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OFFICIAL GAME ADVENTURE

An Adventure for 4-6 Characters Levels 0-1

TREASURE
HUNT
by Aaron Allston

CREDITS TABLE OF CONTENTS


Editor: Steve Winter
PLAYERS INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Cover Artist: Jeff Easley
Interior Artist: Stephen Fabian DUNGEON MASTERS INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . .4
Cartographers: David S. LaForce, Stephen D. 6
EPISODE ONE: SEA AND STORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Sullivan, Bill Reuter, Stephanie Tabat 6
After the Crash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Typographer: Kim Lindau 7
Hafkris . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Galley . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Distributed to the book trade in the United States by Ran-
dom House Inc. and in Canada by Random House of Can- Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
ada, Ltd. Distributed to the toy and hobby trade by
regional distributors. Distributed in the United Kingdom
EPISODE TWO: BATTLE ON THE HILL . . . . . . . . . . . . . . . . . . . . . . . . 9
by TSR UK Ltd. First Impressions of the Island . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
ADVANCED DUNGEONS & DRAGONS, AD&D, Fight in the Ravine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
PRODUCTS OF YOUR IMAGINATION, and the TSR The Orcs and Goblins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
logo are trademarks owned by TSR Inc. The Old Mans Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Copyright 1986 TSR Inc. All Rights Reserved. Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

This product is protected under the copyright laws of the EPISODE THREE: TEMPLE OF THE GODDESS . . . . . . . . . . . . . . . . . . . . . 13
United States of America. Any reproduction or other unau- Inside the Temple . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
thorized use of the material or artwork contained herein is
Enter the Goddess . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
prohibited without the express written permission of TSR
Inc.
Later That Same Night . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Any questions on this material should be sent, along with a
self-addressed, stamped return envelope, to AD&D

EPISODE FOUR: MANOR OF THE SEA KING . . . . . . . . . . . . . . . . . . . . . . 19
Game Questions, at the Address below: 20
Getting Into the Manor . . . . . . . . . . . . . . . . . . . . . . . . . . .
TSR Inc. TSR UK Ltd. Use of Random Encounters . . . . . . . . . . . . . . . . . . . . . . . . . 24
POB 756 The Mill, Rathmore Road Treasures Found in the Manor . . . . . . . . . . . . . . . . . . . . . . . 24
Lake Geneva, WI Cambridge CB1 4AD
53147 United Kingdom
On the Passage of Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Experience and Character Class . . . . . . . . . . . . . . . . . . . . . 25
EPISODE FIVE: INTO THE CATACOMBS . . . . . . . . . . . . . . . . . . . . . . . . 2 6
On the Passage of Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 8
Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
EPISODE SIX: BREAK-IN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Royal Greetings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Destruction of the Island . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Epilogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
TSR, Inc. Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
PRODUCTS OF YOUR IMAGINATION

APPENDIX 1: IF THINGS GO WRONG . . . . . . . . . . . . . . . . . . . . . . . . . . . 32


APPENDIX 2: THE KORINN ARCHIPELAGO . . . . . . . . . . . . . . . . . . . . 34
PLAYER AND DUNGEON MASTER AIDS . . . . . . . . . . . . . . . . . . . . . . . central pullout
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Treasure Hunt is an AD&D adventure for four methods under Creating the Player Languages
a Dungeon Master and four to six 0-level char- Character in the Dungeon Masters Guide
Your character speaks the common tongue
acters. Thats right: 0-level. Method 1 tends to work best for this adven-
If he is of a semi-human race, he (naturally)
When you start off a character in an AD&D ture.
also speaks the tongue of that race, as de-
game, you begin at 1st levelacolyte, vet-
Character Race scribed under Character Languages in the
eran, prestidigitator, rogue, etc. The game
Players Handbook.
presumes your character has had some prior Your character can belong to any race per-
Your character will not learn his alignment
experience in warfare or adventure. Perhaps mitted by the Players Handbook, provided he
tongue until long after the adventure is over.
his experience has only been training by a meets all the Ability requirements of the race.
Hell know which language it will be once his
superior. Humans are the most common race in the
alignment is fixed, when he becomes a 1st
In this adventure, you dont even have the Korinn Archipelago, but there are also seago-
level character, but wont actually learn the
slight edge that training gave you, the edge ing elves, half-elves, and half-orcs in the re-
language in the course of the adventure.
over the common man. In Treasure Hunt, gion, as well as dwarf and gnome craftsmen
While your character might be bright
your character is the common man. To survive and halfling merchants ashore.
enough to learn additional languages (see the
the adventure, hell have to become an un-
Character Class appropriate notes under Intelligence in the
common man youll have to use your wits, Abilities section of the P1ayers Handbook),
survive the odds, and stay alive long enough You do not choose a character class at this
he doesnt know them yet.
to earn some experience and begin developing time. As mentioned, your characters actions
the abilities of the true adventurer. and preferences in the course of the adventure Secondary Skills
And, once youve started developing those will determine what class he becomes.
Under Creating the Player Character in
abilities, youll have to choose the path your If you were allowed to assign your rolled
the Dungeon Masters Guide there is a subsec-
character will be taking for the rest of his ad- scores to the abilities you wanted, you could
tion entitled Player Character Non-
venturing career will he be a fighting man, easily have arranged them with a particular
Professional Skills. You should consult this
a magic user, devotee of a god or goddess, or a character class in mind. For example, you
section and then choose (or roll, if you or the
dextrous picker of pockets and pilferer of might have put your two high scores in
Dungeon Master prefers) for your characters
goods? Your beginning character abilities will Strength and Constitution, hoping to be a su-
secondary skill.
show you the fields where he would be best perior fighter.
While possession of a secondary skill wont
employed, but your choice of character class Well, think about that again. You might be
necessarily help you in the adventures course,
will be determined by your actions in the blocking yourself off from some entertaining
it certainly cant hurt. Also, it provides you
course of the adventure and the tendencies options in the adventure. Why not assign
with some insight into your characters back-
you show in the course of the scenarios. those high scores to Strength and Dexterity, so
ground (or at least his current occupation).
your character can become a nimble fighter or
And, who knows? Clever use of a secondary
To the Beginning Player a powerful thief, or perhaps an assassin? Why
skill might get you out of trouble or save your
not put them into Strength and Wisdom in
If youve never before played an characters life in the adventure.
order to let you choose between crafty fighter
ADVANCED DUNGEONS & DRAGONS The Dungeon Master is within his rights to
and militant cleric? Dont limit your options,
game, dont worry Treasure Hunt will be forbid any particular skill, and will probably
leave yourself room to explore them.
easier for you than other adventures, not wish to if everyone is taking the same one or
harder. Alignment two skills.
You wont have to worry about complicated
Do not choose your character alignment Money and Equipment
decisions concerning choice of weapons,
yet. Your character is neutral for the time be-
spells, deity to worship, and so on. Youre just For reasons that will be clear in a minute,
ing. In the course of the adventure, the
a normal man or woman, suddenly caught up you dont need to set your character up with
Dungeon Master will watch how your charac-
into a bizarre, unpredictable, and dangerous any money or equipment. The Dungeon Mas-
ter acts and behaves, compare that with your
situation. Just react to the situations you come ter will explain the situation to you when ev-
preference at the time your character achieves
across as a real person would, and let the eryone is ready to begin.
1st level, and assign you an alignment based
Dungeon Master tell you how to translate your
on those factors. If youve already decided you Thats Your Character
wishes into the game.
wish to have, for example, a chaotic good
To finish off your character sheet, note on it
character, then you should conduct your char-
Creating Your Characters acter in that manner in the course of the ad-
that your character has -500 (thats negative
five hundred) experience points. (Once your
Its time to create your characters. If youd venture until it becomes finalized when he
character acquires enough experience to reach
like to get a preview of the area of your charac- takes his 1st level.
0, hell become a 1st level character and have
ters origin before you create the character,
Hit Points to choose alignment and class.)
skip down to The Korinn Archipelago in Your character, once you give him a name,
this Players Introduction. Roll 1d6 for hit points. The Dungeon Mas-
is complete. Its time to start the show.
ter, if he wishes, may allow you to roll the die
Abilities
three times and take the best roll as your hit
points score; alternately, he may let you start
Quick Character Creation
Your Dungeon Master will tell you how to
roll up your characters abilities. Because your out with six hit points, not bothering to roll. If all that is too much work, which it cer-
character, starting out at 0 level, is beginning Either one of these choices is a good idea, as tainly could be for beginning players, we have
play with fewer abilities than practically any you need all the help you can get in the early included (in the center section of the adven-
other type of beginning character, we recom- part of the adventure.
mend the Dungeon Master choose one of the

2
ture) six pregenerated player characters. If his base one of the westernmost of the Islands, you sail, the greater the risk is of running into
youd prefer to save yourself some work, ask in the area most thickly prowled by pirates pirate ships, and some particularly bold buc-
the Dungeon Master if you can see these char- and corsairs, and began his campaign of caneers sail deep into civilized eastern areas
acters and use one as your own. smashing piracy wherever he found it. His fol- for the rich pickings there.
lowers set up settlements and quickly spread Your character is from the Archipelago,
The Korinn Archipelago further and further west, into the larger is- from whichever island you choose, a worker in
lands closer to civilized nations. whichever profession you rolled or decided
Your character is from the Korinn Archipel-
Viledel, who was known as the Sea King upon.
ago, a peaceful trading and fishing area, a
throughout his life, died 60 years ago when a If you have any detailed questions about
string of islands extending far out into the
pirate raid crushed his island defenses and life in the archipelago, ask the Dungeon
western sea.
overran his home. Since then, the archipelago Master after hes had time to read his own
The Archipelago contains hundreds of is-
has had no central government, but has bro- information on the Korinn area.
lands, some enormous, some too small to see
ken into a hundred petty island nations. Most
on the map. And you do have a map, which
islands and cities get along quite well, know-
the Dungeon Master will give you not that
ing the advantages to be gained through
you need it, you know the waters by heart.
peaceful trade.
The area, which was sparsely inhabited in
Piracy has increased in the last 60 years.
times past, was settled about a hundred years
concentrated in the westernmost of the chains
ago by colonists from far to the south. They
islands, but pirates no longer rule the seas.
were led by a great seaman named Viledel.
They prey upon the merchants like parasites
Viledel, never the subtlest of men, made as
instead of sharks. However, the further west

