off the mapasksquares
the PClogged.
clerics to hold religious servi
ces. These ceremonies last one to two hours and do not delay the work. Mark off
the normal number of map squares logged. The actual services should not be playe
d; the details are assumed. Players may role-play the PCs' reactions and handlin
g ofthethePCrequest.
If
clerics refuse to provide services, the woodcutters stage a work slowd
own. Subtract one penalty square from the number that would normally be logged e
achgroup
are
Remember
ADay
dayVisit
provided.
8.
9.
Noof
(not
toEvent
six
mark
cumulative)
from
humanoid
off
Natives
thefrog-men
untilsquares
map
religious
(Bullywugs)
logged.
services
arrive at the site. They watch the
operations from a point 40 yards into the jungle. When they are noticed by workm
en and reported to the PCs, they prove eager to talk if magical means of communi
cation are used. Their leader wants to talk to the PCs about the logging operati
ons. If the PCs agree, the natives lead the PCs to the clearing south of their v
illage (see map), to talk with their leader. (See Bullywug Clearing for details.
) If any Grippli are still hanging around the camp, they disappear into the jung
le the
Day
If
at10.the
PCs
Nofirst
Eventvisited
have
sight
(or Native
ofthe
theBullywug
Visit)
Bullywugs.
clearing, no event occurs on Day 10. If the
y did not visit the clearing, the six natives from Day 9 or others, if these wer
e chased off or slain, come back. This time, they bravely approach the camp in s
earch
If
still
of refused,
the PCs tothetake
natives
back return
to theireach
leader.
day hereafter, becoming progressively
morewoodcutters
Days
Remember
Day
The
14.
insistent.
11-13.
Services
to mark
No Events
again
off the
(ormap
expect
Native
squares
the
Visit)
PC
clerics
logged.to hold religious services. These ta
ke one to two hours in the early morning, and do not delay the work. Mark off th
e normal
Days
Remember
Day
In
the
17.
15-16.
morning,
Wasps
number
to
No Events
mark
aofoff
group
mapthesquares
ofmapfive
squares
logged.
giantlogged.
wasps raid the outer edge of the logging a
rea.are
Two
Sixkilled
workersandarefour
stung
arebefore
paralyzed.
the PCs
Thecan
paralysis
arrive.is a poisonous effect, remo
vable18-20.
Days
Remember
onlytobymark
Noslow
Events
offpoison
the map
or squares
neutralize
logged.
poisonLogging
spells.operations conclude when 10
0 map squares are cleared of usable timber. When the logging is finished, the wo
odcutter-carpenters start work on building the scaffold and sheath around the ob
elisk,
Day
Three
21.natives
and
Services
the(Bullywugs)
ramp to easeshow
it up
outand
of ask
the to
mazesit(23indays
on the
total).
services. If this is
notthe
Day
If
allowed,
22.
PCDisease
clerics
they have
simplybeen
leave.
casting cure disease spells on everyone as often as
possible (5 per day, 20 days for the circuit), this event does not occur. Otherw
ise,non-cleric
One
continue with
PC (determined
the following.
at random), three guards, and 12 workmen begin to
feel ill: slightly dizzy with occasional chills. They have contracted a jungle d
isease. Once diseased, a character (PC or NPC) cannot work, fight, or cast spell
s. The disease is easily removed by a cure disease spell. If not cured, the dise
ase causes the loss of one point of Constitution every other day. The victim die
s when this ability score reaches zero. Assume that each workman and guard has 1
0 points
This
disease
of Constitution.
is spread by normal small insects that are always present in the ju
ngle. The jungle residents have built up a resistance to it and are not affected
. If the PCs do not start regular treatment of everyone in their camp, four work
men,28.
Days
Remember
Day
Five
oneServices
23-27.
natives
guard,
to
No(Grippli)
mark
Events
and
offone
thearrive
PCmapbecome
squares
and join
diseased
ifthe
logging
everyisdaystill
services.
hereafter.
If
told
in progress.
to leave, they ask
lots of questions and want to know why they can't stay. Though pushy, they can f
inally
Days
Operations
Day
Six
33.
Grippli
29-32.
beNative
chased
continue
No Visit
arrive
Events
off.
atnormally.
the site in the morning and seem upset about something. If
conversed with magically, they express their displeasure about the human desecr

ation of their sacred places: the maze and the obelisk. No PC actions can calm t
hem. After delivering their impassioned speech, they leave quickly. If they are
slain, another group of three Grippli arrive in the afternoon, searching for the
others. If these are also disposed of, the remainder of the tribe assumes that
the humans have become very evil. The tribal Mother sends out the call for all t
he tribes
Days
Services
34-36.
may
toNobe
gather
Events
conducted
and plan
on Day
their35.attack.
Four Grippli attend the services, if permit
ted. Several workers make comments like, "the natives aren't such bad guys, when
Day
In
youthe
37.
getmorning,
Sabotage
used toitthem."
is discovered that some parts of the scaffold have been sawed
or chopped through. Traces of native (Bully-wug) feet are found here and there
around the area. The building of the scaffold suffers a one-day delay for repair
s.
If NPC guards are alerted and more carefully positioned around the maze area, fu
rther sabotage may be prevented. The natives then have only a 10% chance (check
each night hereafter) of successful raiding. If PCs stand guard, the chance drop
s by 1% per PC. If no precautions are taken, the same amount of sabotage (and de
lay)theoccurs
If
Grippli
eachtribal
nightMother
hereafter.
is confronted by the PCs about the sabotage, she de
nies her tribe's involvement, blaming it on the "bad natives." The Bullywugs als
o blame the damage on "bad natives" and claim that it is all part of a scheme of
The
theguards
"old witch"
and woodcutters
(the Grippli
start
tribal
to mutter
Mother).
their open distrust of the natives. S
ome usual
Days
Operations
Day
The
feel
42.
38-41.
Services
that
religious
continue
NoitEvents
would
normally.
services
be bestare
Roll
toheld,
wipe
for but
themare
sabotage
allattended
out. asbynoted
delays
no natives.
above. As the se
rvices end, 12 natives arrive, one of them a leader. They are armed with spears
and seem irritated. The leader wants to talk. If magical means are employed, the
message is revealed. These natives (a conservative militant group of the Grippl
i tribe) believe that the human operations are defiling their sacred area, the m
aze and obelisk. They demand that the humans leave the area within 10 days. The
natives try to leave peacefully after delivering their message and flee if attac
Days on
ked.
Work
43-48.
the roadway
Possibleshould
Specialbegin
Eventsometime between Day 43 and Day 48. Run this ev
ent onworkmen
While
the first
areday
clearing
of roadway
the roadway,
work. two of them fall into a pit trap and die
on poisoned spikes. This is not avoidable unless the characters first search th
e entire road with find traps spells (at least four spells' worth). This trap wa
s made
Regular
Day
In
the
49.afternoon,
50.
byMessenger
Services
services
Bullywugs.
may
a native
be heldisasspotted
usual.running
There are
quickly
no interruptions.
towards the PC encampment
with spear in hand, apparently charging. If allowed to arrive and magically conv
ersed with, it brings word of violent conflicts between the two Grippli factions
, the militant conservatives and the liberal majority (led by the tribal Mother)
. The
If
thenative
messenger
asksistheslain
PCs before
to aid it
thecan
Mother.
give its message, no further events occu
r until
If
the PCs
thedomass
notattack
respond,
on the
Day liberals
56.
are defeated by the combined forces of t
he conservative Grippli and their Bullywug allies on Day 54. On Day 56, their co
mbined
If
the PCs
forces
respond
marchand
on come
the PCtooperations.
the aid of the Mother, the militant conservative
faction (14 Grippli) deserts the village this night, leaving 16 natives with the
Mother and her attendants. PCs may return to their encampment by night and retu
rn to51-53.
Days
Workmen
thereport
Grippli
Troop
thatMovements
village
elusiveeach
& Skirmishing
creatures,
morning probably
if desired,
natives,
with noareillmoving
effects.
around out i
n the jungle. They avoid the human operations entirely. PCs are not able to sigh
t or catch
During
the 3-4
any days
of theofnatives.
skirmishing, defensive barriers may be built around the G
rippli village with logs and mud, giving 50% cover ( -4 AC bonus) to the defende
rs when the first attack comes on Day 54. Do not suggest this, but allow it if p
layers
Day
If
Kliket's
When
PCs
54.
theare
think
Sounds
Charge
PC
present
clerics
ofofit.Battle
inpray
thefor
Grippli
spellsvillage
on theatmorning
11 a.m.,
of Day
run 54,
"Klikets
the intermediaries
Charge."
they contact (for level 3-5 spells) subtly point out that there are creatures w
ith poisoned weapons all over the place. Because it is unusual for intermediarie
s to comment in this manner, they say something like, "Are you sure you only wan
t that many slow poison spells?" Aside from this rather obvious hint, the interm
ediaries'
This
battleconversation
should takeand
halfspell
an hour
granting
of play
is or
normal.
less. To keep things moving, ass
ume that melees which do not involve PCs take 5 rounds to resolve, with three ti
mes as many Grippli casualties as Bullywug. If the Grippli are magically aided (
e.g. attackers are slowed), reverse those odds to their favor. In addition, dete
rmine each individual's hit points when damage is taken, not in advance. Assume
for area-effect purposes that there are six attackers per 10 x 10 foot square ar
ea during most of the battle. The seven attacking leaders are spread out at vari
ous pointstheindefenders
Position
the mob. (PCs and 18 Grippli natives) in any manner desired by the
players, except that Grippli must be within their village. The Mother and her f
our attackers
The
attendantscreep
stay up
backnear
outtoofthe
thevillage
fray, preferably
under heavyincover
a hut.in an attempt to ga
in surprise. If any PCs are outside of the village between 10:30 and 11:00 a.m.,

or if any PC has a detect invisibility spell running during this time and is us
ing it to watch for enemies, the approaching attackers are spotted and their sur
prise fails. Otherwise, the attackers gain two surprise segments, using the firs
t to jump to the attack and the second to make a hand-to-hand attack. This jump
attack is a charge; if defenders are not surprised, they may set their weapons a
gainst
The
attackers
it.
and defenders are all using poisoned spears. Any victim hit must s
aveBullywug
60
Attackers
24Kliket,
Spells
Cure
Darkness
Resist
Cause
Dispel
Poison
Attack
Before
Bullywug
vs.
light
blindness
for
(ire
magic
(C
Tactics
they
poison
Bullywug
(x2,
7s,
Sub-Chiefs
Shamans
this
wounds
Natives
(x3,
approach
(CRCorTouch,
battle
4s,
(C
6s,
CChieftain
die.
(C
1r,
R(AC
5s,
the
12",
6",
R(identical
save
4)Grippli
1d8)
Touch,
Touch)
30'
DRorcube)
75r,
die)
DRvillage
for
40'each):
7T)
diameter)
(at about 10:30 a.m.), the Bullywug sha
mans cast their resist (ire spells on themselves, Kliket, and three of the sub-c
hiefs. These three subs wrap themselves in flammable oily rags; the fourth keeps
The
a torch
signalready.
for the
Theymain
thenattack
accompany
is thethelighting
Bullywugofhorde
the torch.
in their
Thesneaky
shamansapproach.
then ea
ch cast a darkness spell, aiming at the PC magic-users, if visible, or any other
PCs otherwise. When the darkness appears, the first wave of 30 Bullywugs jump (
30-yard range) at all available targets, doubling up as needed. They gain a +1 b
onus the
When
on this
Bullywugs
attack,charge,
and a the
hit lucky
inflicts
sub-chief
double with
damage,
theplus
torchpoison.
lights the others,
and the flaming figures hop into the fray, making three attacks per round with
claws the
After
and first
teeth.wave
Any of
successful
the attack,
hit the
inflicts
shamans
extra
castfire
their
damage
second
of darkness
1-4 points.
spell
s wherever seems appropriate. The shamans are hidden in the jungle with the seco
nd wave of 30 Bullywugs and cannot be picked out from the others. Thereafter, wh
enever possible, the shamans cast their dispel magic spells into the fray (avoid
ing their own darknesses), give cures to the chieftain or themselves if necessar
y, and then ready cause blindness or poison spells (not both) to use if they are
Inattacked.
the meantime, Kliket sends in the second wave of Bullywugs. Thirty more hop t
o the attack, without surprise but still with the charge bonus and, of course, p
oisoned
Defense
The
18 Grippli
spears.natives (less any killed earlier by PCs) wait for their attackers
Tactics
to move in, then slug it out. The PCs are also defenders. Their tactics are dec
ided12by(or
The
thefewer)
players.
conservative militant Grippli stay back and avoid the fray. Th
ey have, at this point, realized their error and are appalled at the bloodthirst
y plans of their Bullywug allies. If attacked, they flee; if confronted, they su
rrender. Later, if given the chance, they plead with the tribal Mother for mercy
grants
and forgiveness.
both if theyShereaffirm their allegiance and do penance by rebuilding the v
illage
If
PCs have
and serving
avoidedthe
thesurviving
native problems
liberaland
Grippli.
remained with their operations, the
sounds of battle are heard coming from the east (Grippli village) at 11 am. If P
Cs investigate, they find a horde of natives in the village, fighting a very few
others ("mopping up"). By this time, the tribal Mother, her attendants, and 12
of the Grippli liberals have been slain. Subtract any previous Grippli casualtie
s, such as deaths from PC confrontations, from the Grippli defenders. The remain
ingthis
At
six point,
liberalstheareforce
prisoners.
controlling the village is identical to the attacking g
roup described in "Kliket's Charge," minus 10 Bullywug casualties. This group is
not yet prepared to attack the human encampment and negotiates with the PCs if
possible.
Operations
Day
If
the
55.PCs
56.
No have
Services
Eventsaided
continue
(Possible
normally.
the Grippli
Specialand
Event)
defeated Kliket's Charge, services are hel
d normally, with no events other than the attendance of all surviving Grippli li
berals including the tribal Mother and her attendants. The Mother expresses her
deep appreciation for the PCs' assistance and presents them with 100 2 x 5 foot
sheets of metal which have been buried near the village. The metal is the same s
ilicon-steel described in Part 1, Room 9d. The metal sheets are 1/32 inch thick
and weigh 10 pounds per sheet. Their value is 100 gp per sheet as a novelty or 1
,000PCsgphave
If
Services
per
arenot
sheet
heldyetas
ifdefeated
the special
usual.
Extra
the Bullywug
cutter
blessings
hasarmy,
beenthanks
and
continue
found are
andwith
is the
appropriate,
soldfollowing:
with as
them.
the p
roject is near completion. No natives attend the services. In the middle of the
service, Bullywug spears fly out from the nearby underbrush, instantly killing t
hree surprise
This
workmen inattack
a surprise
does not
attack.
occur if the PCs are positioned evenly around thei
r group, but do not ask players for special actions. That would be a too-obvious
clue, since the other services are uneventful. If players have the foresight to
stand watch, the incoming Bullywug forces are spotted at 50-yard range. The ser
vice can be interrupted and surprise prevented. Normal guards do not suffice to
prevent
The
workmen
the panic
surprise
andattack.
flee in random directions. The guardsmen join the PCs to f
ace attacking
The
the incoming
Bullywug
attackforces
and follow
are identical
their orders.
to those described in "Kliket's Char
ge," minus 10 Bullywug casualties. Many snakes, normal and giant-sized, and othe
r wild and monstrous creatures surround the camp. Bullywug shamans have talked t
o them, and they are waiting for food (the fleeing workmen) to come running out.
If (or when) the PCs and guards defeat the massed Bullywug attack, they find th

at most of the workmen have been killed and eaten by the critters. Eight workmen
may be found wandering in the jungle if PCs search. All the engineer-architects
are slain. The PCs may attempt to finish the project themselves, but success is
Clever
not likely.
playersMany
maymen
decide
are to
needed
collect
to move
as many
the bodies
massiveasobelisk.
possible, take them to th
e ships, and spend a few weeks casting raise dead spells. However, most of the w
orkmen are too badly damaged or eaten to restore. A maximum of 20 can be regaine
d in 57
Days
Whatever
thistothe
way,
Next-to-Last-Day.
results
still of
toothe
fewpast
to Events
No
move
days,thenoobelisk.
further events occur until the PCs are
Next-to-Last
If
about
the PC
to expedition
leave,
Day.either
Noises
fails,
in failure
this event
or with
occurs
thethe
obelisk.
day after the great Bullywug a
ttack
If
theonPCtheir
operations
operations.
have succeeded,
If PCs havethis
already
eventsailed
occursaway,
whileignore
the obelisk
this event.
is bein
g dragged to the beach. To accomplish this, workers have dismantled the scaffold
and used that wood and other logs to pave the roadway. Twenty capstans are set
up and manned, attached to the obelisk's sled by ropes and used to pull it towar
d the shore over the logs. When the obelisk is within 200 yards of the shore, lo
ng ropes are strung from the ships and attached to the sled so that rowers may a
id the
(two
On
inlong
the
second
effort.
days'
daywork).
Themoving,
of
entire native
moving drums
operation
are heard
takes in
about
the24distance.
hours If the PCs
seek the surviving Grippli to get more information, they find them in the proces
s of packing up and moving. The Grippli reveal that the sounds are Bullywug war
drums; other tribes are coming. There could be over 200 Bullywugs on their way.
By the sound of the drums, they should arrive within two days. The Grippli must
hurry to join the other Grippli tribes for defense. They believe that the nearby
Bullywugs must have sent word of their defeat to the others. This will have no
realsound
Last
The
effectof
Day.
Approaching
onnative
PC operations,
drums
Armygrowsbutlouder.
adds toThetheobelisk
atmosphere.
reaches the beach, and worke
rs hastily build a raft around it with logs from the roadway. By evening, the dr
ums are very near, but the obelisk is ready for launch. If the PCs decide to lau
nch that night, light sources must be used to ensure safety. The rope cables cou
ld snag if not attended carefully, and some pushing is needed in addition to the
ships' pulling. Two of the ships are used to tow the obelisk and its raft; one
remains
If
well lighted,
more mobile.
the launch succeeds, and the PC expedition may sail up to half
a mile away from the shore. The navigators do not want to go further as visibili
ty the
If
Departure
As
is limited
launch
PC
Day.is
expedition
and
Bonleft
there
Voyage
leaves
toare
the
Party
reefs
the
nextsunny
in the
day,
jungle
noareas
further
shores,
waters.
events
theyoccur
are bid
today.
a fond farewel
l by the Bullywugs, who come out onto the shore and throw spears at the departin
g ships. If the PC expedition has put to sea on the previous night, this has no
effect whatsoever. If the PCs launch today, some spears stick into the raft arou
nd the obelisk, but nobody is harmed, and the attack has no other effect. In any
event, the beach is packed with irate natives, obviously very hostile. They can
not pursue very far into the water. If attacked (by long-range magic or by the s
hips'
Pirate
On
theballistae
Encounteroforthe
morning
catapult),
ninth daytheofBullywug
the 20-day
armyvoyage
pullshome,
back two
intoships
junglearecover.
sighted
These
at a are
distance
two merchant
of 5 miles.
shipsThey
containing
are heading
pirates.
towardThey
thefly
PC no
fleet.
flag. The pirates h
ave been sent by a rival nation, after their king heard that the PC expedition h
ad been sent out. They want the obelisk. They do not, however, expect as much re
sistance
Movement
The
shipsof
rate
asarethetwo
Rates
and
PCslarge
pirates'
Times
are merchant
able
approach
to provide.
vessels,
will varyidentical
by PC actions.
to the If
PCs'PCships.
ships turn to a
ttack, the Rate of Approach (ROA) is the sum of the two ships' movement rates. I
f PC ships continue on course, the ROA is 80% of the pirate ship movement. If th
e PCs turn away from their attackers, the ROA is the pirates' rate minus the PC
rate. Thus, the third PC ship (not towing) can evade the pirates by abandoning h
er comrades but, because the two towing ships can only move at half speed, the o
belisk
If
the PC
cannot
shipsbedokept
notwithout
change maneuvers,
a fight. the following rates and times apply, co
unting
PC
Continues
Turns
Each
ship...
pirate
tofrom
and
attack
onship
flees
the
course
original
is equipped
5-mile
withsighting:
42ROAamph
1/2ballista
mph7 1/2and
mph12
Time
a catapult
turns
to 74Contact
1/2
turns
(statistics
turns
given in
the PC ship description section), with plenty of ammunition. They use flaming c
atapult missiles (pitch). The pirate ships start attacking when in range for bot
h the catapult and ballista (30" range; this is 900', or about 1/6 mile). All sh
ots are aimed at the PC ships; the pirates are very careful to avoid striking th
e obelisk raft. When they close to 17" range (510' or about 1/10 mile), the pira
te magic-users start throwing their fireballs, aiming for the largest visible gr
oupstheoffirst
At
peoplesign
or of
thedanger,
sails ofmost
theofPCthe
ships.
PC expedition goes below decks. A few s
ailors (10-15 per ship) stay topside to keep the boat moving and fire the siege
engines. When boarding seems imminent, the sailors swarm out of the hatch to fig
ht. Nonfighters (such as woodcutters) stay below, surrendering if engaged. Sailo
rs try
the
pirates
to keep
from boarding by throwing belaying pins at them for 1d4 points damag
e perpirates
The
successful
attempt
hit.to close in, grapple, and board. They fight to the death, al

most to the last man, for that is their fate if they return empty-handed. If red
uced to 10 men per ship or less, they surrender and offer to ally with or serve
the PCs and their king. If spared, the traitorous rogues flee shortly after arri
val inencounter
This
the capital
is best
to continue
run loosely.
independent
Do not roll
livesfor
of every
piracy.pirate and sailor atta
ck, but roll normally for long-range siege engine attacks. Assume that the sailo
rs have a slight edge in skill but are outnumbered, and that PC actions save the
day (hopefully). Concentrate on the PCs and account for the rest by description
and summary. As a tactical note, things are somewhat grim unless the PCs can ne
utralize the enemy spell casters, but the PC fighters can have a great time in m
elee, attacking once per level of experience each round, as the pirates are less
Pirate
There
than are
1Personnel
HD70each.
pirates per ship. Statistics for pirates and their leaders are foun
d in the Combined Monster Statistics Table. Each ship contains the same number o
f Pirate
120
2410
PIRATE
Mark
MU
CL#1
____
Spell
After
pirate
Pirate
#l
Pirates,
off
Strategies
throwing
SPELLS
MUas
CL#2
____
personnel:
Lieutenants,
Captains,
Magic-Users
Clerics
Sergeants,
#2used
60their
per
Magic
Shield
Sleep
Detect
Stinking
Web
Fireball
Dimension
Command
Cure
Sanctuary
Hold
Silence
Dispel
(5th-level),
1(C
ship
5(C
per
(7th-level),
light
person
fireballs
2magic
missile
per
(C
invisibility
2s,
per
(C
15'
ship
1s,
Cloud
(C
1s,
door
(C
Rship
1s,
wounds
ship
3s,
(C
radius
3RDR
4s,
(C
1from
(C
10",
1/2",
(C
DR
5s.
5s,
per
R17"",
5s,
1s,
35r;
DR
1(C
2s,
1s,
1r)
(C
Rlong
per
ship
DR
(C
R7r)
R6"
DR
5s,
6",
6"
RAC7d6)
5s,
13",
35r)
2s,
ship
3",
14t)
21")
.DR
2/RR12",
1d8)
)DR
range,
4d4+4)
3/4)
DR
9r)
7",7r,
the
DR20'
35r)cube)magic-users wait unti
10r)
pirate
l they have closed to 10" range and then cast their shield spells. They use slee
p, stinking cloud, and web spells to inconvenience as many of the PC crewmen as
possible, saving magic missiles for any formidable opponents (i.e. the PCs). The
magic-users abandon ship if the pirates start to lose or the ships begin to sin
k. They use their dimension door spells and head for either the other pirate shi
p orpirate
The
a safe-looking
clerics save
PC ship,
theirarriving
spells for
downopportunity,
in the hold.using hold person against
formidable opponents (i.e. the PCs), silence on obvious spell casters, dispel ma
gic on PC-generated effects, and sanctuary if they are spotted. If engaged, the
command to sleep may come in handy. They use cure light wounds spells on themsel
ves, of
None
thethe
pirate
pirate
magic-users,
spell casters
and puts
any pirate
up a fight
officers
if cornered.
as needed.They surrender imm
ediately
The
pirateifships
givencontain
a chance.
a total of 2,400 gp in coins. The biggest treasure lies
PART
This
in the
3 -magic-users'
part
THE
of the
POWERadventure
THAT
spell
BE begins
books (value
two weeks
15,000
after
gp the
each).
PCs have returned to the c
apital city. The king commands their presence and informs them that a magical do
orway has appeared in the obelisk. The king blames the characters for this new p
roblem
The
obelisk
and orders
is a transportation
them to enter device
the obelisk
whichtosends
findthose
out what's
who enter
wrongitwith
to ait.
moon
of the characters' world. There, the characters meet the local residents, a nati
on of powerful and intelligent phase spiders, who are quite pleased to see them.
The spiders have an interplanar trade empire and are eager to begin trade relat
ions with the humans. However, their last customers on the planet, a nation of f
roglike beings, fell to squabbling among themselves. The spiders believe that th
is was caused by an innate lack of worthiness on the part of the frog race. The
spiders agree to open the trade route if the human and demihuman ambassadors (th
e characters)
Just
as human nature
pass a variesgood,
simple test ofneutral,
courage.and evilso does the nature of the spider
race. And it seems that the bad guys have kidnapped the good spider princess an
d are holding her for ransom. She is being guarded by a dragon, of course. To pr
ove their mettle, in the grand tradition of storybook fantasy, the heroes must r
escue
If
thethe
characters
princessrefuse,
and slaythey
theare
dragon.
returned safely to their home, but the trade
route is not opened. If they cooperate and successfully rescue the princess, the
characters return home with the goodwill of the spiders, bringing the benefits
of trade. The most interesting trade goods offered are a strong new metal (silic
on-steel) and a new weapon that throws deadly beams of light (lightwand). By ope
ning the trade route, the characters receive a percentage of all the profits and
Before
a few starting
free samples
play,besides.
be sure to review all the creatures used in this scenario.
Detailed descriptions may be found on page. See also page for details on calcul
atingyou
When
>>Your
the
voyage
are
specifics
ready,
home after
of thetheChak
read
following
pirate
tradeattack
agreement
to the
wasplayers:
boringly
with theuneventful.
PCs.
When you arr
ived at the capital city, the obelisk was laboriously towed to Royal Square wher
e a magnificent pedestal had been built for it. In another great operation, the
obelisk was raised and safely mounted in its new location. The king was extremel
y pleased. He grandly bestowed useless titles on all of you, accompanied by very
Ituseful
is nowcash
two(another
weeks after
5,000your
gp triumphant
each).
return. Though first hailed (and peste
red) as heroes, you have now been nearly forgotten by the cityfolk and the king,
Tonight
and areisbasking
a busyinonetheinluxury
the common
of anonymity
room of SMART
once again.
headquarters. You are happily
relating the tale of your travels to novice adventurers, swilling free brew, and
generally enjoying the admiration of your fellow members. The light of the full
moon streams through the windows, lending its air of mystery to the proceedings
.Suddenly, a messenger bursts in. Pointing at you, he gasps, "The king demands yo
ur presence at once! Follow me!" Though there are groans from your listeners, yo