3
This Dungeon Masters Introduction is has characters reaching a temple near the Sea The Characters
written with the first-time DM in mind if Kings old manor. While within the temple,
There are some things you should know
youre a more experienced DM, youll find the characters have an encounter with the
about the 0 level player characters.
that this introduction explains, in great detail, goddess. She displays her divine wrath and
things that are now second nature to you. Bear announces the doom of the island. Secondary Skills
with us. In Episode Four: Manor of the Sea King,
The characters have secondary skills. Dont
the old man says there are catacombs below
encourage the players to make heavy use of
Basic Plot of the Adventure the Sea Kings manor, catacombs with trea-
those skills, but if they come up with clever
sure and a boat left as grave-goods. But to get
In Treasure Hunt, the player characters have and pertinent uses for those skills, you should
to the catacombs, the characters must get
been kidnapped from their homes by slavers, reward them with critical or even spectacular
through the manor, which is where the orc
and are being sailed toward one of the pirate success with the things theyre attempting.
goblin conflict is heaviest.
strongholds of the archipelago. For example, a character who is a miner
Episode Five: Into the Catacombs gets
A sudden storm at sea catches the pirate might reasonably expect to know which sup-
the characters into those catacombs but the
ship, sending it off-course, washing most of port beams in the catacombs can be broken to
old man has actually led them into a trap. He
the crew overboard, and eventually crashing it cause a sudden cave-in. A trapper/furrier with
was merely determined to seal the catacombs
upon the shores of the island once ruled by enough time and opportunity could rig snare
off so that the invaders could not pilfer them,
Viledel, the Sea King. The characters have the traps and other tricks in order to capture and
and has maneuvered the player characters into
opportunity to escape or defeat the surviving harrass his enemies.
returning him there. He then tries to kill the
pirates. Dont allow the players to abuse these
characters so they wont rob the catacombs.
Once theyve escaped or defeated their cap- skills. A trapper cannot rig a snare with the
The characters have to survive his traps and his
tor, they find that the island theyve landed same speed a charging orc can swing a sword.
surprises long enough to find the promised
upon is now the battleground for two forces: And, while the first snare he placed might
treasure and boat.
enemy seagoing tribes of orcs and goblins who have had spectacular success, the orcs will be
Episode Six: Break-In reveals that the
are fighting for the right to take this island as watching for the second one. To be effective,
orcs and goblins have found the entrance after
their new stronghold. he must think up and explain a new trap each
all, and have broken into the catacombs. In
Mid-adventure, theyll also learn that the time.
this episode of the adventure the characters
goddess of the island is furious at the desecra-
must deal with intruding orcs and goblins Weapon Proficiencies
tion visited on her temple by the orcs and gob-
while trying to escape. At the episodes end,
lins. Shes decided to wipe the island off the Zero-level characters all know how to use
the goddess wrath is visited on the island.
fate of the earth. Shell give the characters one weapon. Before your adventure gets un-
During the adventure, the characters can
some time to escape, but she wont extend her derway, have each player choose his characters
find magical objects which allow them to feel
time limit for them. weapon proficiency. (Weapon proficiency is
what its like to have the abilities of some of
The characters have to survive the elements, explained under Weapons in the Players
the various character classes. Theyll be con-
the battles raging between orcs and goblins, Handbook). A player may only choose dagger,
fronted with situations which allow them to
and the unnatural hazards of the island, find quarterstaff, or dart. Tell the player to write
try to utilize the skills of different classes. By
out how to escape, and leave before the god- his characters weapon proficiency on the char-
the time they reach 0 experience points they
dess destroys the island. In the course of this, acter sheet.
should have decided their character classes
the characters will be earning experience and If, in the course of the adventure, a charac-
and alignments.
eventually reaching 1st level, choosing their ter picks up a weapon and states that hes go-
Also in this rulebook are the following sec-
character classes and alignments at that time. ing to try to learn to use it, let him. For
tions and items:
simplicitys sake, lets assume that, while
Appendix 1: If Things Go Wrong talks
Arrangement of the Adventure about what you can do to cope with clever
these characters are in their state of grace
and learn things speedily, they can learn a
Episode One: Sea and Storm informs the character improvisations, or to get the adven-
weapon proficiency after using the weapon in
characters of their plight theyve been cap- ture back on course when things are totally
two combats. A character can learn no more
tured, stripped of weapons and goods, and screwed up.
than three extra weapon proficiencies.
chained in the hold of a pirate vessel. The ship Appendix 2: The Korinn Archipelago
Tell the character he should swing the
crashes upon the shore of the Sea Kings is- describes the island chain in greater detail
weapon around for a while, get used to its heft
land. The prisoners must either defeat or es- than in the Players Introduction.
and characteristics, and that after a couple of
cape the one surviving pirate. Once free, they Included in the pull-out section of the ad-
combats in which he uses the weapon, he will
will realize that they need better shelter than venture are eight characters (the murderous
have a proficiency with it.
the wrecked ship if they're to survive the ele- old man, an NPC merchants daughter who
The characters are not limited to dagger,
ments this night. was on the slave ship, and six player characters
staff and dart after they enter the adventure
In Episode Two: Battle on the Hill, the to use if players dont wish to generate new
but, again, the choice of the weapons they
characters stumble across a battle between orcs characters); and four Dungeon Master maps
learn can limit their character class choices.
and goblins. They can defeat both forces by (the island, the temple, the manor, and the
If a character tries to learn more weapons
clever use of surrounding terrain, or can wait catacombs). On the adventures covers are the
during the course of the adventure he starts
until both forces are worn down almost to players maps: The archipelago map which
limiting the number of character classes he
nothing before attacking. Among the loot they know by heart, and the island, temple,
can choose. For instance, a 1st level magic-
held by the orcs and goblins is an old human manor, and catacombs maps crudely drawn by
user can only have one weapon proficiency. If
man, a prisoner of the goblins, who knows the old man.
the 0 level character learns a second weapon
where shelter is to be found.
before taking 1st level, he can therefore not be
Episode Three: Temple of the Goddess

4
a magic-user when he reaches 1st level. Thats If a character has learned a new weapon pro- not contradict the way the character has been
how it works. Read the pertinent section of ficiency, note it on the tracking form and keep acting, let him have it his way.
the Players Handbook for more information in mind which classes he can no longer be. If, however, hes completely off-base, in
on this. This way, you can keep accurate and simple your estimation . . . well, your opinion is fi-
track of the characters character class lean- nal one. This is most likely to occur in the
Non-Magical Special Abilities
ings. choice of alignment, and can affect class If a
Several character classes have special abili- character was trying to become a paladin but
Alignment Tendencies
ties. These abilities break down roughly into engaged in chaotic behavior patterns all the
non-magical and magical abilities: The thiefs Keep track of the characters actions and re- time, youre within your rights to say hes a
wall-climbing talent can be considered non- actions during the adventure. Whenever a chaotic good fighter.
magical, while the paladins ability to detect character performs an action that is of a partic- Since your choice may not match your play-
evil is effectively magical. ular alignment, note that action on the track- ers, you should explain to the players before
Whenever a player-character in this adven- ing form. play begins that youre going to be the ulti-
ture wishes, he may try to utilize one of the Protecting your allies and making friends mate authority on what the characters even-
non-magical special abilities. These abilities are not alignment activities theyre human tual class and alignment are, modified by the
include: nature. However, backstabbing is an action of characters behavior and actions, of course.
Assassinate (assassin), neutral or evil intent. An unwillingness to kill
Hit Points
Backstab (thief), someone except in a fair fight is lawful. Risk-
Climb Walls (thief), ing your own life to save someone else when When the characters new class is chosen,
Disguise (assassin), the odds are against you is a good action. reroll his hit points. If the new roll is lower
Find/Remove Traps (thief), Working hard to cause someone grief is an evil than the original roll, let him keep the origi-
Hear Noise (thief), action. nal roll.
Hide in Shadows (thief), Magic-users, illusionists, thieves and assas-
Magical Experimentation
Move Silently (thief), sins do not reroll.
Open Locks (thief), Whenever a character uses one of the magi-
Multi-Class Characters
Pick Pockets (thief), cal abilities from the magical objects to be
Track (ranger). found, make note of it. This activity should Before the adventure begins, you should
Whenever a character wishes to try to utilize lead to a check mark beside the character class tell your players that these characters will not
one of these skills, let him. Give the character a the magic is pertinent to. have the option to become multi-class charac-
chance to do it at 10% below that of a 1st level If a character really sits down with the one ters. They may choose the special character
character of the appropriate class. Whether he magical book to be found in the course of the classes such as paladin and illusionist, assum-
succeeds or fails, the next time he tries, let him adventure and gives it serious study, this is a ing they meet all the requirements of the
try at 5% below the listed 1st level chance. The definite magic-user activity and he receives class. (A multi-class character would not be
third time and subsequent times, give him the checks by Magic-User on the tracking limited very much by his behavior during the
1st level chance to succeed. formone check mark for each hour he stud- adventure, and so should not be permitted in
The ranger abilities of extra damage to hu- ies. this adventure.)
manoids and decreased chance to be surprised
Assigning Experience
cannot be attempted, nor can the monks ex- Pregenerated Characters
tra damage for barehanded combat. Because the characters are so frail and need
If your players dont have time, opportu-
The player characters cannot try to perform all the help they can get, youll be assigning
nity, or experience enough to create their own
the magical special abilities of various charac- them their experience as often as is convenient
characters, there are player characters already
ter classes turning undead, laying on of the at least at the end of every episode in the
created and ready to be handed out. Pull
hands, etc.until theyve chosen their char- adventure. Youll not only assign experience
them out of the book, cut them apart, and
acter classes upon reaching 1st level. for monsters slain at that time, you should as-
keep Keestake and Melisana they are NPCs
sign experience for treasure accumulated,
and the players shouldnt see them
Achieving 1st Level which normally has to wait until the treasure is
Each pregenerated character has been given
safe at the characters home.
When youre ready to begin play, you two names, the first name masculine, the sec-
should use the character tracking forms in the Making the Choice ond feminine. The player can decided if the
center of the booklet; use one form for each character is male or female.
Eventually, the characters will start reaching
character. (Six of these forms are already filled The physical descriptions of the characters
0 experience points and will have to take their
out for the pregenerated characters.) are up to the players.
character classes and alignments.
In the course of the adventure, whenever a The ages listed may not match the range of
Look over each characters notes on the
character tries to perform an action which is ages given for characters in the Dungeon Mas-
tracking form and make an estimate of which
basically class-related, you should take note of ters Guide once theyve reached 1st level and
class and alignment you think is most appro-
it on the form. Keep things simplewhen the chosen their classes. (For instance, if a charac-
priate to him. Then speak to him, privately,
character tries to climb a wall, place one check ter chooses to be an illusionist but is only 19,
and tell him what you thinksuch as,
mark beside Thief. When, later, he tries to this doesnt match the normal range of ages
Youve been behaving, for the most part, as
move silently, place another check mark be- for illusionist characters.) Dont let it bother
a chaotic-good fighter; do you have any prob-
side Thief. When he tries to use a sword in you; these characters are simply exceptions to
lem with that?
combat, since magic-users and clerics cannot the rule. Any character created at 1st level or
If not, then the choice is made. If the player
do this, you place a minus sign beside Magic- above must keep to the rules given in the
does have a differing opinion, have him ex-
User and Cleric. Dungeon Masters Guide.
plain his thinking. If its reasonable and does