u have no choice but to accompany the messenger. You are quickly rushed to the G
reat Hall of the palace for an immediate audience. It looks as though you have t
o perform whatever task must be done to placate the king's whims this third time
.You are ushered into the Great Hall for a royal audience. Before entering, all y
our weapons, devices, and spell components are left with the royal armorer (a st
andard practice). The hour is late, and the king is nearly alone. Only eight gua
rds are present, along with Torgel, the king's friend and advisor whom you rescu
ed from the maze. The king is very upset. As you enter, he shouts, "YOU! Its all
After
your much
fault.ranting
That gizmo
and raving
of yours
(which
is going
you can
to role-play
destroy ustoall!"
the hilt), the problem
is revealed. At moonrise this very nightthe night of the full moonthe obelisk sta
rted making a strange humming noise, and a misty gateway appeared at the base of
one side. Once he calms down a bit, the king demands that the characters enter
the gateway and find out what's going on. Torgel doesn't help matters, suggestin
g that
The
them
king
responsible
theputs
device
thefor
maybringing
blame
befor
a portal
this
suchstrange
for
a dangerous
an occurrence
interplanar
deviceoninvasion.
tothethecharacters
capital. He
andinsists
holds
they enter and investigate the thing this very night, before anything else happ
ens. If necessary, the characters are seized, imprisoned, and subjected to Torge
l's that
Now
geas it
spells
has been
(2 peractivated,
day maximum)
the portal
until they
remains
agreeopen
to for
cooperate.
one month. When the
characters agree to enter it, the king has all their belongings brought to the G
reat the
Give
Preparations
HallPlayers'
so that Reference
they may equip
Sheetthemselves.
for Part 3 to the players. Allow them to take
whatever they wish, and divide these items among the characters for travel. Ever
ything may be taken, if desired, even the tin man. Encourage players to take 10
minutes,that
Assume
at the
most,characters
to review,have
decide
not cast
upon,any
andspells
divideyet
these
thisitems.
day and are carryin
g a standard spell selection (that chosen before play begins). The PCs may refus
e to enter the portal until they have studied spells, causing a 24-hour delay, w
hichking
The
theydoes
mustnot
spend
allow
under
theguard.
PCs to cast any spells preparatory to entering the o
belisk until they are at the portal and otherwise ready to go. If they express a
desire to cast preparatory spells, Torgel first casts a wall of force around th
em, encasing them next to the portal. The characters may then cast all they like
and enter. If they do not enter before the duration of the wall of force ends (
23 rounds), they are stripped and imprisoned for another day, and then equipped
andyou
If
Finder
prepared
are using
in the
thesame
pregenerated
way.
characters, brief your Finder player in privat
e before play begins. Finder's church has become interested in the obelisk and h
as, through commune spells and other magical efforts, determined that it is a ga
teway to another world. The church has summoned Finder and instructed him to ens
ure peaceful and profitable relations with any alien races the group might encou
nter. If necessary, he is to reveal his true Charisma and take charge of the neg
otiations. However, Finder must not reveal this information to the king or the a
dventuring
The
Role-Playing
dialogueparty
withbefore
the spider
embarking
race,onthetheChak,
mission.
can be a source of much entertainme
nt, especially if you take the time to personalize them. For example, try using
a bright,
Encounter
Cl.
The
TunnelsKey
Through
characters
happy
of temporarily
the
Tatz
voice for Ackack,
Portal
lose allandtheir
a low,
normal
gravelly
sensesoneupon
forentering
King Sarkum.
the portal
. TheArrival
C2.
>>You
next thingfind
suddenly
theyyourselves
know, theyinare
a huge
all room,
standing
standing
intactoninaalarge,
new place.
irregular, y
ellowish metallic object of some kind, about 10 feet above a reddish metal floor
. A steep ramp descends down to floor level before you. All around you are hundr
eds of shiny black spiders, each about 4 feet across. They nearly fill the floor
of the room, which is about 100 feet on a side. Dozens of light sources are sca
ttered around the room, apparently held by the spiders. These lights are brighte
r than candles but dimmer than magical light. They give enough illumination, how
ever, to see that the walls are covered with ornately decorated metal and the sm
ooth metal ceiling is about 20 feet above your heads. There are no visible exits
.The characters are not yet aware that they are standing on the broad back of a b
rass dragon, which is curled up into a sort of altar. The steep ramp in front of
the characters is actually one of the dragon's wings. Its other wing is folded
flat to its body behind the party. The dragon's neck, head, and legs are tucked
neatlyare
There
underneath
over 200and
Chakare(rhymes
not visible
with Jack)
at this
crowded
time.into this room. They have bee
n awaiting the arrival of the characters. If the party attacks, the dragon lifts
its head and breathes sleep gas. You may run the battle if you like or simply s
ummarize the outcome. All characters who do not eventually fail a saving throw v
s. the breath and fall asleep are overcome by the massed hordes of Chak, who c
dragon's
apture them and render them unconscious. The characters awaken later, in a cell
(seethePrisoners).
If
party takes no immediate action, soft clicking sounds start coming from t

he spiders, increasing in volume to a loud din which lasts for about a minute an
d then subsides. This is Chak applause. The characters then become aware that al
l the spiders have been sitting down (in whatever way spiders sit) because one o
f them near the party stands up, rising a foot or two above its fellows. It addr
essesReception
C3.
>>The
the characters
spider
speaks. "Greetings,
in human Common.
great and noble travelers. We welcome you with
open legs"it demonstrates by waving its two front appendages"in the name of our gr
eat spider
The
and glorious
turns and
king,starts
Sarkumbobbing
of Tatz.
andGee
nodding
whiz!madly
Its great
at thetorest,
have and
you cries
here."of
"Gee whiz!" come from most of the creatures present. The leader waits for their
cries
"I
am Ackack,
to die down,
spokeschak
then turns
for our
andhumble
speaksrace.
to youGeeonce
whiz!
again.
Please allow me to perso
nallyoddwelcome
The
and effervescent
you to the speech
land ofofTatz!
the Chak
Are you
mayviolent
give theorimpression
hostile?" of foolishne
ss, but this is not the case. Although they are virtually bubbling with friendli
ness, the Chak are a shrewd, highly intelligent race. They fully expect the char
acters to react with caution and do not react adversely to spell casting of any
sort or to weapons in hand. If the characters attack, however, the dragon rises
and breathes,
Ackack
is interested,
putting at
allthe
themoment,
PCs to in
sleep
identifying
(see encounter
the racial
C2 above).
makeup of the par
ty. He has met humans before, but not demi-humans. He answers a few questions, i
f asked,
After
hisbut
opening
insists
speech,
on getting
Ackackthe
urges
answers
the characters
to his owntoquestions.
descend from the "landi
ng platform" and join the Chak. If they cooperate, they are surrounded and touch
ed by most of the spiders present. This is a form of greeting and also a means f
or the Chak to get the scent of the characters. The Chak are uneasy until they d
o this.the
During
No course
harm comes
of their
of it.conversation, Ackack seeks answers to the following q
1. Are
uestions:
2.
3.
4.
Whathumans
How
Do
did
there
arethey
the
andget
good
characters'
demi-humans
andhere?
bad humans
(and
names
come
then,
and
anddemi-humans,
in
how
various
races?
did sizes,
they or
getshapes,
are
thethey
obelisk?)
andallsexes?
of one philoso
5. Do any or all of the characters use a power commonly known as magic (if not p
phy?
reviously
6.
Ackack
1.
2.
Are Chak
His
The
thedemonstrated)?
reveals
race
characters
is called
are
the
travelers
following
or their
the
Chak.
and
during
traders,
rulerstheinterested
voyaging
conversation:
between
in material
the planets
wealth?and the very
3.planes
The Chak
of existence
have traded
in with
theirthe
pursuit
characters'
of commerce.
planet in the past, but that trade
stopped when the people they traded with had a civil war. Ackack describes the f
roglike
4.
The Chak
beings
would
if like
questioned.
to resume trade with the humans and demi-humans as soon a
s possible.
5.
The pedestal upon which the characters arrived is a brass dragon. His name is
Tally-tal. Upon hearing his name, the dragon gives a snort and sits up. He cann
ot The
6.
7.
speak.
obelisk can
is areceive
device as
constructed
well as send,
by thebutChak.
the Chak
It ispolitely
a teleporter.
refuse to send
Intheaddition,
party home
if the
untilcharacters
the characters
show Ackack
have spoken
some ofwith
theKing
curiosities
Sarkum himself.
they have fou
nd, he tells them the following: Coins: These are all coins of the Chak realm. E
ach is made of the standard reddish metal called nak and named after King Sarkum
. "Garsha Koo" is Chak language for "Gee whiz!" The four worn coins are at least
10,000 years old. Nak metal does not wear down quickly. The Chak offer the char
acters five normal sarkums for each old one. The Chak also have small, tenth-sar
kum coins and
Lightwand:
Ackack
showshows
them the
for PCs
comparison.
how to activate the lightwand by striking it aga
inst a The
Bones:
hardholes
object,
in the
if they
skullhave
werenotmade
already
by a lightwand,
figured it identical
out.
to the one the
characters may have found, but with a minor attachment. The four-armed humanoid
skeletons are those of creatures called glommers. This is an unnatural breed, s
imilar
Tin
Humanoid:
to normal
Thisapes
is abutmetal
created
golembyofevil
ChakChak.
construction. It can be activated by
Spider
the proper
Amulet:
command
Ackackword,
shudders
whichwhen
is known
he sees
onlythetoamulet.
the king's
It isadvisor.
a relic belonging
to the evil
Cutter:
If the
Chak.
nakAckack
cutteroffers
(8 inches
no other
long with
information
roller and
at this
blade)
time.
was found and is
displayed, Ackack insists that the party must turn it over. It is a taboo item
for outsiders to possess while within Sarkum's palace, but it will be returned l
ater. If necessary, the Chak swarm over the party to retrieve the cutter, and th
e dragon can always be called to deal with them. If the characters do not reveal
their possession of the cutter, it is not found by the Chak and no problems ari
Ackack politely admires any other items shown but has no special comments about
se.
them. He politely declines to give answers other than those noted above, saying
that the
After
theking
aboveortopics
his advisors
are covered,
will surely
Ackackclear
suggests
everything
that theup.characters
("Gee whiz!")
may rest
, or they may visit the king immediately if they wish. (Each option is covered h
C4. Leaving
ereafter.)
Whether
the PCs
Tatzdecide
Hall to rest first or see the king immediately, they are escor
ted from produces
>>Ackack
the hall abymetal
Ackackcutter
and most
fromofhistheunderside.
Chak present.
You realize that he, and pr
esumably all of the Chak, have pouches, similar to those of kangaroos. Ackack cl
imbs the far wall and quickly cuts a 6-foot diameter hole in it, revealing a nak
Ifmetal-sheathed
the characterstunnel
foundofthethenaksame
cutter
size.in Part I and mention or produce it, note
Ackack
the unfavorable
leads the party
resultsfrom
as the
described
hall. He
in and
encounter
the party
C3. are surrounded at all tim
es soon
lowing
C5.
It
byTunnel
many
behind.
becomes
otherThe
World
apparent
Chak,
dragon
with
that
remains
thetheremainder
in Tatz
Chak
liveHall.
folin an underground community of tunne
ls and rooms, all lined with nak metal. During this entire adventure, the charac