5
First things first: explain to the players that tris. (For more about Melisana, read ahead in
their characters have been captured by slavers enormous crash a grating, grinding noise this episode.)
who took away all their interesting gear when and horrible shuddering of the ship As soon as you can dispose of the questions,
they were captured. The characters are left around you as it runs aground. Above- continue on with the narration until youve
with their breeches and tunics, or robes, and decks, theres the sound of snapping spars ended it.
nothing else no boots, no belts, no cloaks, and a great crash on the deck which you
no hats, no money or weapons or special gear. know must be the mast coming down. After the Crash
Now, describe to them the following situa- Youre all thrown toward the bow, but are Immediately after the crash, the characters
tion: still held fast by your shackles and suffer are going to be trying their chains to see if any
more bruises to your wrists. of their bunks are damaged enough for them
The bow of the galley is shattered by the to break free.
Separately and collectively, youve all
impact, and as the galley grinds to a halt, The answer is yes: one characters bunk was
fallen into the hands of pirate slavers
the bow is torn away entirely, letting in a buckled by the impact with the boulder, and
Most of you remember it this way: You
ferocious blast of numbingly-cold air and he can (after a few moments of pulling) yank
were walking in the countryside near your
ram; the port side of the galley is laid open his chains free of his bunk. The shackles and
homes, strolling home from the tavern af-
by a huge boulder that the galley has about 8 inches of chain still dangle from his
ter a nights drinking, walking down to the
ground against wrists. (To decide which character is free, ei-
river to fetch some water, or gone to visit
A moment later, theres once again only ther roll 1d6 for each character and take the
some lass or lad in neighboring village.
the sound of wind and pounding surf. Out highest roller, or choose the most peaceable
And, suddenly, you heard a thrashing in
the open bow, you can see a section of rain- and physically unthrcatcning character, be-
the underbrush around you, and before
pounded beach; you seem to have run cause he might not be seeing as much action
you could turn you felt a whale of a blow to
aground where a cliff face meets a cove later as the huskier characters: or use Meli-
the back of your head, and everything
beach. sana, to give the characters some reason to be
went black.
When you awoke, you were in the dark, grateful to her.)
tiny, stinking hold of the pirate galley, The free character can take some blocks of
shackled by your wrists to the sturdy beams
Questions from the Characters wood and spend about 45 minutes prying the
of the slave bunks, bunks stacked like During the narration, the players may wish others free; however, its much faster, and eas-
cordwood. There were about 40 other cap- to interruptto ask questions, to try to break ier just to grab that ring of keys and free the
tured folk of the archipelago there. their chains with brute strength or pick them, rest. (If the characters dont think of it, let
You were sick from the blow to your to converse with one another, etc. Melisana come up with the idea but give
head and from the tossing of the ship, Let them. Answer the questions to which them enough time to think of it themselves.)
from the revolting gruel the slaver pirates they can reasonably be expected to find an- The ring of keys is still hanging on its hook.
occasionally fed you, and from the knowl- swers Let them converse with Hafkris if the) Interior of the Hold
edge that you were bound for one of the really feel like dealing with an odious, obnox-
western slave ports, never again to see your ious, and psychotic slaver pirate. He will let If the characters look around the hold for
own home. Mockingly, the keys to your them know in no uncertain terms that he is in weapons or gear, they find very little. They
shackles were hung from a hook right by charge of the meat or walking cargo can find some pieces of wood that are basically
the hatch to the deck, only 5 or 6 feet from that is, the captured player characters and equivalent to clubs (and remember that, since
the lot of you. They might as well be miles NPCs. If one of the characters mouths off to most dont have proficiency with a club, they
away. him, Hafkris will take off his belt and lash the will be striking with a non-proficiency pen-
A few days after you woke up, the ship character repeatedly, doing a total of 2 hit alty. Give them a flat -4 non-proficiency pen-
was hit by a squall, which turned, after points of damage to the character before leav- alty; that may get worse or better later on,
half a day of tossing and rolling, into a full- ing off. He tells the characters they are bound when theyve chosen a character class).
fledged storm which blasted spray and for Westhaven, the greatest pirate city in the Their chains can be used as weapons, but
curses into the hold every time the hatch world, where they will be sold as slaves. they are not very good ones, doing as much
above was opened. Your jailer, a man They cant break their chains. The shackles damage as a dart (1-3, 1-2).
named Hafkris maybe a half-orc, it was were, after all, designed to hold people, even There are no blankets in the hold. The char-
hard to tell under all that grime and walrus the strongest of people. (And the characters acters are wearing all of their clothing, their
uglinessbrought about half the shackled are chained to their bunks in such a way that boots and cloaks are long gone, taken by the
slaves abovedecks to man the oars vacated they cant get any leverage against the chains, slavers.
by sailors washed overboard The storm so even a vaunted 18/00 Strength is The slave hold runs about two-thirds of the
continued on another day, and Hafkris irrelevant no leverage, no strength.) length of the galley, from the bow to about
took another one-fourth of the slave cargo Nor can they pick their chains The lack of one-third of the way to the stern. One hatch
abovedecks He looked worried. lock picks, the darkness of the hold, and their leads to the deck. If they try it, it is immovable
That was yesterday. You havent seen inability to bring their hands together utterly (they wont know it immediately, but the
any of the pirates or the slaves since then, prevent this mast has fallen across it). The only other exit is
and you havent been fed. Early today, the They can talk with one another. After the the huge hole torn open at the bow.
shouting and cracking whips indicating second group of slaves is taken away, the only Outside the Galley
that rowers were being kept in line finally characters left in the hold are all the player
faded away to nothing. characters and one NPC Melisana, who de- Characters who walk to the hole in the gal-
Right now, as youre waiting for some scribes herself as the daughter of Melkeras, a ley to look around will be met first of all with a
sign of life from abovedecks, theres an wealthy merchant of the large Island of Ven- renewed blast of bone-chillingly cold air and

6
driving rain. When they look outside, they see thoroughly drunk. Now that hes on land, he ter and information
a gray world. intends to wander around on the beach until Hafkris will be gone for quite some time
The ship ran aground on a beach. On this he gets his land legs again (sobers up, rather). long enough for some other player character
side of the beach, craggy rocks and cliffs rise That will be a couple of hours. At that time, (you determine who, randomly) to gradually
40 or 50 feet. The cliff descends as it continues he climbs back up into the galley, gets his pry his chains loose of his bunk. This charac-
down the beach, until its no more than a line crossbow, and checks out the hold to see how ters bunk had been damaged, but not as se-
of rocks a few feet high at the far end. many of the walking cargo survived. Once he verely as the other one, meaning it takes him
You, the DM, can look at the Dungeon is sure that the slaves are still safely chained in at least an hour of straining, but he can indeed
Masters map of the island to see the precise place, he begins exploring to see where they free himself.
point where the galley has run aground. ran aground and to find some shelter. Once free, the character can use other
The sky is blackly overcast, but the charac- blocks of wood to pry the other surviving char-
ters will think its still daytime. The wind is Attacking Hafkris acters free.
sharp and fierce, blowing rain droplets so hard Once these characters are all free, they can
If the characters decide to attack Hafkris,
that they seem like hailstones. continue doing as the wished to. Give the
they must decide how to do it. They may lure
And, out there on the beach, perhaps 30 When Things Go Wrong appendix a quick
him into the cargo bay and bash him over the
feet from the galley, staggering up and down look to find out how you can introduce new
head when he enters They may charge out in
the beach, is Hafkris. He has his broadsword player characters into the adventure (to re-
a pack and try to bring him down. Let them
at his side; hes marching up and down the place those that might have died in the attack
decide how to go about it.
beach like a soldier on parade, singing gro- on Hafkris) and continue on with The Gal-
After a few more minutes of observation,
tesque sailor-songs; the player characters can ley, below.
they will be able to tell that he is drunk to the
hear snatches of the songs whenever the wind
gills. This should prompt them to attack or Hafkris
shifts in their direction. He cant see the char-
ambush him quickly, as it would be easier to
acters while they are in the darkness of the Hafkris is a half-orc, 1st level fighter with
overpower him when he is drunk. If they
hold, but if they move out onto the sands of unexceptional abilities. His combat statistics
choose not to do so during the time he walks
the beach he will be able to spot them in- are;
up and down the beach, sobering up, thats
stantly.
their choice, but its probably not a good one. AC 6; HD 1 (hp 8); MV 9; #AT 1; Dmg
If they decide to ambush him or attack him 2-8/2-7; THAC0 20; AL NE.
Hafkris before hes sobered up, find out exactly how
Languages: Common, NE.
Let the characters discuss among themselves they want to go about it; set up the surround-
Secondary skill: sailor.
what they wish to do about Hafkris. Hafkris, ings and terrain where theyve decided to at-
Weapon Proficiencies: sword, dagger, cross-
from his attitude, has shown them that he tack him; and run the combat through until
bow, pike.
thinks of them as meat to be soldhe wont one side or the other is defeated. Remember
Equipment: studded leather, broadsword,
be responsive to offers of common-sense coop- to use the to hit penalty that Hafkris suffers
dagger; (after reaching stern hold) heavy
eration. He will either shackle them again or from being drunk; its given below, under
crossbow, 10 quarrels
kill them. Tell the players this if they discuss Hafkris, with his character stats.
talking to Hafkris. If the characters wait until hes sober, he While hes drunk, Hafkris has a -3 penalty
The characters should arrive at the conclu- clambers up into the galley again, walks to the to hit whenever he attacks in effect, his
sion that they must either kill him, capture stern hold, retrieves his crossbow, and de- THAC0 is 23 while hes drunk For every 40
him, or flee from him. All these approaches scends into the hold through the hole in the minutes the characters wait, his THAC0 drops
are equally worthwhile. hull. They could ambush him at this point, by 1 until he reaches his normal 20 after two
too, but hes cold sober and armed with a hours.
Hafkriss State of Mind
crossbow in addition to his sword, so its not If hes defeated, of course, the player char-
Right now, Hafkris is drunk out of his the best choice of times to attack. acters can salvage his equipment. If they for-
mind, wandering up and down the beach sim- get to, dont remind them (after all, their
If Hafkris is Defeated
ply to be off the galley that failed him and his characters are supposed to be new at this).
companions, and trying to figure out what to If the characters kill Hafkris when they at-
do a difficult task for one of his limited tack, they have accomplished their first kill. Fleeing Hafkris
mental abilities. They have his gear, listed below under
If the characters choose to wait until they
Hafkris is the sole survivor of the galleys Hafkris, and a rather ugly corpse. They also
have a chance to make a break for it, their
crew. The captain was a complete lunatic, sail- can study the galley at their leisure.
chance will eventually come.
ing so far from land in the storm season; the If they attack to subdue and capture him
Once Hafkris has sobered sufficiently, as
captain was the last to go, after all the other alive, he is surly but not insulting he would
mentioned, he climbs back into the galley and
pirates had been washed overboard, after all rather be alive than dead and is willing to
begins rooting through the stern compart-
the slaves brought up to man the oars were tell them what happened to the pirates and
ment for his crossbow and quarrels. This takes
washed overboard. The captain wasnt washed the other slaves. He knows no more about this
a couple of minutes and gives the characters
overboard: Hafkris threw him. The murder place than the player characters do.
plenty of time to reach the western edge of the
doesnt bother him in the least; he simply
If the Characters are Defeated cove, where they can clamber over the low
wishes hed done it before the captain man-
rocks and escape.
aged to strand Hafkris on this gods-forsaken If the characters are defeated by Hafkris
If the characters do this, go straight to Me-
rock so far from Westhaven (but not all killed), Hafkris chains the surviv-
lisana and Exposure, below.
Hafkris has managed to keep from going ing characters back to their bunks, grabs the
If the characters leave the hold but decide
completely crazy these last two days by getting ring of keys, and departs on his search for shel-
to climb the nearer cliff-face, tell them before