ters are never permitted to roam the tunnels at will, thus maps of them are not
If the characters (stupidly) want to attack while in the tunnels, warn the playe
needed.
rs that no good opportunity exists and try hard to discourage this. Several Chak
to the rear of the group have, unnoticed by the characters, armed their lightwa
nds. They are prepared to destroy the party if trouble arises. In addition, the
Chakthenear
If
Prisoners
characters
the characters
have attacked
may attack
the Chak
with at
their
anypoisonous
point, they
bites.
have been put to sle
ep by the breath of Tallytal or were overcome by the massed Chak and captured. T
hey awaken some time later, stripped of everything and lying in a bare cell. Aft
er the
C6.
If
aRoyal
fewcharacters
hours,
Audience
they
havearebeen
brought
put totosleep
see King
by the
Sarkum
dragon's
(see breath
encounter
andC6).
captured, th
ey still receive the same treatment as given below but are brought before the ki
ng absolutely
>>The
Chak escort
nakedyouandthrough
unequipped.
the sleek nak-metal corridors. You pass occasional
side routes where even more spiders scurry about, all apparently busy. Some sto
p to watch
After
aboutyour
a half-mile
passage of
andtravel,
then continue
the corridor
about opens
their out
business.
into a large, nak-line
d area. A 20-foot diameter hole pierces the wall ahead. Passing through this hol
e, you arrive in another large chamber, ornately adorned and occupied by dozens
of Chak. Woven between the walls at the far end of the room, a great spiderweb s
upports in its center a huge spider, at least 10 feet across. This must be King
Sarkum himself! The king is surrounded by a dozen large Chak, each about 5 feet
acrossChak-father,
Ackack
Tatz,
and each"Hail,
speaks.
holding
Supreme
Ohagreat
lightwand.
Ruler,
andConqueror
powerful of
Sarkum,
the Inner
most Planes!
splendidGreetings,
King of Fath
er-mine, Wisest of Wise, Strongest of Strong, Eater of Foolish Guests! Gee Whiz!
"Sarkum replies, "Gee Whiz!" in a deep, rumbling bass voice. All the Chak in the
hall immediately fall to the floor and echo the words "Gee Whiz!" three times in
Ifchorus.
the PCs do not do the same, they are cued by whispers and tugs from the Chak
around them. A simple kneeling will do, but full prone position will please the
king the most. Adjust the following commentary as needed if the characters are n
ot properly
>>Sarkum
speaks
respectful
again. "Gee
to King
Whiz!
Sarkum.
Rise, our people and guests!" Everyone rises.
"Greetings, ambassadors. Greetings, our son Ackack. Who are our guests?" Ackack
tells the king everything you revealed during the question-and-answer session in
Tatz Hall. The king seems pleased. "You have done well. Gee whiz! We never like
d those
One
of the
frogs
PCsanyway."
must actSarkum
as spokesperson
then turnsfor
to the
you.party.
"Who speaks
Sarkumfor
addresses
your group?"
that per
son hereafter. If the PCs do not choose a spokes-person, Sarkum addresses the fi
rst person
>>"Gee
whiz!whoWespeaks
welcomeandyouignores
to Tatz,
alland
other
hopePCs.
that your stay is a pleasant one.
We are but simple trader folk and travelers. We would like you to trade with us.
C7.
The
1.
AreThe
Trading
following
youPCsinterested?"
may
Session
details
return home
are revealed
without aintrade
the course
agreement,
of theiftrading
they wish.
session:
This occurs
within
2.
If aone
trade
hour,
agreement
and theisChak
reached,
then try
thetoparty
contact
receives
some one
otherpercent
nation.of the price
of The
3.
all Chak
goodsare
soldinterested
by the Chak,
in trading
payablefor
in magic
sarkums,
items,
to divide
live giant
amonginsects
themselves.
(food)
, and good dragons. No other goods are of interest to them. Refer to the Trade G
oods and Values section of the Players' Reference Sheet for Part 3 for prices of
fered.
4.
Sarkum
Prices
trades
varyfordepending
the characters'
on King personal
Sarkum's and
reaction
partytobelongings
the characters.
immediately,
if The
5.
theyChak
wish,trade
whether
goodsoroffered
not a trade
are nak
agreement
(the reddish
has been
metal)
reached.
and lightwands. (See
When
Tradethey
Goods
hearandtheValues
pricesforoffered
pricesfor
andinsects
full descriptions.)
and dragons, the characters may wi
sh to return home, gather some, and return. The Chak do not permit this yet. If
the characters return home without finalizing the trade agreement, the deal is c
alledTheworking
C8.
After
off,
Proposition
andout
theytrade
are details
not be contacted
and possibly
again.
trading with the player characters,
>>"It
Sarkumismakes
a pleasure
anotherdealing
speech.with you. We hope that this marks the beginning of a
"However,
long and we
mutually
yet have
beneficial
some doubts.
relationship.
The greenies were also fair traders and pleas
ant enough at first, but they were unstable. We believe that they were lacking i
n the stuff
"Before
we finalize
that makes
ouraagreement,
people great.
can you
Gee convince
whiz!
us that your people are wort
hy of the
Allow
our characters
trust and wealth?"
to try their best, but Sarkum is not convinced by mere word
s. If player characters suggest a test of their courage and power, Sarkum is ple
ased; heexplains
Sarkum
was about
thattohis
makedaughter.
the samePrincess
proposal.Keelee of Tatz, has been kidnapped b
y evil Chak and is being held for ransom. If the characters rescue her to prove
themselves worthy, the trade agreement is finalized and the party is returned ho
me safely, becoming official ambassadors to the Chak. To aid them on this perilo
us mission. King Sarkum generously offers two free lightwand weapons with fully
charged control rings. A reward of 25 sarkums per person is also offered. Bargai
ningtheischaracters
If
ignored. decline the offer, they are sent home immediately and the trad
e offer If
closed.
is they balk, suggesting some other service, Sarkum insists that this is
C9.
When
hisAhis
only
Briefing
offer
offer.is accepted, Sarkum introduces his advisor, Chumley. Paraphrase t
he following information from Chumley or intersperse it with questions from the

>>"Just
PCs
to avoid
as youreading
humansitmayinbeonegood,
longevil,
section.
or neither, so too are the Chak. Renega
de bands lurk here and there in our world, but the fiercest and worst is a group
of 21 called the Black Chak. They are led by the notorious criminal, Gritch the
AtGrinder."
the mention of this name, all the Chak in the room start a tremendous growlin
g, which
"The
Blacksubsides
Chak have
onlystolen
afterbeautiful
the king Princess
shouts, "Gee
Keelee,
whiz!".
and we
Chumley
are most
continues.
sorrowful
. We cannot get her back ourselves! Gee whiz! As we, the good Chak of Tatz, ally
with the noble lizardsyou met old Tallytal, I believethe Black Chak wallow and gl
umph with the vilest specimens of that race. Some breathe fire, some lightning,
cold, of
Cries
acid...it
"Gee whiz!"
is a echo
barpling
fromsituation
around theindeed.
room, but
Gee the
whiz!"
king remains silent. Chu
mley evil
"The
continues
Gritch"
againChumley
after is
theinterrupted
noise subsides:
again by growling. "The Black Chak leade
r is demanding many magic items for Keelee's return. If you cannot help us, we m
ust paya few
"Now,
theirwords
awfulabout
price.
our land. Gee whiz! You have seen our beautiful scenic t
unnels, so no description is needed of them. Beyond our humble abode, however, t
he purity of nak ends, and the tunnels become rough-hewn and crooked. We will gi
ve you
"Oh
yes!a Gee
drawing
whiz!ofThe
theair
routes
we breathe
to Gri-...to
fills all
the the
lairtunnels
of the but
BlackisChak.
not found els
ewhere. Stay in the tunnels at all costs! The surface of our world is airless an
d bleak.
"The
come
evilWelest
here
ones
willwe
appear
show
get them,
you aasand
just
glimpse
we,STOMP
butofthem,
weitknow
before
andtheir
RIP
youthem
foul
depart.
stench.
into
little
TheyPIECES
dare not
and
FEED them to our DRAGONS, and TEAR off their LEGS and BITE them and KILL them an
d..." During this speech, several other Chak begin chanting along with Chumley a
nd work themselves nearly into a frenzy. Chumley stops suddenly, and things quie
t down. As
"Humph.
He you
continues:
may not be able to tell the difference between good and bad Chak
by smell, assume that all Chak outside our domain are evil. All but Princess Kee
lee, of course. Gee whiz! You must find some way to tell her from the others. Do
not harm her! Even the vilest of the evil ones do not dare that. Even they fear
"The
the evil
powerones
of our
havegreat
few lightwands,
and gloriousonly
Kingthose
Sarkum.
they have stolen from us. They la
ck our great
Chumley
is suddenly
trade empire,
interrupted
so they
by acannot
greatget
"ha-RUMPH!"
nak or lightwands
from Kingfrom
Sarkum.
theHe falt
ers, and continues. "Eight pardons, Oh great king. To continue, the evil ones ar
e not nearly as powerful as we, and glumph with other nasties to reassure themse
lves. They have slaves, things that look like you... well, almost. These slaves
have four arms. Gee whiz! I almost forgot. You must fear and flee the great fals
e one,
An
echoing
the chorus
Chak that
of "Beware!"
is not a Chak,
comesbig
fromasall
a king,
the Chak
deathpresent.
incarnate.
EvenBeware!"
the king jo
ins Chak
"Do
The
in for
you
have
have
a any
moment.
seenquestions?"
the "greatChumley
false one,"
asks.a spider-being as large as King Sarkum
, in the far tunnels. They know that it is not a true Chak because it smells wro
ng. It looks very dangerous. Other than that, they know nothing about it, but th
ey assume
The
king'sthat
advisor
it isknows
a friend
how toofactivate
the BlackandChak.
control the tin man (a golem). He o
ffers to sell this information for 10 sarkums to buy the golem back for 20 sarku
ms.asked
If
Referhow
to the tunnels
New and are
Adapted
made,Monsters
the king's
section
advisor
for tells
details.
the characters how g
reat purple worms, up to 30 feet long, are trained to dig. These creatures are c
alled chompers.
Before
they go, the
Trained
kingones
addsare
a final
nearlyword.
harmless;
"If youwild
comeones
backarewithout
very dangerous.
our dear K
eelee, you will have failed, and we shall find someone else to trade withpeople o
f courage.
C10.
Some
View before
time
From
Gee the
whiz!
leaving
Observatory
You for
may the
leave."
rescue mission, the PCs are taken to the Chak o
bservatory for a look at the surface world. Use this encounter whenever it is co
>>You climb a long spiral ramp through solid rock, accompanied by Ackack and sev
nvenient.
eral other Chak carrying lightwands. The passage is completely lined with nak, a
nd it finally ends in a wall of the same metal. Ackack produces a cutting tool,
makes a small incision, and listens. "No hiss!" he says happily and continues to
cut open a circular doorway. He steps through, and the rest of the group cautio
uslyenter
You
follows.
a large hemispherical dome of nak. The doorway is just above the flat
floor. The dome is about 60 feet across, featureless and black. Ackack tells you
not to produce any light sources, but to wait for a few minutes until the light
wands start to go out, one by one. None are reactivated. Finally, the last Chak
lightwand
You
hear ablinks
loud clunk,
out, and
as if
thesome
roommetal
is plunged
mechanism
intohas
total
beendarkness.
activated. Above you,
a crack appears in the dome. It splits into two halves which slide down to eith
er side.
There
above you is a night sky. A huge ball of soft light beams down from direct
ly overhead. Around it, glittering like thousands of diamonds on black velvet, a
re stars, more and brighter stars than you have ever witnessed. It is an awesome
sight, and everyone stands in silence for a few moments. Then Ackack softly int
errupts the silence with two words as he gestures toward the great luminous orb
in the
The
surface
heavens:
area"Your
outside
home."
the dome is visible once the dome cover has retracted.
The bleak and barren moonscape is marked by huge mountains, inky black shadows,