7
they begin that it will take a long time to first look at it, the esoteric text wont make ley despite all evidence to the impracticality of
climb to the top and to safety: long enough any sense to them, but they have the feeling it, start assigning them damage, gradually.
for Hafkris to finish what hes doing and spot that they could make sense out of it if they For every hour they stay in the galley or out-
them, certainly. had some time to really read it. doors, they sustain one point of damage. In
If they decide to do it anyway, Hafkris If they continue reading it when they have short, if they stay on the beach for six hours,
emerges from the stern hold with his cross- some time available, they can be considered to theyll all die of exposure.
bow, spots the characters before they get half- be studying it, as described in the Dungeon Eventually, the characters will all die or they
way up, and shoots at them until they decide Masters Introduction. will leave to scout out some shelter. Once
to surrender and descend. He has plenty of ar- some or all of the characters leave to look for
rows in the hold. This will probably lead back Melisana shelter, you can progress to the next episode.
to If the Characters are Defeated, above. Note: There are no caves on the cliffside
Once the grim spectre of Hafkris is removed
which can shelter characters from the ele-
either because hes dead, captured, or left
The Galley behind Melisana introduces herself. She
ments. Hafkriss armor is not adequate to pro-
tect characters from the elements.
If the characters do defeat or kill Hafkris, says shes Melisana, daughter of Melkeras, a
they have plenty of time and opportunity to merchant and merchant guildmaster of the is-
search the galley. land of Ventris. She says her father would cer-
Experience
This galley is a typical Korinn Archipelago tainly pay a rich reward for her safe return to Award experience immediately for this part
galley. It is about 60 feet long, with 10 two- Ventris. (How rich? If the characters ask, she of the adventure the characters, as weve
man oar benches down each side. Obviously, wont know for sure, but guesses that the re- mentioned, need all the help they can get.
it carries a rowing complement of 40 men plus ward would be at least a hundred gold pieces First, an important note: since you dont
a captain and a steersman. per rescuer.) know what class the characters will be taking,
The galley has (had, rather) a single mast. More on Melisana, her abilities, and per- the characters cannot receive any experience
The sail was furled when the squall hit, and sonality can be found on her character sheet in bonus for having a high prime requisite.
the mast snapped to come crashing down on the center of this adventure book. Award the characters experience for every
deck mere minutes before the ship ran Melisana is useful to you, the Dungeon enemy they killed (or captured) and for all
aground. Master, to be a DM Voice character. When treasure they acquired. For this episode:
The galley had no forecastle or sterncastle. the player characters have missed a too- Hafkris is worth 18 points of experience, di-
Two hatches open into the holds; the forward obvious clue or mental process, Melisana can vided between the characters who fought him.
hatch, now covered by the fallen mast, opens provide it. If none of the player characters Hafkriss gear is worth 53 points of experi-
into the forward hold (where the player char- took Sailor as his secondary skill, so no one ence (and 53 gp).
acters were chained) and the aft hatch opens can sail home (if the characters find a boat), The chest and its charts seem to be worth 1
into a small aft hold. she has the skill. gp, except for the magic book, which is by it-
However, shes not an adventuresome char- self worth 200 experience points.
The Aft Hold
acter and keeps well out of combats and dan- Divide all experience among all player char-
This hold is in no better shape than the for- ger. acters who were present when the treasure was
ward hold. The collision with the boulders to obtained or the monster overcome; this way,
starboard tore open a huge part of the galleys Exposure for example, if the characters kill or capture
hull here, and the bottom of the hold is Hafkris, the character who is awarded his ar-
Finally, once Hafkris is defeated (or flees),
swamped in sea-water. This hold is still partly mor will not somehow earn more experience
the galley is searched (or abandoned), and all
in the water. than the character who received only his dag-
obvious dangers removed, a new threat reveals
Theres not much to be found here spe- ger.
itselfslowly, insidiously, and inevitably.
cifically, the following items:
The characters start getting cold. They are
Four broken barrels which have spilled wine exposed to rain and freezing winds wherever
and ale everywhere; they happen to be in the galleyneither deck
Dozens of sacks of grain, soaked with wine. nor torn-open holds provide much protection
ale, seawater, and rainwater, all useless; from the blasting rain and cold. So, gradually,
Fifty quarrels for Hafkriss heavy crossbow (40, they start to get colder and colder.
if hes already removed a quivers worth); Huddling together in the area most pro-
A heavy crossbow (unless Hafkris has already tected from wind helps a little, but not much.
removed it); The wood of the ship is by now too soaked to
A chest. In the chest, undamaged, are the light, assuming the characters could even get
captains log (scribed in a written form of tinder burning under these conditions.
Thieves Cant, which none of the players Ultimately, it becomes obvious to even the
can read yet); navigational charts (includ- slowest of the characters that they will all die if
ing one indicating the galleys destination, they spend the rest of the day in the wreck of
a hitherto-unknown pirate stronghold on this ship. They need real shelter, and soon. (If
the north coast of Pandira Island), and a the characters cant add two and two that is,
book. they cant reason Cold means death, we
must find warmth then Melisana will state
The book is a spell book, written in Com-
the inevitable. This is an example of how she
mon, which contains two 1st level spells:
can act as the GM Voice.)
magic missile and sleep. When the characters
If the characters try to stick it out in the gal-

8
At the end of the last episode, you managed, the following information: ing one another.
by one means or another, to get the player The prevailing winds for this storm are out As you can see, the characters can try to cir-
characters free of Hafkriss imprisonment. of the northwest. This is storm season, and cumnavigate the hill. The hillside reaches its
Now, some or all of the player characters are most storms blow in out of the northwest. If lowest approach at points A and C, which are
scouting around, looking for shelter. theres a port on this island, its likely to be on a couple hundred yards in either direction
If the characters accomplished the defeat of the slightly-more-sheltered eastern or south- along this depression. If the characters choose
Hafkris so efficiently that they didnt discover ern coast. to climb at A or C, they will be climbing over
how devastating the weather was, they proba- If no one has sailor skill, then no character tumbled rocks there. If they prefer, they can
bly havent yet decided to scout around for can receive that hint. If a character outright climb the hill where they are, as the slope
shelter. If this is the case, you need to begin asks what direction the storm is blowing in seems to be gentler and has fewer boulders
giving them the hints that will lead them on from, and whether thats common for storm and obstacles, and reach point B, the top of
their search: their fingers and toes are becom- season, answer truthfully, but draw no conclu- the hill. Point B is strewn with boulders too,
ing numb; Hafkriss boots and cloak will help, sions for him. but here they provide cover for the characters
yes, but only one character each, and only for As noted, it doesnt really matter which di- instead of impeding progress.
a while. The cold is insidious; being in the gal- rection they choose, since youll be placing From A, B, or C, the characters can see
ley helps, but not enough; piling up together the encounter directly in their path regardless whats going on in the ravine below.
against the elements helps, but not enough; of their choice. But if a character does figure
and so on. out that east is the direction to explore, give Fight in the Ravine
If the characters still refuse to move, begin him 20 extra experience points at the end of
Theres a fight going on in the ravine below
applying the damage for exposure discussed in this episode for his cleverness.
the characters, at E. Relate the following in-
the last episode.
formation to the characters.
Climbing the Hill
First Impressions of the Island Not long after the characters pick a direc- Below you, theres a ravine separating this
Once theyve gotten over the low cliffs on tion and head out, give them the following in- line of hills from the next ridge. And
the western edge of the bay, the characters can formation: theres a battle going on down there.
get a look at the island. Its certainly not a It looks like a dozen goblins and half a
good lookdim from the overcast skies and Youre walking along in the depression be- dozen orcs going at it pretty fiercely. The
blurred by the rain but they can make out tween two large hills. After a few minutes goblins are fighting with bows and spears;
some details. of walking, you become aware of a noise the orcs have axes and polearms, and one
The island is very, very hilly; its really just a very faint noise, like grunting voices and of them appears to have armor, too. Most
part of the chain of mountains which forms steel clanging on steel, barely audible over of the fighters dont have any sort of ar-
the whole Korinn Archipelago, and here a the noise of the rain and the wind. It seems mor, but all of them have cloaks.
whole ridge of mountain tops has pushed its to be coming from your left, beyond the About 50 feet behind the line of orcs
way above the waves of the ocean. hill to your left. theres someone lying in the ravine. It
Looking across the island, the characters can looks like a human man, a white-bearded
see that the highest and most forbidding hills old man wearing tattered robes. Hes lying
are westward, running the entire length of the If the characters decline to investigate, re-
down, twisted over to watch the fight; his
island from south to north. Northward is bro- mind them that grunting voices means
arms are behind his back and look as
ken terrain, passable but not easy going, while people (or at least some sort of creature) and
though theyve been tied.
eastward the terrain seems to flatten out a lit- that people means shelter.
tle bit. However, since its still hilly and bro- Map Inset
ken even in that direction, the characters cant If the characters ask more detailed ques-
see any sign of shelter or a human community Take a look at the DMs map of the island. tions about the battle array, draw them a
in any direction. The inset shows the area where this episode is crude sketch of the ravine. Place the battle im-
Theres not much green to be seen. Except taking place. mediately under the top of the hill (point B).
for some common, practically indestructible The inset map shows where the characters
A line of three orcs is fighting the line of
scrub growth, the island seems to be totally observe the goblin-orc fight.
five goblins. Three goblins are standing back
lifeless. (A) is the left-hand approach, where the
behind their line, waiting to step in and fill up
If you, as DM, want to see more of the is- characters can scramble up over rocks to look
a hole if one of their companions falls. The
land, look over the DMs map of the island down on the fight; theyd be behind the gob-
goblins have stationed archers on the ravine
and the map key in the next episode. lin line.
slopes, two a few feet up on each slope.
(B) is the straight approach, where the char-
Two orcs are hanging back, throwing rocks
Scouting for Shelter acters can climb the hillside slope to look
and knives at the goblin archers and preparing
down on the fight; theyd be among the boul-
It doesnt matter which direction the char- to step in if an orc on the front line falls. One
ders directly above the fight.
acters take when theyre scouting for shelter: orc stands directly behind the front line,
(C) is the right-hand approach, where the
youre going to be placing the encounter in grunting what sounds like orders to the rest.
characters can scramble up over rocks to look
their path, whichever direction they choose. The goblins on and behind the line are car-
down on the fight; theyd be behind the orc
So let them make their decision based on what rying spears and have daggers at their belts.
line, directly over the old man.
they can see of the island. The goblins on the slopes have bows, quivers
(D) is where characters are when they first
If they ask what their secondary skills allow of arrows, and daggers at their belts.
hear the noise of the fight.
them to deduce about the probable location The orcs on the line have battle axes. The
(E) is where the orcs and goblins are fight-
of shelter, tell the characters with sailor skill orcs on the flanks have bardiches, but have

9
Third Turn: Orc in center of line (speared), with the Battle, below. If there isnt, narrate
leaned them across boulders and are fighting
Orc commander (hit by arrows), two goblins the next turns worth of events and ask again
with thrown daggers and rocks. The orc giving
on line (axe blows; replacements step up from then.
orders has padded armor and a bardiche.
second line).
Course of the Battle Fourth Turn: Orc on line (speared), one Interfering With the Battle
goblin on line (axe blow). Goblin archers There are several things the player charac-
If the characters wish, they can just lie there move parallel to the line to get a bead on the ters can do in the course of the battle to inter-
and watch the battle take its course, though last orc. fere with it and to gain some glory,
that approach wont gain them experience. Fifth Turn: Last orc (arrow fire), one goblin experience, and equipment for themselves, of
Each full turn the characters watch, some of on line (axe blow). Remaining five goblins course.
both forces will fall: three spearmen, two archers are all
First Turn: Orc on right flank (hit by ar- wounded. Attacking
rows), one goblin archer on left flank (killed Thats how the battle progresses if the char- The characters can attack the goblins and
by daggers), one goblin on line (axe blow; rear acters decide to do nothing about it. Narrate orcs (or just the goblins, if they wait until the
goblin steps up to replace). the progress of the first turn of combatmake battles over), using weapons taken from
Second Turn: Orc on left flank (hit by ar- it as colorful as you can and then ask the Hafkris. Continue the battle until only one
rows), second goblin archer on left flank (also players, Is there anything you want to do be- side (goblin, orc, or player character) is victori-
killed by daggers). sides watch? If there is, go on to Interfering

10
ous. If the characters are victorious, continue or higher, the goblins have noticed his efforts. archers while trying to accomplish this mis-
on to Scavenging the Bodies, below. If the If the goblins notice, one goblin archer fires sion. the boulders strategy will basically be
characters are all killed, you can check the on the characters once every other combat successful. The characters receive experience
When Things Go Wrong appendix and in- round. The orc/goblin battle will not break based on how many of the combatants they
troduce an all-new cast of characters, or just up until one side or the other has won, but the killed; its in their best interests to start the
end the adventure. If the characters are de- characters will have to do their sneaking under ball rolling early in the orc/goblin battle,
feated and some surrender rather than be the threat of arrow fire, and the goblins will but you cant tell them that.
killed, see When Things Go Wrong, to de- know what they look like and will come look-
Shadowing
termine what to do about them. ing for them after the episode is done.
If the characters are very cautious, they may
Sneaking Bouldering
wish to watch the battle to its conclusion be-
The characters could sneak down the slopes The nastiest thing that the characters could fore deciding what to do. They will see the
and rescue the old man. The goblins have do to the goblins and orcs is to sit on top of the battle end as described earlier. The surviving
barely noticed him and the orcs are facing hill, at B, and roll boulders down on top of goblins take all the gear they can carry from
away from him. The characters should have no the combatants. Dont suggest this to the their enemies and allies each goblin carries
problem sneaking down the slope and making players. If one of the players comes up with it only one spear and bow and retrieve the old
off with him. Have each sneaking character on his own, fine. Be sure to give him 20 extra man and head off in the direction of the ma-
roll percentile dice; if any character rolls a 75 experience points when this episode is done. nor (see the DMs map of the island).
If a character asks about the position and The characters may wish to leave well
disposition of the boulders at B, tell him that enough alone and not follow them. In that
there are many that are imbedded and many case, see When Things Go Wrong. If, on
that seem loose. The whole slope below is lit- the other hand, they choose to shadow the
tered with them. If he asks if it looks as goblin force, they may; the goblins are tired,
though they could start a landslide to kill the wounded, and not suspecting pursuit.
goblins and orcs, give him a cautious yes it If the characters just follow the goblins, the
looks that way, but of course you cant be sure demi-humans head straight to the goblin
until you try it. headquarters near the Sea Kings manor (see
The old man is well out of the way of the the DMs map of the island and its key). The
rolling boulders. characters see the lights in the manor, bar-
If the characters choose to dump a landslide racks, and stables, and also see the temple and
on the fighting forces, tell them to begin mak- the fact that there are no lights within, indica-
ing their Open Doors rolls, once per com- ting that its unoccupied.
bat round. The combat round after the first The characters can follow the goblins and at-
one is launched, it rolls into the ravine; the tack them later. Theyll either be using the
combat round after that, the goblin archers weapons taken from Hafkris, and/or the weap-
start firing on the player characters. ons left behind on the bodies in the ravine, or
Because each rolling boulder hits others as boulders on hillsides on either side of the route
it descends, each successful Open Doors that the goblins are taking. Set up the combat
roll causes enough rocks to slide to hit one and run it normally; see Sneaking, above, for
combatant, causing 2-16 points of damage the various results of this sort of action.
(2d8). The first of the non-humans to be hit
will be the goblin archers on the near slopes, The Orcs and Goblins
and then damage will progress across the ra-
Notes on the orcs and goblins follow. All
vine to the far side. The archers there are too
hit points given reflect the fact that these
high up to be hit by rolling rocks, and will flee
fighters are already wounded.
if all their allies are killed.
The orcs and goblins in the ravine will stick Orc Leader: AC 8; HD 1 (hp 6); MV 9 ; #AT
around until two-thirds of the forces are dead 1; Dmg 2-8/3-12 (bardiche), 1-4/1-3
and, by then, its too late for them, for all (dagger); THAC0 20; AL LE.
the rocks rolled so far have started the land- Equipment: bardiche, dagger, padded ar-
slide in earnest. The landslide rolls over the mor.
combatants, killing all but the two goblin Orcs with Bardiches (2): AC 10; HD 1 (hp 3);
archers on the far side. MV 9; #AT 1; Dmg 2-8/3-12 (bardiche),
If the goblin archers on the far side are not 1-4/ 1-3 (dagger); THAC0 20; AL LE.
killed by the player characters (with crossbow Equipment: bardiche, dagger.
fire), they scramble up the far slope and get Orcs with Axes (3): AC 10; HD 1 (hp 4); MV
away, running straight back to the goblin 9; #AT 1; Dmg 1-8/1-8 (battle axe), 1-4/
headquarters on the island (as described later, 1-3 (dagger); THAC0 20; AL LE.
in the map key to the DMs map of the is- Equipment: battle axe, dagger.
land). The goblin commander then knows Goblins with Spears (8): AC 10; HD 1 (hp 2);
that there are humans on the island, but it MV 6; #AT 1; Dmg 1-6/ 1-8 (spear), 1-4/
wont do him any good. 1-3 (dagger); THAC0 20; AL LE.
Unless the player characters are all killed by Equipment: spear, dagger.

11
Goblin Archers (4): AC 10; HD 1 (hp 4); MV
6; #AT 1; Dmg 1-6/1-6 (bow), 1-4/1-3 human faces Ive seen in more years than I del was from, they like to bury their noble
(dagger); THAC0 20; AL LE. can remember. Its true. dead with presents. When the dead wake
Equipment: battle axe, dagger. And you wouldnt know it to look at me up, in the time that the gods decree, they
now, but in my day, in my day, I was per- still have their favorite play-pretties with
sonal groom to himself to Viledel, the them.
Scavenging the Bodies
Sea King. Yes, this is the Island of Viledel had him a son who died, and the
How much loot the characters can get from Viledel you didnt know that? Sea King buried him with weapons and ar-
the dead pirates depends on when they got to But himself died when the pirates mor and sacks of gold and a few servants
the bodies and what the condition is of the crushed the island, years and years ago, and a little boat to sail em all over the
fallen enemies. For instance: when my hair was still black and my face seas. We can drag that boat down the cata-
If the characters killed the orcs and goblins unlined. I didnt fight on the day the pi- combs to this place you can get at from the
in melee, they can salvage all the weapons rates came, just hid in an overturned, ru- inside, but not the outside.
listed above, plus one cloak from each orc and ined boat no one looked under, while the But gettin at the goods is going to be
goblin (vermin-infested, but slight protection murdering and the burning went on day hard. To get into the burial catacombs, you
from the weather though they still need after day. And finally the pirates were all have to get into the manor where all them
shelter) and the padded armor and pair of gone, and Ive been here alone since then. inhuman monsters is killing one another.
hard, high boots belonging to the orc com- Living in the house of the Sea King, pro- We can figure out how to do that when
mander. tecting the treasure left behind for the were all warm and rested.
If the characters rolled boulders down on pirates never found the real goods of Vile-
their enemies, they made an easy kill but have del, just some of the trinkets and baubles
less gear. They can salvage all the daggers If requested, he also draws the characters
kept in the manorand becoming tired
listed above. One in four polearms (spears and maps of the island, of the manor house, and
and gray. How long has it been?
bardiches) will be unbroken (roll 1d4 for each: of the catacombs beneath them. Fold the
The orcs came a few days ago. They cap-
on a 1 it is unbroken). All bows and arrows module cover to show the players what Kees-
tured me, and said the stories said that the
will be smashed. The axes are all right. The take has drawn as the characters ask for it.
treasure of the Sea King had never been
cloaks, boots, and padded armor mentioned In any case. the old man eventually leads
found, which was true enough, I guess.
above will be essentially unaffected. the characters to the vicinity of the temple of
And they said I knew where it was, which
If the goblins finished off the orcs and then the goddess where they can protect themselves
was true, too, but I never told them so.
had an opportunity to strip the bodies, the from the wind and the bone-chilling rain.
The goblins came two days ago. The orc
bodies left behind still have eight cloaks, one chief and the goblin chief talked, and the
unnoticed dagger, three bardiches, and three goblin chief said they were there to claim
Experience
spears. The five surviving goblins each took the island as their new stronghold, but the Figure the partys experience this way:
one spear, one bow and arrows (one goblin orc said they were there for the treasure If the party killed the orcs and goblins while
didnt get a bow), three daggers, the boots too, and as soon as he said it the goblins there were still more orcs and goblins than
and padded armor from the orc commander, wanted the goods, and theres been war characters, each monster they killed is worth
and two cloaks apiece. (And the old man, of ever since. 14 experience points.
course.) If later attacked and killed by the The orcs are all set up in the old soldiers If the party killed the orcs and goblins when
player characters, these surviving goblins will barracks, and the goblins are all in the old there were as many or more characters as non-
be carrying these goods. stables, and the manor in the middle is humans, each one they killed is worth 7 expe-
Remember to deduct the appropriate weap- where they hunt around for treasure and rience points.
ons if the two goblin archers escaped. fight one another most of the time. But For each weapon or other piece of gear the
theres another place, where they went party acquires, it gains more experience:
The Old Mans Story once but leave alone now the temple of For each battle-axe: 5 xp.
Assuming that the characters finally get the goddess. Its on the far side of the hill For each unbroken bardiche: 7 xp.
around to rescuing the old man, he appears to overlooking the manor, and if you and For each broken bardiche: 2 xp.
be a scarecrow of a man bald, with a matted your friends want to take shelter there, no For the boots: 2 xp.
dirty beard that would be white if washed, a one will bother with you. For each unbroken bow: 20 xp. (includes
sallow complexion, wide eyes. Hes a compul- value for arrows).
sive talker. Even if not untied, he will talk, For each four cloaks: 1 xp.
If the characters insist on knowing more
and will try to convince the characters that he For each dagger: 2 xp (includes value for
about the treasure which they probably
can help them, yes, lead them to shelter, tell sheathes).
will hell assume a sly and conspiratorial
them about the island, tell them about the For the padded armor: 4 xp.
tone, and promise to tell them all about the
orcs and goblins, anything they want. For each unbroken spear: 1 xp.
treasure if they give him a fair share and help
Whether they choose to talk with him on Add up all the experience gained by the
him escape from the island. They can agree, or
the march toward shelter, or once they're party and divide it among the characters who
force him to tell them with no promises given,
within the temple of the goddess (in the next participated in the combat.
depending on their personalitieseither way,
episode), he tells his story in a wheezing, ru- Give experience point bonuses to individ-
hell eventually tell them.
ual characters for thinking up especially clever
minating tone.
tactics or activities; each such incident of really
Yes, the treasure. Theres a lot of it. You helpful creativity should gain the character a
My name havent needed it in a long know what grave-goods are? Where Vile- bonus of 20 xp.
time is Keestake, and youre the first