totala lack of vegetation, water, or anything else but rock. The dome itself is a
and
When
glassy
thesubstance,
PCs are ready
barely
to depart,
visible.Ackack
There does
is nosomething
air outside
to aofsection
it.
of floor an
d the halves of the dome cover start to rise once again. But suddenly, a huge av
ian shape rises from a nearby lunar valley, its wings outstretched but not movin
g. The Flee!"
"Flee!
creaturecries
is heading
Ackack,for
andthe
theobservatory.
Chak rush out to the ramp. The party should
do the same. After he passes the doorway, Ackack shouts, "Quickly! I must seal t
he passage!" He puts the nak disc back in place as soon as the characters are ou
t of the observatory, but he will not wait long, so anyone who hesitates may be
walled in. Ackack quickly rolls the edges of the doorway disc, sealing it perfec
tly with the nak-working tool. As he does so, a loud CRUNCH comes from inside th
e room.in time!" pants Ackack. "Gee whiz; have to fix that later." If questioned,
"Just
he describes the two predatory creatures of the lunar surface: rock creatures w
hich stand about 10 feet tall, and huge birds like the one just seen, which have
a 70-foot wing-spread. "They appear similar to birds of your world," Ackack com
ments, "but have adapted to ours. Great and fierce creatures they are, who do no
t know fear. You will probably not encounter any in your travels, but if you do,
The
Wandering
During
beware!
Tunnels
theGee
Monsters
rescue
ofwhiz!
themission,
They are
Black
Chak
the
called
partymoon
mayrocs."
run across wandering bowlers or wild ch
ompers. Check once during each 120 feet of travel. A I on 1d6 indicates a random
encounter with either 1-4 bowlers (75% chance) or one wild chomper (25% chance)
. Bowlers are seen at 40-foot range. A chomper arrives by tunneling from the top
, bottom, or either side of the tunnel (equal chances of each) at a distance of
2-40 feet
Digger
During
and(2d20).
the
Montana of the obelisk. Digger, the gnome thief, met up with Montana
recovery
, the dwarf fighter. Montana had been exploring elsewhere and knew nothing of hi
s extortion
attempt.
They joined another party for further adventuring and have been out of
the capital for weeks. Later, after the PCs returned with the obelisk and were r
ailroaded into entering it. Digger slyly suggested to Montana that together they
might also enter the obelisk to aid their old friends, a suggestion to which Mo
ntana readily
Because
their arrival
agreed. was unexpected, there was no welcoming committee of Chak i
n Tatz Hall. The pair chatted with Tallytal, the brass dragon, evaded the yukky
spiders (whom Montana hated), and headed off into the tunnels. They were eventua
lly attacked by the Black Chak and became separated. Digger made the best of the
situation, joining the Black Chak, while Montana hid in the tunnels, trying to
Digger is currently working for the Black Chak and is under the command of the b
survive.
lue Adragon,
Encounter
D1.
Characters
LongKey
Walk
are
Henkus
allowed
(seetoEncounter
rest as long
D5). as desired before setting out on the resc
ue mission. Give the Tunnels of the Black Chak map to the players, and refer to
your own map for the upcoming journey. Remember to give the party two lightwands
with fully charged control rings. Their cash reward will be paid later, if they
Ifarethesuccessful.
PCs do not possess a nak cutter, the Chak lend them one "just in case." I
f the PCs have bought a cutter or have brought the one they found in the maze, t
he Chak
Most
of the
do not
journey
offerisa along
free cutter.
a single passage which leads east. Where the corrid
or splits, the PCs may continue east by either the north or south route. Only on
e encounter occurs on either route, as given hereafter. Be sure that a marching
order is established, and be aware of party light sources, spells running, and s
o forth.
>>You
gallantly set forth on your trek. A few Chak escort you for the first mile
or so, but then they wish you good luck, give a final cheerful "Gee whiz!" and
depart. The nak-lined tunnel continues for a great distance, but finally the lim
its of civilization (such as it is) are reached and the corridor becomes rough,
bare rock. You continue onward, cautiously, and travel for a few more hours. Str
ange thoughts are in your minds. You are a long way from home, trapped here unde
r the bleak lunar surface. How ironic it is. You began this bizarre journey at t
he whim of your king, only to be trapped by the whim of another. "Gee whiz," as
yourcome
You
new to
friends
a point
would
where
say.the corridor branches to the northeast and southeast.
Here on the floor lies a broken crossbow bolt. You examine it with interest and
note a puzzling fact: the colors of the fletching are somehow familiar.... Of co
urse I This matches the bolts carried by your old friend, Montana! But she could
n't beare
There
here,
no footprints
could she? or traces of passage in this area. If an arrow of direct
ion Tunnel
D2.
>>You
iscautiously
used,Encounter
it points
continue
to through
the northeast
the tunnel,
passage,
yourregardless
lights piercing
of whatthe
is darkness
asked.
ahead. The tunnel winds about, ever turning, and you can see little of what lies
Refer
aheadtooreither
behind.
encounter D2a or D2b, depending on the route chosen by the party
.D2a. Worm! about 30 feet ahead of (name of character in the lead), the right wa
>>Suddenly,

ll of the tunnel caves in. Squirming out from it is a huge wormlike monster, pur
ple in color. Its head is at least 5 feet across, and rows of teeth line its gap
ing mouth. It turns its head toward you, but its body is still mostly in the hol
e it is
This
hasamade.
30-foot-long chomper. It is a tame one, and its two Chak keepers, Glum
p and
If
theNargitch,
PCs attackareimmediately,
close behindthey
it.are not able to hear the cries of the keeper
s. The chomper panics when attacked and starts to burrow down into the tunnel fl
oor. It squeals each time it is damaged. When the entire worm has disappeared in
to the tunnel floor, Nargitch peers out from the new tunnel entrance, lightwand
weapon in hand, to see who is making all the trouble. If the characters attack h
im, he returns their attacks, and Glump joins in whenever possible. If their def
eat appears imminent, both of the Chak shift out of phase and return home. Their
Ifweapons
the PCsremain
do notbehind.
attack it immediately, the chomper turns away from them, close
ly followed by its keepers. As they emerge from the tunnel, the two Chak notice
the party with surprise and ask, "Who are you?" They talk peacefully, if permitt
ed to do so, but always keep their lightwands at the ready. The keepers explain
that they and Fred (the chomper) are busily making new tunnels, and that this is
a common practice. If questioned, the keepers claim that they are loyal to King
The
Sarkum.
chomper-keepers are, in reality, Black Chak, loyal to Gritch the Grinder. If
attacked after initial conversation, both put up a good fight but shift out of
phase if severely damaged. The chomper tries to escape by tunneling downward. If
Iftaken
the characters
prisoner, the
follow
Chakthe
reveal
new tunnel
nothing.created by the chomper, they cross down
to theyou
D2b.
>>As
Rolling
southern
trudge
Stones
tunnel.you get the feeling you're being watched. Suddenly, (name
along,
of character bringing up the rear of the group) is knocked flat. Looking behind
, you see three large boulders where there was clear corridor only a moment befo
re. One of the boulders has just slammed into (name of character) and has come t
o a three
The
stop close
huge rocks
by. Theareother
a galeb
boulders
duhr and
are two
aboutanimated
20 feetboulders.
away.
One of the boul
ders has just hit a character for 10 points of damage. The galeb duhr is the one
Caleb,
furthest
theaway
galebfrom
duhr,
thelives
party.in this general area and has become annoyed at the
sound of intruders. Using a passwall spell to enter from a nearby tunnel, he sen
t his
If
theboulders
PCs attack,
afterCaleb
the backs
party.off to maximum (60') control range while the boul
ders attack fearlessly. The two animated boulders block the passage of all visib
le PCs, shielding Caleb from attack. An invisible character can sneak by them. I
f the boulders become badly damaged, Caleb retreats into a side tunnel. As he do
es so, the boulders suddenly stop and fall over. Caleb immediately closes off hi
s escape
If
Caleb is
route
attacked
with amagically
wall of stone.
from a distance, he flees immediately, whatever t
he damage. If he is engaged by a PC moving invisibly, he drops his concentration
on the boulders and creates a 10-foot pit under the offender via a passwall spe
ll and then flees. The character must make a saving throw vs. spells or fall int
o the pit for 1-6 points of damage. A successful saving throw indicates that the
Ifvictim
the characters
has grabbedback
theoff
edgeandofattempt
the pit.to communicate, Caleb stops the boulders,
leaving them as cover, and shouts from a distance. Unfortunately, he does not s
peak or understand any of the characters' languages. Finder's magical helm also
fails to decipher Caleb's language. A tongues spell is needed. As long as the PC
s peacefully
If
a tongues spell
attemptistoused,
communicate,
Caleb introduces
Caleb prevents
himselfthe
andboulders
his two hard-headed
from attacking.
all
ies, Thuga and Thugy. The boulders bow politely when introduced. Caleb explains
that he thought the party was a group of intruders from Gritch and apologizes if
the characters reveal that they have come from King Sarkum. He mentions that he
met "two little 'uns, sorta like you. The smaller one gave me a big drink of wa
ter from a tiny bottle." This was Digger, accompanied by Montana. Caleb does not
remember other details, as all humanoids look alike to him. Since Caleb ignores
time utterly, he cannot even estimate when the pair came byten minutes ago, or t
en weeks.
When
the PCs are ready to depart, Caleb suddenly says, "Hey! Want some junk?" He
has found a nak-metal box, about I foot square. If allowed, he retrieves it and
gives it to the party. Caleb has no use for it. The box is ornately etched (a f
eat impossible for the characters to duplicate, even with a cutter or magic), ob
viously valuable, and locked (standard chances of picking). It contains 20 sarku
ms. Guardian
D3.
Both
The
thebox
north
is and
worthsouth
fivecorridors
sarkums, lead
or 750togpthis
if large
sold inroom,
the and
capital
therecity.
is no way
around it. The characters may approach it as a group, or they may check it by sc
outing ahead.
>>Peering
ahead, you see a large, dimly lit room, about 80 feet square and 20 fe
et high. Four lightwands are mounted on the walls, one in each corner, about 12