12
Before launching into the third episode of the but the rotting piers and the still-standing The orcs on the island use mostly axes and
adventure, lets look at the island as a whole. chimneys indicate that a city once stood here. bardiches. Of the force present on the island,
(Now that the characters have a native charac- (8) The Beach of the Orcs. It was here that four in ten will be armed with bardiches, five
ter to talk to, they can pump him for the orcs arrived, en masse, several days ago. will be armed with axes, and one will be a
information so here it is.) Six boats 20-man galleys are drawn up on commander. Any small party will break down
the beach. They are surrounded by a newly- in similar proportions.
Map of the Island dug ditch and outward-projecting spikes cut
Goblins and Their Arrangements
from the scrub trees of the island. A token
Take a look at the DMs map of the island:
force of about 20 orcs guards the boats. The goblins are members of the Sithisila
(1) The Cove. This is the cove where the
(9) The Beach of the Goblins. The arriving Fleet, a buccaneering society with a secret base
shipwreck took place. The ship, as you can
goblin force pulled up in this cove two days on the island of Tetris. The Sithisila Fleet is
see, has ground up on the headlands and cliff
ago. Eight boats galleys for 24 oarsgoblins not so completely piratical as the Hak-kubra
on the right side of the cove.
are drawn up on the beach. A token force of tribe; they hire out as mercenaries for naval
(2) The Western Hills. These hills are im-
35 goblins guards the boats. At any given wars in addition to preying upon the weak.
passable for the party of player characters un-
time, 10 or 11 will be on the clifftops over the Of every ten goblins on the island, six are
less they come up with climbing gear and
cove, on duty; another 10 or 11 will be work- armed with spears, three are archers, and the
mountaineering training in the course of the
ing in the camp, repairing the boats or doing tenth is a commander.
adventure which is doubtful.
makework. The remainder will be off duty
(3) The Temple of the Goddess. The temple
has its own map key later in this episode. The
and asleep. Wildlife on the Island
(10) The Exit from the Catacombs. It is de-
temple is on the far slope of the large hill Theres not much living on the island, so
scribed in greater detail in the map key in Epi-
which overlooks the manor of the Sea King, its you neednt worry about random animal en-
sode Five.
associated buildings, and the town further on. counters the only encounters are where the
(4) The Manor of the Sea King. This large, text and map keys indicate.
rambling mansion once housed Viledel, his
Orcs and Goblins Creatures living on the island include ordi-
family, and retainers. It has its own map key in The orcs and goblins on the island are simi- nary sea birds, wild goats (especially in the
Episode Four. lar to those encountered in the last episode. western hills), and ordinary rats. The old
(5) The Barracks of the Sea King. This man, Keestake, survived these 60 years by eat-
Orc Commanders: AC 8; HD 1 (hp 6); MV
building is a long, low construction, rather ing wild plants, especially wild onions, and by
9; #AT 1; Dmg 2-8/3-12 (bardiche), 1-4/
like a flattened and elongated barn. It can feasting on rats. (This has done wonders for
1-3 (dagger); THAC0 20; AL LE.
house upwards of a hundred soldiers. Though his sanity, not to mention his breath.)
Equipment: bardiche, dagger, padded ar-
its shutters are now long blown away by wind,
mor.
its cots and contents ravaged by the weather
Orcs with bardiches: AC 10; HD 1 (hp 3); MV
Players Map of the Island
and the years, the orc commander has set up
9; #AT 1; Dmg 2-8/3-12 (bardiche), 1-4/ If the players ask the old man to describe
his company of followers here. The barracks,
1-3 (dagger); THAC0 20; AL LE. the island to them in any sort of detail, he tells
with its shutterless windows now nailed over,
Equipment: bardiche, dagger. them that he will draw them a map once
is more defensible than any of the other large
Orcs with axes: AC 10; HD 1 (hp 4); MV 9; theyre safe in the temple. Once they reach
buildings on the island, and much safer than
#AT 1; Dmg 1-8/1-8 (battle axe), 1-4/1-3 the temple, he hunts up some scraps of parch-
the crumbling and hazardous Manor. About
(dagger); THAC0 20; AL LE. ment and a burnt stick and draws them the
100 orcs occupy the barracks; at any given
Equipment: battle axe, dagger. Players Map of the Island. Fold the module
time, about 24 will be on patrol (in four six-
Goblin Commanders: AC 8; HD 1 (hp 2); cover to show the players their map at this
man teams, such as the one the characters en-
MV 6; #AT 1; Dmg 1-6/1-8 (spear), 1-6/ time.
countered), and in times of battle most of the
1-6 (bow), 1-4/1-3 (dagger); THAC0 20; The players map contains most of the in-
orcs will fly to the attack, leaving a token force
AL LE. formation on the DMs map. Although it
of about 20 in the barracks. There are always
Equipment: spear, dagger, leather armor. doesnt show the catacomb exit, Keestake can
guards set at strategic points around the bar-
Goblins with spears: AC 10; HD 1 (hp 2); MV tell the characters approximately where it is.
racks, and two more on the roof, to keep vigil
6; #AT 1; Dmg 1-6/1-8 (spear), 1-4/1-3 He is delighted to tell them all about the
against the goblins quartered in the stables.
(dagger); THAC0 20; AL LE. island where, for instance, the plumpest
(6) The Stables of the Sea King. Once it
Equipment: spear, dagger. and juiciest rats can be found; the hilltop that
housed Viledels horses and grooms; now it
Goblin archers: AC 10; HD 1 (hp 4); MV 6; the Sea King loved best; the beach where
houses the goblins so recently arrived on the
#AT 1; Dmg 1-6/1-6 (bow), 1-4/1-3 (dag- Keestake hid from the pirate attackers 60 years
island. The stables are constructed much like
ger); THAC0 20; AL LE. ago; and so on. All these details are extrane-
the barracks on the outside, with a few excep-
Equipment: battle axe, dagger. ous to the adventure, although you can develop
tions: dirt floors, fewer windows, larger doors,
Keestakes personality for the players as he ex-
and the interior is separated into stalls instead Orcs and their Arrangements
ults over these irrelevant historical sites.
of large barracks rooms. There are about 135
The orcs are members of the Hak-kubra
goblins stationed here, though two 12-goblin
patrols are outside at all times. Like the bar-
tribe, a seafaring orc clan from the coast of the On With the Adventure
continent, south of the Korinn Archipelago.
racks, the stables are well guarded. As mentioned, the old man is delighted to
Seafaring orcs are always pirates they
(7) The Old City. The small city where the lead the player characters to the temple of the
never deign to fish or trade, not when theres a
Sea Kings minions lived once upon a time is goddess. Keestake tells the characters that he
chance to make an honest profit by killing
now a ruin, burned 60 years ago and deterio- is no priest himself, but he has always had
some innocent and taking away his posses-
rated by six decades of fierce weather, so little veneration for the temple. The orcs sacked it
sions.

13
three days ago, looking for treasures, but they the hall of the goddess. Once again, its al-
became alarmed when thunder soundedthe bang open and closed in the wind, or hang most utterly black, but the echoes of the char-
thunder that signaled the arrival of the storm crookedly from a single hinge. The acters speech convince them that its quite
that still rages around the island. They left wrought iron gate is as intricate as ever, but large. The floor, they can feel, is tiled; there
and wont be back. While Keestake was their rusted over, rusted clear through in places. are pieces of wood, which feel like broken fur-
captive, he learned that the orcs are now The ivy once planted as decoration now niture, all over the floor.
deathly afraid of the place. But noble youths covers the entire right side of the front The characters can try to make a fire out of
such as yourself, he says, seeking only shel- wall, and continues around the whole right rubbish from the antechamber and the bro-
ter, wont gain the wrath of the goddess. side of the temple. ken wood from this main hall. If they do not,
Its a spectacle of gloom and disrepair. the old man automatically begins to do so. He
Who is the Goddess? There are, however, no lights within, no says that there are no windows out of the hall
sign of habitation, and the walls may be of the goddess, and the room is tall enough
You have to decide who the goddess is, be- sound enough to keep out the worst of the that they wont choke on the smoke. If they
cause the characters will inevitably ask. weather. order him not to make a fire, or physically re-
Use one of the goddesses from the regular
strain him, he naturally wont build a fire. In
pantheon used in your campaign. The god-
The old man leads the characters clear up to that case you should tell the player character
dess should be any goddess who is a patron of
the gate at the entrance, pulls it open a with the highest Wisdom score that there
heroes and adventurers, especially one who
littleit makes a squeak, alarming but really doesnt seem to be any real reason not to have
gives luck and wisdom to her followers.
not too loudand steps through the still- a fire and thaw out.
If youre using the Legends & Lore supple-
working doors of heavy oak into the temple it- If the characters do build a fire, they see:
ment, here are some sample goddesses of the
appropriate type: self.
Once the characters have entered, they find This chamber is very large, and two stories
BabylonianIshtar that the main hall where they stand is thor- in height. There is broken furniture all
CelticBrigit oughly shielded against the wind, for it has no over the tiled floorsit looks like the re-
EgyptianIsis windows, and the front doors are sound. Tell mains of chairs, tables, and perhaps low
GreekAthena them, once theyve been in the temple for a couches. Most of the wood looks aged, but
IndianLakshmi few minutes, that their shakes are subsiding, you can see that the breaks are all fresh.
JapaneseKishijoten their fingers and toes becoming less numb, Everything has been smashed recently.
Of these, Ishtar and Athena are the most etc. On the east wall, in the middle, is a set
appropriate, but the actual choice depends on of double doors, closed. On the south wall
the flavor of your campaign. Inside the Temple is the set of double doors by which you en-
tered the chamber. On the north wall, at
Take a look at the DMs map of the temple.
Outside the Temple the east corner, is a very small and incon-
The individual areas of the temple are as fol- spicuous door. All the doors in the cham-
Keestake leads the characters down back- lows. ber are still hanging on their hinges.
trails and across rough terrain; he explains 1. Antechamber The west wall is actually a flight of three
that he doesnt want to be recaptured by the shallow steps leading up to a line of pillars.
orcs or the goblins. Eventually the group ar- The first room beyond the gate and doors is
Between the pillars, you can see that cloths
rives at the hillside below the temple and sees the antechamber, a small and thoroughly dark
or tapestries, now ratty and sagging, have
it silhouetted against the dimming skythe chamber. Keestake can move through it, and
been hung, blocking off your view of the
first indication that its almost nighttime. guide the characters through it, with the con-
chamber beyond.
When they get within a hundred yards of fidence of utter familiarity. The walls of the hall of the goddess were
the temple, the characters see the unimpres- If the characters get a chance to see the once plastered smooth and painted with
sive sight of the building. Relate to them the room (this requires some light), they see the
frescoes of the goddess in all her aspects.
following: following.
Now the paint is curling, the plaster is bro-
ken and peeling, and there are large cracks
The building before you was doubtless a This room once had plastered walls in the plasterprobably from the founda-
beautiful temple in its daytwo stories in painted with frescoes of the goddess, her tion of the temple settling over the years.
height, crafted from well-fitted planks of symbols and her deeds. The paint and Additionally, someone has taken a club to
dark hardwoods brought from the main- plaster have badly flaked over the years. the walls here and there, evidenced by
land. The windows were spacious and There is no furniture in the room, only deep gouges and tears in the plaster, and
cheerful, closed against the wind with wind-blown rubbish. places on the wall have been smeared with
brightly-painted shutters; a gate of well- There are two sets of double doors in the filth.
crafted wrought iron once stood before the room, one leading outside and the other,
large front door, and a trellis for well- further into the temple. (Substitute into
the Hall of the goddess, if the characters Keestake says that the damage to the
tended ivy once leaned against the right
have already been in the next room.) roomthe smashed furniture, the damaged
half of the front face of the temple.
and befouled wallsall took place when the
Today, after 60 years of neglect, the tem-
orcs investigated the temple, looking for trea-
ple is a wreck. The expensive wood is old 2. Hall of the Goddess sure. Enraged because they found no gold,
and pitted, cracked and decayed. The win-
The next room past the antechamber is the they destroyed all the furnishings and much
dows are still spacious, but most of the
main hall This, Keestake announces, is of the painting, defiling the decoration; they
shutters are gone; the few that remain
would have done more, but the sudden arrival

14
of the violent storm made them break off their attack the characters, and try to run if at- solid door with a broken locking mechanism.
vandalism and flee. tacked. Its different from the other in that it has
thicker wallsa double layer of bricks was laid
3. Altar Chamber 5. Kitchen
in and plastered over, so the room seems a lit-
When the characters decide to investigate This is a large room with heavy wooden ta- tle smaller than room 6 and the only things
the upraised room beyond the dangling cur bles running around most of the walls. There to be found inside are large hooks attached to
tains, they see the following. is a large, recessed fireplace on the east wall. the ceiling. The hooks have very old, brown
Its as large as a small room, certainly enough stains upon them. Any character can figure
to mount a cross-bar and roast a bull within out that this was a storeroom for hanging
This chamber is raised about a foot and a while simultaneously cooking other dishes. meats, with thick walls to keep things cool.
half above the floor of the hall of the god- The fireplace seems to be in good shape The
dess. You had to push your way through 8. Main Corridor
windows shutters are still closed, and ivy
the tattered curtains to enter. You could creeps in through holes in them; it takes a suc- Any corridor marked 8 is a main corridor for
tell, as you did so, that these ratty cloths cessful Open Doors roll to shove a shutter the temple. This means only that the doors are
were once fine velvet, purple embroidered open. all nicely finished, the walls neatly plastered
upon in gold, but theyve aged now into a The tables are all undamaged, and the orcs, (before six decades of weathering), the floors
uniform, revolting brown and you cannot other than taking a few preliminary axe swings tiled. The floors are now covered in a thin
tell now what the embroidery represented. at the plaster walls, do not seem to have done layer of leaves and refuse, and rats lurk in the
There are only two items in the cham- much damage here. mess, but theres nothing dangerous within
ber. There is, unknown to the orcs, the charac- the corridors.
One is a statue of the goddess. She is sit- ters, and even the goddess, a creature living in
ting on a throne, looking down into the 9. Servants Corridor
the upper parts of the chimney. It is a ghoul. It
hall of the goddess; her expression is preyed last on the crew of a merchant ship. Any corridor marked 9 is a servants corri-
thoughtful, with the faintest trace of a killing and gradually consuming the entire dor; its just as wide as the main corridors, but
smile on her lips. crew. The ship ran aground on the north shore the walls are crudely planked, the floor of de-
The sculptor must have been a tremen- of the island a few months ago. Since then the caying planks, the doors all crude and ill-
dous talent, for the statue is posed in a very creature has found itself a nest in the temple fitting. Since most of these doors were hung
natural manner, head slightly bowed, left and, like Keestake, survived by eating rats. It on leather hinges, they are no longer hanging;
hand extended in a gesture of blessing. has not captured Keestake yet because the old some still stand in place, most are on the floor.
right hand gripping the arm of the throne. man is too wary and paranoid for the ghoul to Like the main corridors, the floors are covered
But it, too, is a ruin now. The nose has catch and, despite his age, he can still outrun in refuse and are occupied by rats.
been broken off, the left hand likewise, a it.
great crack runs across the torso, and the 10. Maid Servants Quarters
Keestake knows about the ghoul but is not
face and torso are smeared with filth. going to mention himfor reasons to be This chamber used to act as a dormitory for
The other object in the room is a low ta- found on Keestakes character sheet and dur- servants. If the characters really take the time
ble, obviously an altar, set down before the ing Episode Five. to prowl through the ruined furniture and
statue of the goddess. Since it bears no scraps of cloth which litter the floor, they can
trace of bloodstains, new or old, it must The Ghoul: AC 6; HD 2 (hp 7); MV 9; #AT
determine that this was the female servants
have been an altar for offerings instead of 3; Dmg 1-3 (claw) /1-3 (claw) / 1-6 (fang);
dormitory; the rotting clothes are maids
sacrifices. THAC0 16; special attack Paralyzation
robes.
Both statue and altar are sculpted out of (saving throw applicable); AL CE.
fine marble. The walls of this chamber are 11. Men Servants Quarters
The ghoul does not attack people it hears
white and unadorned. This chamber, like 10, was a dormitory for
creeping about in the kitchen. It huddles si-
servants. Like 10, its a wreck, but by assem-
lently at the top of the kitchen, and attacks at
bling scraps of clothes, the player characters
The old man confirms that the damage to this time only if a character with infravision
can determine that it was the male servants
the statue is also recent, also a result of the (i.e., elf, dwarf, etc.) looks up the chimney
dormitory.
orcs defilement. Otherwise it waits to attack until the charac-
ters are asleep, as described later in this epi- 12. Senior Servants Quarters
4. Temple Offices sode.
This is a series of small bedroom chambers,
These are simple rooms with panelled walls 6. Storeroom decked out with crude furniture (broken), ob-
and the ruins of furniture tables and viously intended for couples or servants of
chairs scattered all over. The walls have been This is a large room with no windows and a
slightly higher importance.
hacked upon by orcs looking for secret panels solid door with a broken locking mechanism.
and passages but, except for firewood, there is It once contained stored food: casks of ale and 13. Storeroom
nothing of interest here. The floor is tile, and wine, sacks of grain, and so forth. The casks
This storeroom is crammed nearly to the
the shutters are closed over all the windows. are still there, but broken; the sacks are still
ceiling with what had once been bolts of
These shutters can only be opened with a suc- there, rotted and decayed. Again, theres
cloth, chests of clothes, chests with buttons
cessful Open Doors roll, for the shutters are nothing here of value to the characters except
and threads and other clothes-making accou-
held in place by the ivy outside. The ivy forced perhaps firewood.
terments. Numerous rats live in the mess
its way in through the shutters here and there. 7. Storeroom made by this collapsing mass of cloth. Fearful
There are rats, of the ordinary sort, scut- of the ghoul in the kitchen, they keep away
tling around in the rubbish here. They do not This storeroom, like the previous one, is a
from player characters, scurrying out through
single large room with no windows, and a

15
cracks in the walls. Enter the Goddess least, so the character has no luck if he tries to
If the characters take some time to prowl awaken them. (If two characters were awake,
Eventually, the characters finish their explo-
around, they can find enough cloth still in the character she plans to speak with and one
rations and have pumped Keestake of all the
good condition to make up replacement gar- other, she does not cause the other to fall
information theyre likely to get from him.
ments or cloaks, if they need them. They can asleep, but she does not address him by name
Its fully dark outside, theyre exhausted and
also find many brooches, pins, buckles, and so for the first few moments of conversation.)
hungry but warm and dry, and eventually they
forth, all of low value 1 gp worth, total. If the goddess is appearing to a character
drop off to sleep though its possible, even
who is asleep, he awakens to the sound of a
14. Well probable, that they will leave a guard awake.
bell tolling, far away, except that it seems to
If they seem too slow about getting to sleep,
In the garden is a small well. The water in it be coming from the now-glowing statue. The
you can ask them, How are you going to han- situation is as described above; the other char-
is good; Keestake has used it all these years. A dle the sleeping arrangements? which is
worn path leads from the well, through the acters are temporarily and thoroughly asleep.
when they need to indicate their guard ar-
garden, and down to the manor of the Sea The statue changes subtly: the filth disap-
rangement, if they have one.
King. pears (if it wasnt cleaned off already), the
In any case, most or all of the characters will
broken nose and arm float up and themselves,
15. Garden ultimately drop off to sleep. The hall of the
the crack in the torso repairing itself, and the
goddess, in spite of its great open spaces, is the
This was once a nicely planted and kept gar- the statue even moves and stands, inhabited
most congenial chamber to sleep in in any
den. Now, 60 years later, its a small jungle of by the essence of the goddess.
other chamber, enough wind howls in to chill
overgrown flowering plants. The stones which The Goddesss Words
the characters.
made up the path through it are broken or As it turns out, the goddess whichever
covered over. Theres nothing dangerous here, Having gotten the characters attention (by
goddess you have chosen to be represented by
but except for the path and the well it looks calling his name, and with the fancy special
this temple has been keeping a careful eye
quite menacing and untamed. effects) the goddess addresses him somberly:
on the area since her precincts were dese-
Mortal man, why are you and your compan-
16. Priests / Priestesses Quarters crated, since she commenced that great storm
ions come to my temple?
in her irritation several days ago. Shes seen
Upstairs, all these chambers are trashed-out Assuming the character tells her anything,
the player characters enter her temple, and
quarters which once were sumptuous bed- she gradually loosens her control on the other
she is curious about their presence and their
chambers and sitting chambers. Obviously, characters and they wake up, one by one, to
desires.
priests and priestesses of the goddess were not the sound of their companion talking, and to
So she appears to one of them the sight of him addressing this beautiful,
required to limit themselves to poverty. Today,
as you might expect, the rooms are wrecked, moving statue.
Whom Does the Goddess Choose? Having heard the characters story, she ad-
the furniture smashed, the walls carved up,
the paneling torn out, the floor coated with If only one character is on guard through dresses the characters.
mulch and rat-waste and living rats. the night (a foolish arrangement, but possi-
ble), the goddess appears to that character. You see about you the results of the raid of
17. Upper Floor Over the If, during the characters explorations of the Hak-kubra, the pirate orcs. They have
Hall of the Goddess the temple, any character made a kind remark defiled my sanctuary.
The hall of the goddess is two stories high, about the goddess or, especially, if a charac- When men came hither three genera-
of course, so this section is walled off from the ter expressed outrage at the way the temple tions ago, they slew the men of this island,
rest of the second floor; its open air above the was desecrated she appears during that char- but let my temple be as is proper. Since
hall. acters shift as guard (or she magically awakens then, my sanctuary has been subject to
In all the old living chambers, characters the character, if no character is on guard). If wind and storm, age and rot, but I was not
find ruins of furniture, chamberpots, cloth- two or more characters expressed similar senti- offended, for that is natures right to
ing, etc. Nothing of value, nothing to use. ments, she chooses the one with the highest beat down what men have raised.
total of Wisdom and Charisma. But the acts of debasement you see
Keestakes Commentary If a character, for any reason, spent time try- about you have offended me I choose to
on the Temple ing to clean off the statue of the goddess, she destroy this island, and all living upon it: a
automatically appears to him, regardless of proper cleansing of the stain made by the
Keestake knows the details of the temple, the guard arrangements. She causes the guard Hak-kubra.
up to and including the presence of the ghoul, on duty to fall asleep (a simple sleep spell, ap- I see no reason for you to die for an-
as mentioned. If the characters ask him whats plied until it succeeds; the guard falls asleep others offense, however. So I will not
beyond a particular door or whats in a specific but remains on his feet) and then appears to cleanse this island this night, as I had
room, he is willing to tell them. As noted, he the character who attempted to clean her planned, but will stay my hand another
avoids any mention of the ghoul. statue. day, and lay waste to this place at nightfall
tomorrow. If you are fled by then, I will
Players Map of the Temple Appearance of the Goddess adjudge you fit to survive, and the storm
If requested, Keestake draws the characters If the goddess is appearing to a character which destroys this place will do no harm
a map of the temple give the Players Map of to your craft.
who is already awake, she simply causes a sub-
the temple to the players, but only if they re- dued glow to appear around her statue and It is a difficult test. I see you have not
quest it. If they dont ask for it, let them map calls the characters name in a low tone. She is chosen your adventuresome paths will-
out the temple normally as (and if) they ex- mystically keeping the other characters asleep, ingly. So this aid will I give you: there are
plore it. items of power to be found on this island.
for the first few moments of conversation at