feet up. A nak-lined, 10-foot-diameter corridor exits from the center of the wes
t wall, sloping
Standing
in the middle
upward.of the room, with its left side towards you, is a huge Ch
ak-like creature about 12 feet tall. You note that its four front legs end in la
rge, sharp claws, and that it has several eyes. It shifts slightly, starting to
turn away sounds
Suddenly,
from you.
come from the western corridormuch clacking and running footstep
s! Two Chak appear, scurrying down into the room. Pursuing them is Montana, fero
ciously attacking the spiders! Her upraised broadsword glows bright and shows si
gns of successful use. Indeed, the Chak appear to be limping on fewer than eight
But
legsbefore
apiece.
you can act, the huge creature in the center of the room turns toward
them, moving with great speed. Montana sees it, but she hesitates. A bright blu
e ray of light shoots forth from one of the huge spider's eyes and strikes her s
quarely. She topples with a thud a very loud thud. She and all her equipment have
The
beentwoturned
Chak turn
to stone!
to the large creature and clack at it a few times, and it clac
ks back. They then hobble back up the corridor, leaving the creature in the room
. It is
This
turns
a retriever,
away from the guardian
exit and of
resumes
the entrance
a watchful
to the
position.
Black Chak lair. This c
onstruct was made by Demogorgon in the Abyss and was traded to the Black Chak fo
r items and favors that have no bearing here. It is a simplified version, unable
The
to retriever
transmute does
victims
notinto
leavemud,
thislead,
room.orIfgold.
the PCs attack it from a distance, wi
thout entering the room, it fires all its eyes down the tunnel at them as quickl
y as possible, then moves to one side, out of sight. If the characters try to ma
ke aretriever
The
run for it,
hasthe
onlyretriever
a one chance
quickly
in six
movesoftodetecting
block theanwestern
invisible
tunnel.
intruder. H
owever, once it detects such an intruder, it can follow easily (standard 4 penal
ty on "to hit" rolls). If an eye ray is used against an invisible character, the
The
victim
retriever
gains has
a +4nobonus
special
to the
immunities.
applicableItsaving
dies fairly
throw.quickly if the PCs attac
k properly. However, there may be a PC death or two if the players are not caref
ul. Choose eye ray targets randomly among potential victims but try to spread ou
t the damage. Try not to aim at the same character twice. Rely on melee (those c
laws the
When
are creature
nasty) iffinally
possible.
falls,
The the
retriever
PCs have
fights
onlytoa few
the moments
death. to tend their i
njuries and decide what to do about poor Montana. Suddenly, the sound of clackin
Ag group
comes of
fromBlack
the Chak
western
havecorridor.
heard the noise of battle. They are coming to gather
up the bodies of the slain intruders. When they see the dead retriever instead,
they panic, scurrying back up the corridor. They can barely conceive of somethin
g powerful
The
Black Chak
enough
flees
to regardless
defeat the of
awesome
PC actions.
retriever.
The characters may try to ambush
them,word
The
attack
is quickly
them asspread,
they descend,
and mostorofhide,
the Black
but theChak
results
flee from
are the
thesame.
fierce inva
ding PCs. If the characters pursue quickly, any Chak encountered shifts out of p
hase rather than face their attackers. The corridors are empty within minutes. I
f the characters save Montana, she tells them about entering the obelisk with Di
gger but can remember little else. She has not seen Digger since they were separ
ated in battle with some huge spiders, and she is unaware that Digger has since
soldJail
The
D4.
>>The
western
out
tunnel
to corridor
the
fromBlack
theleads
Chak.directlyroom
retriever's
to curves
the Black
upward
Chakslightly,
jail.
rising 10 feet ov
er itsarea
This
50-foot
is very
length
large,
before
almost
opening
200 feet
intolong,
another
70 feet
room.wide, and 30 feet high. T
he walls, floor, and ceiling are lined with nak metal. Twelve nak-covered boxes
protrude from the floor. Each box is 10 feet square and 2 feet high. The boxes a
re arranged in four rows of three boxes each. In the floor at the north end of t
he roomsmall
Twenty
is a tunnels,
huge pit,each
50 feet
aboutacross.
5 feet in diameter and lined with nak, exit the
room along the east wall near the floor. You catch glimpses of several Chak the
rein,hear
You
Discourage
butsomeone
they
the players
back
crying.
offfrom
quickly
It entering
doesn't
whensound
theywestern
the
see you.
like
a tunnels.
Chak.
They lead to other are
as of the Black Chak lair, and they are neither needed nor mapped for this adven
ture. If players persist, describe the other areas briefly (small rooms, many mo
re tunnels, some webs, no treasure). The entire area has been abandoned by the f
rightened
Each
of theBlack
protrusions
Chak. on the jail floor is the top of a 10-foot cubic box set
into the floor. There are prisoners in all of the boxes. Close inspection reveal
s dozens of tiny air holes in the top of each box. The PCs can also find an insc
ription on each box, and Finder's magic helm can translate these. They are simpl
y the numbers 1, 2, 3, 4, 5, 6, 7, 10, II, 12, 13, and 14, one per box as noted
on the
The
box-cells
map. These
haveare
beenconsecutive
enchanted to
numbers
prevent
in other-planar
base 8.
travel and are thus de
tectable as magical. The pit also detects as magical. Characters approaching it
can see that it is full of a swirling whirlpool of reddish-gray mist. No sight,
magical or otherwise, can penetrate the mist. There is no other magic in the roo
m (except,
The
box-cells
of are
course,
easily
thatopened
brought
by using
by theaPCs).
nak-cutter, but no other means succee

ds. crying is coming from cell 10. It is Digger. Once the PCs have had a chance
The
to talk with him (preferably about 2-3 turns after the room is entered), the pit
Cells
Each
becomes
of1-7these
activecells
(seecontains
The Jailer).
a Chak prisoner of neutral alignment. Whenever one
of these
>>You
arecells
looking
is down
opened,
intousea nak-metal
the description
box. Atbelow.
the bottom, sitting on the floor
looking up at you, is a Chak. It immediately starts jumping up and down and cri
es out in human Common, "Gee whiz! Gee whiz! Have you come to save me? I am the
Princess
All
sevenKeelee!
of theseHasfemale
my father,
Chak claim
Sarkumtothe
be the
Great,
princess.
sent you?"
They all believe it, to
o. They have been magically charmed and then psionically hypnotized. The real pr
incess is one of the seven (determine at random) and she, too, has been charmed,
Abut
detect
not lie
hypnotized.
spell isAll
of little
the Chakuse,
prisoners
as the subjects
are friendly
all believe
and helpful.
the story they
are telling to be true. All the Chak prisoners detect as charmed. Dispel magic r
emovesanythefalse
When
charms
princess
automatically
is takenbut
outside
does the
not jail
removeroom
thewithout
psionicfirst
hypnosis.
removing th
e charm, the hypnosis causes her to attack her rescuers by biting. The false pri
ncesses are actually Black Chak, not from King Sarkums group, despite their neut
ral alignment. (They are "camp followers." Decorum prohibits further elaboration
.) However, if the charm is removed, they are slightly more clearheaded and are
able to fight the hypnosis enough to resist attacking the PCs. They do, however,
Any
inform
Chakthe
prisoner
PCs that
maythey
be talked
"feel into
a strange
"sniffing"
compulsion
the others.
to attack
While
you.still
Gee insistin
whiz!"
gthat she is the Princess Keelee, a Chak prisoner should eventually find the true
princess by smell ("Gee whiz! She smells like a princess, too!"). Of course, if
The
noneplayers
of themay
others
havesmells
deducedlike
somea other
princess,
meanstheofsniffer
success.isJudge
undoubtedly
as you see
Keelee.
fit.
The PCs may end up taking everyone from the jail anyway, as a general rescue mis
sion, and this should succeed admirably if the charms are removed before departi
CellPC's
ng.
The
10 old friend Digger is imprisoned here. He has been crying, but is overjo
yed at the prospect of rescue, promising anything to achieve this result. His ac
tual motives are evil. Digger tells the party about the Great Dragon in the area
, carefully
>>"It's
likeusing
a hydra,
onlybut
truedefinitely
statements.
draconian. It has many heads, all of differ
ent colors. The Chak here say that it started visiting after they bought a big s
pider-machine from a demon with two heads. That demon made a gate, somewhere aro
und here,
Cells
Each
ofIIthese
&so13the
cells
dragon
contains
couldavisit."
glommer (four-armed ape) being punished for some
reason. The glommer tries to attack immediately. It can leap the 10-foot height
of the cube and, if PCs have made an opening 2 feet across or larger, it escapes
Cells
Each
and of
attacks.
12these
& 14 cells contains a peaceful glommer. Each radiates magic (a charm).
Each has been carefully coached to say, when the cage is opened, "Gee whiz! I am
da Princess Keelee! I've been changed! Save me! I am cursed!" They can say noth
ing more. If allowed out of their cages, they remain peaceful until taken from t
he jail but attack at that time. Any glommer damaged to less than 10 hp tries to
D6.
Warning:
fleeTheback
Jailer
This
intoisthe
theBlack
finalChak
encounter
lair. of the mission, and it is very complex. Rea
d itpit
The
entirely
in thebefore
north end
starting.
of the jail is an entry into the home of Henkus, an ave
rage-sized, very old blue dragon. He is originally from the PCs' planet but came
here (via an obelisk) and found a peaceful life with the Black Chak, away from
the mist
The
terrible
in the
humans.
pit is a natural effect with a stinking cloud added at the momen
t by Henkus. The sides of the pit lead down at a 45-degree angle and are not nak
-lined,has
Henkus
so suggested
Henkus cananclimb
ambush
up for
easily
Diggers
at 8"former
movement
friends,
rate. to wipe out the party
and get their valuables. Diggers job is to get things ready by telling the PCs
about a multi-headed dragon named Tiamat. Henkus then follows up with an illusio
n of her. Diggers statements to the PCs are true, but carefully worded. Demogorg
on has indeed been here to sell the retriever to the Chak but he has not returne
d, nor has an actual gate been created although it sure looks like one and is de
tectable as magical. Digger cooperates with the party until they are slain by He
nkus orcasts
Henkus
untilaanphantasmal
attack from
force
behind
spellwould
aftercome
hearing
in handy
Digger
during
tellmelee.
the PCs about Ti
amat. It is preferable for you to time this event to occur before the PCs have f
inished opening and examining all the jail cells. In any case it cannot happen u
ntil after they have spoken with Digger. Be sure you know the approximate positi
ons of all
>>There
is athenoise
PCs from
beforethestarting.
pit. Suddenly, five dragon heads start to rise from
within the mist: white, black, red, green, and blue. It is the creature Digger d
escribed. The heads rise 10 feet off the floor; the necks reach down into the mi
st. the
All
Fiveprisoners
pairs of you
eyeshave
are released
watching dive
you closely.
back into their boxes, if possible, or
run to has
Digger
a farvisibly
cornerpaled
and quiver,
and is quivering,
exclaiming,whispering,
"Gee whiz!""oh, no..." He suddenly m
akes a break for it, running and leaping for the western tunnels. The white head

turns and sends a shimmering cone of frost at him and he falls, frozen, as the
ice covers him and a 20-foot-wide area around him. The distraction has not cause
d the other
Tiamat
is a phantasmal
four pairs force
of eyescast
evenandtocontrolled
blink; theybywatch
Henkus,
youwho
still.
is the blue drag
on head within the illusion. Thus, the blue dragon head does all the talking for
IfTiamat.
the characters talk to her, Tiamat demands that they leave the spider prisone
rs and apes here and depart immediately. She also demands one magic item as paym
ent for the PC intrusion into her jail. She attacks if not obeyed. Tiamat's spee
ch seems to be a bit slow; Henkus must be very careful not to break his concentr
ation
Do
Disbelief
notonoutline
the illusion.
the available options to the players, but be aware of the three p
ossible
1.
The PCmodes
believes
of action
the illusion
availablecompletely.
to each PCAll
anddamage
their is
results:
treated as real, but s
aving
2.
Thethrows
PC disbelieves
may be made
thefor
illusion
half damage.
of Tiamat completely, including the blue drag
on head. All illusory damage has no effect. Real damage from Henkus's lightning
breath
3.
The PC
is disbelieves
full (63 pts).
everything
No savingexcept
throwthe
applies.
blue dragon head, since it does the
talking. Illusory damage has no effect. The normal saving throw may be made agai
nst PC
Any
Henkus's
who disbelieves
lightning some
breath.
or all of Tiamat must totally ignore her or the part
s disbelieved. You may roll dice to reassure the players, but announce no change
Any
in characters
the illusiontrying
regardless
to check
of on
disbelief.
Digger either slide on the slippery ice (if th
ey believe that the white dragon head breathed) and find Digger frozen, or (if t
hey disbelieve) do not slip at all and find Digger still warm but apparently unc
If the PCs attack anything but the blue head, they are believing in the illusion
onscious.
and Tiamat counters with breaths and bites. Handle melee as described above. Ea
ch head has 16 hp; the body is not a visible target. If all the heads are "slain
," some
If
the body
PCs disbelieve
immediatelywhile
descends
others
intotake
theaction,
mist. aim the first illusory breath t
o catch one believer and one disbeliever. The disbeliever takes absolutely no da
mage, andACthis
Tiamat:
0; HDshould
16; hpbe16/head;
a clue to#ATthe5 bites
others.or breaths; THACO 7; Dmg see below;
Special
White
SZ L;head:
ALAttacks:
LE;56INpoint
Genius;
cone-shaped
STs 2, STw
cold2.breath (7"x 2 1/2" diameter); bite 2d8 poi
Black head: 64 point line-shaped acid breath (6" x 1/2" diameter); bite 3d6 poin
nts
ts
Green head: 72 point cloud-shaped gas breath (5" x 4" x 3" high); bite 2d10 poin
ts
Red
Henkus
Bluehead:
head:
drops
88Nilthe
point
(concentrating
illusion
cone-shaped
and attacks
onfire
thebreath
illusion)
as a blue
(9" xdragon
3" diameter);
if the PCs
biteeither
3d10 disbeli
points
eve everything and are taking no damage or if they believe nothing except the bl
ue head (himself). If everyone is ignoring all of Tiamat, Henkus carefully catch
es as many PCs as possible with his first lightning breath. If everyone seems to
be concentrating on the blue head, Henkus attacks with everything he can. Note
that, although Henkus can talk slowly while concentrating on the illusion, he ca
nnot use his breath weapon or otherwise attack. He must drop the illusion to eng
age the PCs. He uses his spells, if possible, to his best advantage. The web spe
ll, in particular, should be used against spell casters. When seriously attacked
, he canjoins
Digger
castinanthe
invisibility
melee. He adds
spell.missile fire at spell casters or, if few PCs
are left, may try to attack from behind. If caught, he surrenders and asks for a
trial in the capital city, where he knows that the Thieves' Guild will help him
.Henkus can certainly be subdued, at normal chances of success. If given the chan
ce, pit
The
he surrenders
slopes gently
whendownward
reduced about
to 12 50
or feet
fewerand
hitopens
points.
into a spacious room with
large tunnel exits. Henkuss treasure is here: 3,000 platinum pieces, 150 sarkum
s, 40 gems (total value 16,000 gp), 20 pieces of jewelry (total value 20,000 gp)
, a potion of extra-healing, a potion of flying, a potion of speed, and two ligh
twands with control rings (10 charges each). Henkus begs to keep a few platinum
pieces, gems, jewelry and sarkums. He offers a deal: if the PCs ever need a frie
nd onDragon
Blue
the moon....
(Henkus): AC 2; MV 9" /24" ; HD 9; hp 63; #AT 3; THACO 12; Dmg 1-6/1
-6/3-24;
Special
Charm
Comprehend
Magic
Invisibility
Stinking
Web
Phantasmal
Digger:
(CMissile
Person
2s,
Attacks:
AC
SZ1Force
Cloud
RLanguages
L(AC
(C(C
4.5",
(42'
(already
1s,
2s)
lightning
Is,
(already
without
long);
DR
RR(C18T;
12")
15",
1r,
used)
shield
AL8bolt
used)
Rcu",
5d4+5)
LE:
Touch,
=breath
IN4,
I"Very;
DR(100'x
min
AC
45r)
rear
dimension)
STs=5');
8,7);STwMV
spells
7.9"; hp
(see40;below)
#AT I dagger or
2 arrows; THACO 16 (19 as thief); Dmg by weapon (plus adjustments, see below);
SZ S (3'4");
Special
Abilities:
AL N(E);
Modify
IN Ave
attacks
(8); for
STs STR
13, 17
STw(+1/+1),
12.
DEX 17 (+2 to missiles), d
agger +2, shortbow +2, 8 arrows +1; attack from behind for triple damage; MS 72%
, HS 59%,
After
the melee,
CW 81% the player characters can easily re-rescue all the prisoners. N
o Black Chak bother them unless they spend more than 12 hours in the jail and re
triever room area. If they rest for that long in this area, a squad of six Black
Chak, all armed with lightwands, sneak up and attack, gaining a +1 bonus to sur
D6.events
prise.
No
Returnor encounters occur on the trip back. If the PCs bring the princess ba
ck alive (whether or not they can identify her), they gain the good will of King
Sarkum, the trade agreement (and a percentage of the trade revenue), and the 25
asarkum
bonus of
reward
five(per
sarkums
survivor)
for each
foradditional
the rescue.live
TheChak
partyrescued.
gets Even glommers are

worth one sarkum each. The PCs may return home at any time, where they will be
If the PCscheered,
welcomed,
fail to return
beset bywith
pleas,
the princess,
praised, and
or if
eventually
they bring
forgotten.
back her body (rai
se dead attempts fail), they get a saddened, "Gee whiz! Thanks for trying, anywa
y," from King Sarkum. The PCs must return the two loaned lightwands and are sent
home. The obelisk is then turned off remotely by the Chak. It remains still and
quiet until, a few years later, Sarkum has a problem and wants to see those val
iant adventurers
INSIDE
************************************
COMBINED
Name
GATEFOLD
ACMONSTERSHDwho
STATISTICS
visited
hp TABLE
last#ATtime. Damage MV
AL
THACO
Book
SA
Grippli
9
SD
1+1
5
1
1d4
9"//15" N
18
MM2
Yes
Attendant
Grippli
No
8
2
16
1
ld4+l or
9"//15"
spearN
16
MM2
Yes
Mother
Tribal
Grippli
No
7
3
24
1
ld6+l 9"//15"
& specialN
16
MM2
Yes
Bullywug6
No
1
5
3 or 1 1-2/
& specialCE
3"//15"
19
FF
Yes
Chieftain
Bullywug
Yes
2
3
28
3 or 1 3-4/
or weaponCE+
2-5
1-2/
poison
3"//15"
16
FF
Yes
Sub-Chief
Bullywug
Yes
2
2
12
3 or 1 2-3/
4-7
3-4/
3"//15"
CE
16
FF
Yes
Yes
or weapon +
3-6
2-3/
Shaman 6
Bullywug
poison
1+7
11
3 or 1 1-2/
3"//15" CE
16
FF
Yes
giant
Dragonfly,
Yes
3
7
35
1
3-12
or /36"
2-5
1-2/
1"
weaponn
12
MM2
Yes
Snake,
constrictor
giant
5Yes
6+1
30
2
1-4/
9"
N
13
MM
Yes
Snake,
poisonous
giant
No
5
4+2
25
1
1-3+
2-8
15"
N
15
MM
Yes
Spider,
6No
huge
2+2
12
1
1-6+
poison N
18"
16
MM
Yes
Spider,
4No
giant 4+4
25
1
2-8+
3"
special
*12" CE
15
MM
Yes giant
Wasp,
4No
4
25
2
2-8/1-4 6"
special
/21" N
15
MM
Yes
Bowler
No
4
1/2-1 2-5
1
bowler 6"
+poison
+
N
20
MM2
Yes
Chak
5Yes
5
26
2
1d6+
9"
hp *12" Any
special 15
New
Yes
Yes
mored)
(0 if aror
shots
or
by poison
1 bite weapon
Chomper
5
9
40
1 bite/ 2d8/
9"
N
12
Mod.
Yes Duhr
Galeb
No
-2
9
34
1
2-16, poison
6"
1N sting 1d4
12 + Mod.
Yes
Boulder
Animated
Yes
0
9
40
1
4d6
or
3-18,
3" 4-25 N
12
MM2
No
Glommer
Yes
5
6
30
4
1d4
12"
NE
13
Adapt.
Yes MoonNo
Roc,
4
18
87
2 claws
(X4) or 3"/24" N
weapon
3d6/
7
AdaptMan No
Tin
6
No
6
27
1
11-8beak 4d6
9"
N
or
13
3d6
New or
No
Basidirond
Yes
4
5+5
35
1
2d4 + 6"
l-4 fistN(E)
axe/
13
MM2
Yes
Ankhkeg
Yes
2/4
8
50
1
3d6 + 12"
smother
(6")
N
13
MM
Mantrap
Yes
6
No
8
55
4
victim's1d4 acid0
N
MM2
Mantis,
3Yes
giant 10
No
70
1
2d6
AC /12"
6"
rear N
10
MM2
Yes
Pirate
Yes
6
1-1
4
1
1-8
3d4 biteNE
grab/
12"
20
MM
No
Pirate
Sergeant
4No
2
8
1
2-9
(scimitar)
12"
NE
16
MM
No
Pirate
Lieutenant
3No
3
16
1
3-10
12"
NE
16
MM
Yes
Pirate
Captain
2Yes
4
18
1
3-10
12"
NE
15
MM
Yes
Magic-User
Pirate
Yes
9
7
40
1
1-4
12"
NE
19
MM
Yes
Pirate
Cleric
4Yes
5
30
1
2-7
or spellNE
(dagger)
12"
18
MM
Yes
Dragon,
2Yes
brass 7
34
3
1-4/
or spellCG
(flail)
12"/24"
MM
Yes
Retriever
No
-2
10
60
4
3d6
4-16
1-4/
18"
CE
10
FF
Yes
"Tiamat"0
No
16
16/
5
2claw/
ray
special
eye +(X4)
nilrays LE
7

Yes
No Dragon
Blue
2
9
63
3head
1-6/
9" /24" LE
12
MM
Yes
OUTSIDE
*********************************
CHARACTER
Char#
No
GATEFOLD
SUMMARY1
2
3
3-24
1-6/
4
5
6Class
Ftr
M-U
CL
Thf
F/M
STR
C/R
18/49 7
9
10
15
INT
18(23)
6
18
9
9
17
13
WIS
10
12
18
7
9
14
DEX
15
15
11
18
15
8CON
17
15
15
17
10
15
CHA
9
8
13
14
9
7LEVEL
8
9
9
10
5/8
RACE
5/7
Hum
Hum
Hum
Hfg
Elf
ALIGN
H-E
N
N
NG
N
N
NG
AC norm
-2
3
2
0
0
4AC rear
1
4
4
4
3
hp
480
35
50
55
35
45
Skills
PP
OL
FT
MS
HS
HN
CW
95
87
75
98
88
35
84
RL
Potions
45
X-HI
X-HI
Dimn
Heal
Heal

ACtI
FRes
Fly
Fly
Poly
Speed
X-HI
WtrB
Invs
Heal
WtrB
Hro
SWtr
(2)
(X2)
Charged
Lev
Items
MAGICAL
(potions
#1
BlondyITEM
listed
(Fighter):
SUMMARY
arws
+1:
in
6character
Plate
stff
wand
12
23 +2,summary)
shield +1,21
wand
2-handed sword4oint
keog
+1, spear +1, longsword
wand
1:24
P:9
53
brch
#2+2/+4
Slimvs.
(Magic-User):
giants, arrows
Bracers
+1 (6)
of defense (AC 4), dagger + 3, dagger +1, portable
#3hole,
Smiley
wand(Cleric):
of negation
Chain(23+1,chg),
shield
staff
+1,striking
hammer +2,
(12mace
chg)+1, ring of free action
, wand
#4
The Ghost
of magic
(Halfling
detection
Thief):
(21 chg)
Bracers of defense (AC 4), dagger +2/+3 vs. large
, dagger +1, dagger +3, sling +1, shortsword +2, ring of invisibility, Keoghtom'
s ointment
#5
Blaze (Elf
(4 Fighter/M-U):
doses)
Chain +2, shield +1, shortbow +1, spear +2, bastard
sword flametongue (+1, +2 vs. regenerating, +3 vs. avian or cold-using, +4 vs. u
ndead), wand of illumination (24), wand of paralyzation (9), brooch of shielding
#6(53)
Finder (Half-Elf Cleric/Ranger): Bracers of defense (AC 4), 2-handed sword +1
, defender longsword +3, flail +2, helm of comprehending languages and reading m
agic,Ghost
INSERT
**********************************
The
10th
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Weapon
Equipment:
Level
arrow
WITHbracers
Proficiencies
Halfling
of direction
CHARACTER
714
910 ofThief
18
17
4:defense
STATISTICS
dagger,(ACdart,
4); dagger+3;
sling,
Hit
#AC,Attacks:
THACO:
Alignment:
points:
normal:
rear:
shortsword
16dagger
4N55
0 +2/+3 vs. large; dagger +
1; sling +1; shortsword +2; ring of invisibility; Keoghtoms ointment (4 doses);
potions
Languages:
Thieving
PP
95
If
The
alone
Ghost87
OL
ofor
Skills
left
healing,
common,
in home
advance,
(race
FT
75
dwarven,
polymorph
while
andsurprise
MSyoung,
98
dexterity
elven,
self,
HSscorning
88
4/6,
gnome,
water
included):
or35
HN2/6
breathing
goblin,
the
with
dull
CWdoor.
84
halfling,
burrow
(2 doses)
RLlife
45
orcish
for a world full
of adventure. He is an independent person but very insecure and afraid of being
ignored. Therefore, he tries to act mysterious and sly, and often wears strange,
Hedramatic
likes being
clothing.
noticed by friends and associates, whatever the reason. Sometimes
he plays tricks just to get their attention. The Ghost has studied traps and ot
her mechanical devices. He likes to construct new things in his spare time. Back
home, he's almost finished a new kind of lock which uses a dial and numbers ins
Atead
longoftime
a key.
ago, Blondy noticed one of The Ghost's prankshe lifted her purse and a
lmostGhost
The
killed
thinks
him.Slim
No sense
is tooofserious,
humor! and suspicious as well, always watching th
e halfling
The
Ghost might
closely,
be evil.
almostTheasGhost
if helets
stillSmiley
thinksthink that the cleric has reforme
d him.
The
halfling
Smiley's
cooperates
always good
wellfor
witha Blaze,
cure, now,
the elf
if properly
fighter/magic-user,
approached. but they ar
en't especially fond of each other. He's careful to check for her actions in com
bat;itnoweren't
If
sense for
getting
his ranger
caught skills.
in a fireball.
Finder would be a real loser: a moral extre
mist, super-good type who gets on The Ghost's nerves constantly. However, the ha
lfling tries to stay on the cleric/ranger's good side (though it rarely appears)
The
in Ghost
case hedoesn't
needs know
a cure.
much about Montana, the dwarf fighter, and doesn't partic
ularly want to know more. He thinks she's a loudmouth and a showoff. Digger, the
gnome, as another Thieves' Guild member, is The Ghost's closest friend and ally
5th
Blaze
8th
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Weapon
whenLevel
things
Proficiencies:
Elfget
Fighter
Magic-User
tough.5 as
917
10
15 fighter: shortbow, lance,
AC,Attacks:
#Hit
THACO:
Alignment:
normal:
rear:
points:
spear,
16 3Nbastard
0
35
sword, longs
word; 2 as chain
Equipment:
magic mail
user:+2;
dagger,
shieldstaff
+1; shortbow +1; spear +2; bastard sword +1 fla
metongue (+2 vs. regenerating, +3 vs. cold-using and avian, +4 vs. Undead); wand
of illumination (24 charges); wand of paralyzation (9 charges); brooch of shiel
ding (absorbs
Languages:
common,
53 points);
elvish,potions
gnoll, gnome,
of healing,
goblin,
speed,
halfling,
super-heroism
hobgoblin, orcish, tr
eant, is
Blaze
giant
a small,
commonquiet lady with a big punch, both in melee and magic. As short
as a dwarf, but much thinner, she is sensitive about her size. Her red hair, ve
ry rare among elves, marks her in a crowd and is the source of her common name.
She came from a poor, backwoods, low elf family, and this is her dark secret. Sh
e never talks about her past, having been a bandit, a notorious criminal, a begg
ar, and a scavenger. Though many years ago she was an evil renegade, she left th
e old likes
Blaze
ways and
magic
found
in all
success
forms.
andIt's
respect
the most
in thewonderful
world ofthing
humans.
she has ever found
. She absolutely hates poor people, dirtiness, and anything that reminds her too
strongly of her past. She occasionally enjoys destruction, the thrill of blowin
g away groups of enemies during adventures. Sometimes Blaze is a bit trigger hap
Blaze gets along fairly well with Blondy, the human fighter. Sometimes Blaze len
py.
ds her the flametongue sword, especially when Undead are around and she wants to
Blaze
stay coordinates
back and usespells
magic.with Slim, the human magic-user, for obvious reasons. H
e sometimes acts like a father to her, although she's over six times his age. Sh
e thinks he's a jerk, but a powerful jerk, and very smart. She doesn't antagoniz
e him.is very, very careful around Smiley. Clerics are good at prying out inform
Blaze
ation.
She
cooperates
However,with
he isThea Ghost,
big helpbutagainst
both are
Undead.
very independent. The halfling is al
ways careful
Blaze
thinks anotgood
to family
get in background
the way of is
herwasted
magic.on Finder. The half-elf cleric/r
anger is the
Montana,
clumsy
dwarf,
and is
often
a good
disagreeable,
fighter buta quite
goody-goody
brash.boob.
Blaze and Montana snipe a
t eachisother
Blaze
not sure
occasionally,
what Digger's
but are
problem
neveris,
actually
but thehostile.
gnome is always watching her
. He seems to be afraid of something and keeps trying to make friends, but she c
an tell
5th
Half-Elf
Finder
7th
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Weapon
Level
Proficiencies:
itsRanger
Cleric
just a false
5 as
13
14
15
7818front.
(14)
ranger: longbow,
Hit
THACO:
#AC,Attacks:
Alignment:
lance,
points:
normal:
rear:
14 4spear,
NG45
4
longsword, two-handed

Equipment:
sword;
3 asbracers
cleric:ofhammer,
defenseflail,
(AC 4);
maceflail +2; longsword +3 defender, two-hande
d sword +1; helm of comprehending languages and reading magic; arrow of directio
n; potions
Special
Abilities:
of animalinfravision
control (all),
60', detect
extra-healing,
secret doors
levitation,
1/6 passing,
sweet 2/6
watersearchi
ng; concealed
Languages:
Spells
Finder
(includes
is
more
common,
doors
than
Wisdom
elvish,
1/6 bonus):
what
passing,
hegnoll,
seems.
5,3/6
gnome,
3,searching
Although
1 goblin
exceptionally strong and respectably
intelligent and wise, he keeps most of his traits hidden. Finder has camouflage
d himself in apparent mediocrity so that he seems completely average, or worse.
He can be charming if he wishes (actual Charisma 14) but is keeping up a front;
that of a slightly clumsy, often disagreeable, blend-in-with-the-crowd type. It'
s better at this point, he thinks, to play the fool and stay in the background.
Finder
He
likesiscollecting
very, veryinformation
good with lawful
about people,
tendencies.
places, and things in his notebook
.He hates evil above all and also dislikes the petty squabbles of small-minded pe
ople. Finder's friends think that he has rooms in town, and indeed he does. Howe
ver, his real home is in his church. He keeps the church elders up to date on th
e SMART organization and the underground activity in the capital, and passes alo
ng otherandinformation
Finder
Blondy, theasfighter,
he acquires
wereit.
once close, but she drew back from the rela
tionship. He wishes he could be his true self with her, but for now is content t
o watchthinks
Finder
out forSlim,
her the
safety.
magic-user, is a bit pompous and resents his sneers at g
oodness. Smiley is Finder's only close friend. The rotund cleric often helps Fin
der with the
Montana,
spelldwarf,
selection,
thinkseven
Finder
though
is boring
they are
andnot
tooofgood.
the At
sameleast
church.
she's honest
about her preferences. The Ghost pretends to be friends, but Finder knows that t
he halfling thief just wants the cures. Nevertheless, Finder plays along; the po
or little
Blaze
seemsthing
to pity
seemsFinder
to need
forthe
someattention.
unknown reason. He knows her secret, but she
doesn't realize that her red hair reveals her heritage. She must have once live
d the rough-and-tumble life of the rare renegade elves. Finder thinks she's quit
e mysteriously
Finder
senses anattractive.
evil streak deep within Digger, the gnome, even though the litt
le fighter/thief
5th
Blondy
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Weapon
Equipment:
Level
Proficiencies
Human
plateFighter
keeps6:+2;
mail
itlongsword,
10
17
186shield
915
carefully
+1;2-handed
hidden
sword +1;
assword,
hespear
AC,
#Hit
THACO:
Alignment:
tries
Attacks:
longbow,
normal:-2
rear:
points:
+1',
to
14 6gain
1N3/2
spear,
arrows
80 his
rounds
friendship.
dart,
+1;
potions
lance o
f extra-healing,
Blondy
is always polite
fire resistance,
and patient.
water
Shebreathing
is tanned,(2healthy,
doses) and in excellent sh
ape and takes pains to stay that way. She usually doesn't talk much, offering sho
rt answers in discussions and shrugging a lot. However, if she gets mad, she may
Blondy
start likes
a tirade,
flying,
repeating
swimming,
herself
skinoften
diving,
to and
makehorseback
a point. riding, and dislikes "
smarties"those
It's
difficult for
whoBlondy
show off
to understand
their intellect.
Slim, the human magic-user, because he i
s always so serious. His interest in exercise and nutrition, however, has been v
ery useful to her, and she has gotten some good advice about eating the proper f
oods from
While
no one
him.would think of kidding Slim about his stick-thin body, Blondy once
teased Smiley, the cleric, about his rotund shape. She only did it once, though,
When
because
Blondy
he first
got really
met The
mad.Ghost, she almost killed him for trying to pick her po
cket, but that's all forgiven and forgotten. Blaze, the elf fighter/magic-user,
gets along well with Blondy, but she can cause trouble because she doesn't like
Montana. Sometimes Blondy and Blaze trade weapons temporarily, especially agains
t undead.the half-elf cleric/ranger, likes Blondy and used to make passes at her.
Finder,
ToHowever,
look atshe
them,
toldyouhimwouldn't
off a few
think
years
Blondy
ago and Montana,
now he just
thewatches
dwarf, would
her a have
lot. mu
ch in everyone
after
Digger,
common,
the gnome
but
elsefighter,
sometimes
has goneonce
the
to saved
two ofBlondy's
sleep.
them talklife
together
when she
farwas
intocaught
the night
in a fie
ry trap.
9th
Slim
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Weapon
Equipment:
Level
Proficiencies
She
Human
bracers
feels
Magic-User
12
indebted
of
2:defense
dagger,
18
15
87 to(AC
him,
staff
4);butdagger+3;
doesn't
Hit points:
really
dagger
#AC,Atacks:
THACO:
Alignment:
35
normal:
rear:
like
+1;
19 4portable
Nhim
3 veryhole;
much.wand o
f negation (23 charges); staff of striking (12 charge); potions of extrahealing,
Spells:
Spells
Level
flying,
1:in4,3,3,2,1
invisibility
dancing
spell book:
lights, enlarge, erase, feather fall, magic missile, protection
Level
from 3:
evil,
2:
detect
dispel
readmagic,
invisibility,
magic,fly,
shocking
lightning
invisibility,
graspbolt, slow
knock,Level
magic4:mouth
charm monster, dimensi
on door,
Level
Slim
is5:aextension
polymorph
serious student
selfpasswall
II,
of his craft. Because of his thin build and low streng
th, he exercises and watches his diet closely. He has opinions about nearly ever
ything and sometimes talks too much, assuming a lead role. His sharp, perceptive
Slim
comments
likesare
philosophical
sometimes lost
discussions
on the others.
and dislikes people who can't keep up with
his mental speed. He likes reading and writes exciting stories in his spare time
. Sometimes he gets so interested in his studies that he forgets to exercise, of
ten for days. A long-time bachelor, he has a suite of rooms in the castle of his
Slim
mentor,
has given
the noted
Blondy,
courtthewizard
fighter,
Felonius.
some help with her diet, but he often become
s impatient
Aside
from his
withrotund
her lack
appearance,
of understanding.
Smiley, the cleric, is a very likeable person,
but Slim avoids standing next to him. Other people sometimes make unflattering
comparisons
Slim
doesn'tabout
completely
the twotrust
of them.
the halfling thief known as The Ghost, and prefers
Bytocoordinating
keep a detectBlazes
invisibility
spells with
spellhisrunning
own, the
to two
keepmagic-users
an eye on him.
can handle almos
t anything. Blaze seems almost childlike to Slim, and he has to continually remi
nd himself
Slim
gets along
that passably
she is nearly
well with
as talented
Finder,asbuthesometimes
is.
the half-elf cleric/ran

Montana,
ger
is almost
the dwarf,
sickeningly
has a penchant
gooddefinitely
for levitating
an extremist,
duringSlim
combat,
thinks.
which often irr
itates Slim
Digger,
the gnome
becausefighter/thief,
it gets in thehaswaya sense
of hisofspells.
black humor that is sometimes ir
ritating, but Slim and Digger get along quite well. Digger often carries Slims s
pellLevel
9th
Smiley
Strength:
Intelligence:
Wisdom:
Dexterity:
Constitution:
Charisma:
Spells:
Weapon
Equipment:
book
Proficiencies
6,6,4,3,1
inchain
Human
hisCleric
bag 3:
mail
of+1;club,
holding.
913
18
15
11shield
hammer,
+1; hammer
mace +2; mace
AC,Attacks:
#Hit
THACO:
Alignment:
normal:
rear:
points:
+1;16ring
4NG50
2 of free action; wa
nd of magic
Smiley
is a fat,
detection
jolly(21
churchman,
charges);dedicated
potions to
of bringing
diminution,
peace
flying,
and happiness
healing to t
he world (starting with his allies). He has a weight problem and has grown too w
ide for any available plate mail. He's looking for better chain mail but isn't s
eriously trying to trim down; its too much trouble. Usually good-humored and opt
imistic, Smiley tries to find the best in everyone and everything. Most of his c
omrades aren't as forgiving as he is, and Smiley's trying to show them a more go
od-oriented
He
finds demi-humans
outlook through
fascinating
word and is
deed.
studying their psychology. He dislikes e
vil to the extreme, often praying over his enemies before he slays them. Smiley
is also a connoisseur of excellent food and drink who can often identify a wine'
s year and place of manufacture. He is a leading authority on elven wines and dw
arven ales of the last 500 years. When he is not adventuring, Smiley runs a smal
l, expensive
When
Blondy, the
restaurant
fighter,inkids
the Smiley
capitalabout
city.his weight, he pretends to get mad (
but he isn't, really). He does avoid standing too close to Slim, the magic-user.
Smiley
That seems
believes
to generate
that hisunfavorable
prayers andcomments
lecturesand
helped
comparisons
turn Thefrom
Ghost,
others.
that irrepr
essiblefinds
Smiley
halfling
Blaze,
thief,
the elf
fromfighter/magic-user,
his evil life of crime
a mysterious
and dishonesty.
sort. His other elv
en contacts reveal more information than she does. He tends to watch for her act
ions as good clues in fast-response situations. She depends on him for protectio
n from is
Smiley
Undead.
tolerant of Finder. The half-elf cleric/ranger is nearly hopeless as a
cleric, Smiley believes. However, he often helps Finder select and coordinate s
Sometimes Smiley feels Montana, the dwarf, is a little too bloodthirsty, but she
pells.
's been the
Digger,
a valuable
gnome fighter,
source ofhasinformation
a black sense
aboutofdwarven
humor that
lifestylesand
can sometimes
dwarven
be irri
ale.
tating, but Smiley has learned to appreciate it and can now fluently engage in w
itty gnomish reparteeto his delight.

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