17
maximum damage possible for the weapon. vants corridor, and then through the small
For the time you remain here, I will allow Should a character, when addressing the door into the hall of the goddess.
you to use any as if you were trained in goddess, offer to become her cleric, he earns He was a thief in life, so give him a Move Si-
their use. Should you find an object of two favors; one which occurs as described lently score like that of a 5th level thief: 40%
magical power, use it wisely; perhaps it will above, and one which occurs once he becomes He creeps up on the characters. If a guard is
help you toward your goal. a 1st level character if hes true to his word awake, the ghoul contrives to sneak up behind
and takes the clerical class. If, at 1st level, he the guard, even if he has to enter by another
takes some other character class, he earns a dis- door. Give him two Move Silently rolls; one to
Conversation favor (explained below). enter the room silently, one to cross the inter-
Make that little speech of the goddesss as Any character who previously worked to vening distance to the victim. Assuming he
natural as possible, and should the characters clean off the statue, or did a lot of work trying makes it that far unnoticed, he attacks.
wish to speak with her during its course, let to repair the damage done by the orcs, auto- The ghoul is not stealthy in the attack: He
them. Make it as normal a conversation as you matically earns a favor. screams, gibbers, jumps, rends, and tears. Set
can manage (as normal as you can have when a up and run the combat normally. Sleeping
Earning Disfavor
goddess speaks to mortals, that is). characters awaken during the first round of
Once the goddess concludes her pro- Likewise, a character can make the goddess combat, can stand up during the second, and
nouncement, she asks, Have you anything to very angry with insensitivity, expressions of can act and attack during the third.
say or ask? anger, etc. Should any character do so, he
Combat Notes
If one or more of the characters wishes to earns her disfavor sometime in the course of
address the goddess, he certainly may. Some the adventure. The first time he achieves some Once again, the ghouls stats are:
sample questions they might ask: spectacular success at a crucial time, tell him,
Ghoul: AC 6; HD 2 (hp 7); MV 9; #AT 3;
How do we escape the island? She tells No, it didnt work. I dont care what the dice
Dmg 1-3 (claw)/ 1-3 (claw)/ 1-6 (fang);
them that they must find that out themselves, say. The attack (saving throw, trick, whatever)
special attack Paralyzation (saving throw
in order to prove themselves worthy failed. Additionally, your sword (body, trap,
applicable); AL CE
Will she extend her time limit? No. Tomor- whatever object is appropriate) is glowing
row at nightfall, this island will be cleansed. with the same glow that surrounded the statue If the ghoul manages to kill or paralyze all
What information will she give them about of the goddess earlier . . . the characters, he wont automatically slay all
the manor, the treasure, the orcs, or the gob- A character could really offend the goddess of them. He intends to make his dinner last a
lins? None. by insulting her repeatedly, even attacking while. He hangs the dead ones up on the meat
In short, such questions wont gain the her (some characters have enough self- hooks; while hes doing so, the paralysis wears
characters much information, but will give destructiveness in their natures to do this). off the first character to make a successful sav-
them an opportunity to impress the Should this happen, the goddess slays him ing throw (roll once per turn) If no character
goddess or anger her with their courtliness with her usual spell or attacksuch attacks has made a successful roll by the time the
(or lack of it). Speaking of which . . . usually cause 10d6 or 5d10 points of damage, ghoul is through, the goddess burns one of
quite enough to obliterate a foolish mortal. her favors by unparalyzing a character. If no
Currying Favor character had earned a favor, she frees the
A character, if he knows what is good for The Goddess Departs doughtiest warrior among them
him, will address the goddess respectfully or If the ghoul has killed any or all of the char-
Once the questions are concluded, or if no
not at all. But if a character goes beyond the acters, go to When Things Go Wrong to see
questions were asked at all, the goddess re-
simple respect that the gods deserve, he im- how to come up with replacement characters.
sumes her perch on the throne and the glow
presses the goddess with his manner. fades, leaving an inanimatebut now un-
To manage this, a character would have to damagedstatue.
A Final Favor
be quite well-spoken when addressing her, or If some or all of the characters survive the
offer well-chosen flattery (she knows flattery Later That Same Night nights events, when they wake up the next
when she hears it, but is still susceptible, as morning they are completely healed all
mortals are), or offer service to the goddess re- Ultimately, as before, the characters drop
damage from exposure or attacks is completely
gardless of any reward it may gain him. off to sleep again. The encounter with the
recovered, a final blessing of the goddess.
Any character who makes such an offer, or goddess should not have taken place later
than about four hours from daybreakplenty
lavishes some impossibly pleasing compli-
of time for the characters to get some more
Experience
ment, or addresses her with words expertly
chosen and delivered, earns her favor sleep. Perhaps they leave a character on guard All characters who see the goddess earn 20
throughout the adventure. Her favor means again, perhaps not. points of experience for that event alone
this: Once, during the rest of the adventure, A character who earns a favor also earns an
The Ghoul Strikes
the character gets an automatic 20 on a die- additional 40 points of experience. If he
roll when things are at their worst. When it The ghoul was creeping out of the chimney earned more than one favor, he earns 40 xp for
looks as though a character is going to die, or when he felt the goddesss presence enter the each.
fail to save another from dying, let him make temple, and he hid. But now, hours later, its The ghoul is worth 62 points of experience,
his last roll before doom rolls down on him time for him to attackto kill a party of hu- divided among the surviving characters who
and then disregard the result. Tell him, No, mans and let their bodies season for a bit be- participated in its defeat.
thats a 20. If its a saving throw, he saves au- fore devouring them.
tomatically. If its a roll to hit, its an auto- He comes creeping out of the chimney
matic hit, and you should give the hit the again, stealing up the hall, through the door
to the main corridor, into the east-west ser-

18
Character Tracking Form

Character Name: Character Name:


Alignment Checks Alignment Checks

Lawful Good Lawful Good


Neutral Neutral Neutral Neutral
Chaotic Evil Chaotic Evil

Character Class Check: Character Class Check:

Cleric Cleric
Druid Druid
Fighter Fighter
Paladin Paladin
Ranger Ranger
Magic-User Magic-User
Illusionist Illusionist
Thief Thief
Assassin Assassin
Monk Monk

Notes: Notes:

Character Name: Character Name:


Alignment Checks Alignment Checks

Lawful Good Lawful Good


Neutral Neutral Neutral Neutral
Chaotic Evil Chaotic Evil

Character Class Check: Character Class Check:

Cleric Cleric
Druid Druid
Fighter Fighter
Paladin Paladin
Ranger Ranger
Magic-User Magic-User
Illusionist Illusionist
Thief Thief
Assassin Assassin
Monk Monk

Notes: Notes:


1986 TSR Inc. All Rights Reserved.

1
Character Tracking Form

Character Name: Character Name:


Alignment Checks Alignment Checks

Lawful Good Lawful Good


Neutral Neutral Neutral Neutral
Chaotic Evil Chaotic Evil

Character Class Check: Character Class Check:

Cleric Cleric
Druid Druid
Fighter Fighter
Paladin Paladin
Ranger Ranger
Magic-User Magic-User
Illusionist Illusionist
Thief Thief
Assassin Assassin
Monk Monk

Notes: Notes:

Character Name: Character Name:


Alignment Checks Alignment Checks

Lawful Good Lawful Good


Neutral Neutral Neutral Neutral
Chaotic Evil Chaotic Evil

Character Class Check: Character Class Check:

Cleric Cleric
Druid Druid
Fighter Fighter
Paladin Paladin
Ranger Ranger
Magic-User Magic-User
Illusionist Illusionist
Thief Thief
Assassin Assassin
Monk Monk

Notes: Notes:

1986 TSR Inc. All Rights Reserved.

2
3
Keestake, the Old Man Melisana of Ventris
Human Male Human Female
Age 83 Age 19
6, 125 lbs, white hair, blue eyes 55, 130 lbs, brown hair, blue eyes
Alignment Tendency: CE Alignment Tendency: NG

Str 5 Str 9
Int 15 Int 13
Wis 10 Wis 17
Dex 15 Dex 12
Con 11 Con 11
Cha 8 Cha 14

HP: 6 HP: 6
Weapon Proficiency: Dagger Weapon Proficiency: Dagger
Languages: Common Language: Common
Skill: Trapper/furrier (especially rats) Skills: Sailor, merchant

Keestakes story and mental state are described in some de- Melisana, daughter of the merchant Melkeras of Ventris, is a
tail at the beginning of Episode Five. Hes really a victim of the good-natured and insightful young woman, of sufficient natu-
circumstances that left him alone on this island for 60 years but ral wisdom not to have grown up spoiled by her overindulgent
he is crazy nonetheless, and a danger to the player-characters parents. She is determined to run her fathers business when he
once theyre in the catacombs. retires from the day-to-day management, and has set herself
the task of becoming a good sailor and merchant, a goal she is
accomplishing. She is not violent of nature, though the need
for survival will prompt her to help her allies if they are endan-
gered.

Pretos / Pretis of Rabins Reef Alhelor / Alhellara of Barrets Quay


Human Elf
Age 22 Age 569

Str 13 Str 13
Int 9 Int 14
Wis 9 Wis 13
Dex 15 Dex 13
Con 10 Con 10
Cha 12 Cha 10

HP: 6 HP: 6
Weapon Proficiency: Dagger Weapon Proficiency: Staff
Language: Common Languages: Common, elvish, gnomish, halfling, goblin, hob-
Skill: Sailor (salt) goblin, orcish, gnoll.
Skills: Gambler, Trader/Barterer
Pretos/Pretis is a salt-water sailor with several years experi-
ence in trading expeditions. If the character Demin/Demis is Alhelor/Alhellara is an elf, half a millennium old but still
also used, Pretos/Pretis knows and has served with him/her on youthful by elf standards. He/she has spent many years pick-
occasion. ing up profits from haggling and gambling, and is a fluent lin-
guist.

1986 TSR Inc. All Rights Reserved.

4
DMs Map of the Island 1
2
- Site of Shipwreck
- Rugged Hills
3 - Temple
4 - Manor
5 - Barracks
6 - Stables
7 - Old City
8 - Orc Beach
9 - Goblin Beach
10 - Exit from Catacombs

Map does not show numerous small hills and ridges.


Gofus / Gofin of Chawdik Lythandar / Lythandra of Highport
Gnome Half-Elf
Age 319 Age 45

Str 5 Str 17
Int 14 Int 15
Wis 13 Wis 3
Dex 14 Dex 12
Con 14 Con 14
Cha 16 Cha 13

HP: 6 HP: 6
Weapon Proficiency: Dagger Weapon Proficiency: Dagger
Languages: Common, dwarvish, gnome, halfling, goblin. ko- Languages: Common. elvish, gnome. halfling. goblin. hob-
bold. goblin, orcish, gnoll.
Skill: Fisher (netting) Skills: Armorer, Bowyer

This character, resident of the island of Chawdik, is a fisher- Lythander/Lythandra is an apprentice armorer (and part-
man, skilled at dragging nets to catch fish. Like all gnomes. time bowyer, though untrained in the use of the bow) on the
he/she speaks several languages. Gofus/Gofin compensates island of Highport. He/she has never been much of a success at
for a serious lack of strength by relying on the impressive bear- normal human-type jobs: that abysmal Wisdom keeps the
ing (charisma) and the none-too-shabby other abilities he/she character from wisely and sagely sticking to projects from start
possesses. to completion.

Marak / Mara of Caftenor Demin / Demis of Ventris


Human Human
Age 24 Age 19

Str 14 Str 9
Int 7 Int 13
Wis 14 Wis 16
Dex 12 Dex 16
Con 13 Con 14
Cha 10 Cha 12

HP: 6 HP: 6
Weapon Proficiency: Dagger Weapon Proficiency: Dart
Language: Common Language: Common
Skill: Jeweler/lapidary Skill: Navigator (salt)

Marak/Mara is a jewelers assistant from Caftenor. While not Demin/Demis is a professional navigator. and has been at
especially bright, Marak/Mara has good common sense, plus sea almost 8 years. The character quickly learned the finer
good physical strength and endurance. and is a fine appren- points of deep sea navigation, has a good weather sense, and
tice. drafts accurate maps (functions of the high Wisdom and Dex-
terity scores).


1986 TSR Inc. All Rights Reserved.

9
10
Character Tracking Form

Pretos/Pretis Alhelor/Alhellara
Alignment Checks Alignment Checks

Lawful Good Lawful Good


Neutral Neutral Neutral Neutral
Chaotic Evil Chaotic Evil

Character Class Check: Character Class Check:

Cleric Cleric
Druid Druid
Fighter Fighter
Paladin Paladin
Ranger Ranger
Magic-User Magic-User
Illusionist Illusionist
Thief Thief
Assassin Assassin
Monk Monk

Notes: Notes:

Gofus/ Gofin Lythandar/Lythandra


Alignment Checks Alignment Checks

Lawful Good Lawful Good


Neutral Neutral Neutral Neutral
Chaotic Evil Chaotic Evil

Character Class Check: Character Class Check:

Cleric Cleric
Druid Druid
Fighter Fighter
Paladin Paladin
Ranger Ranger
Magic-User Magic-User
Illusionist Illusionist
Thief Thief
Assassin Assassin
Monk Monk

Notes: Notes:


1986 TSR Inc. All Rights Reserved.

11
Character Tracking Form

Marak/Mara Demin / Demis


Alignment Checks Alignment Checks

Lawful Good Lawful Good


Neutral Neutral Neutral Neutral
Chaotic Evil Chaotic Evil

Character Class Check: Character Class Check:

Cleric Cleric
Druid Druid
Fighter Fighter
Paladin Paladin
Ranger Ranger
Magic-User Magic-User
Illusionist Illusionist
Thief Thief
Assassin Assassin
Monk Monk

Notes: Notes:

Character Name: Character Name:


Alignment Checks Alignment Checks

Lawful Good Lawful Good


Neutral Neutral Neutral Neutral
Chaotic Evil Chaotic Evil

Character Class Check: Character Class Check:

Cleric Cleric
Druid Druid
Fighter Fighter
Paladin Paladin
Ranger Ranger
Magic-User Magic-User
Illusionist Illusionist
Thief Thief
Assassin Assassin
Monk Monk

Notes: Notes:

1986 TSR Inc. All Rights Reserved

12
Daybreak thinks this would be the best place to enter the
manor. The terrain around the manor is rolling,
At dawn, as noted in the previous chapter, with great patches of grasses and weeds
The bar, the cross-piece joining the west
the player characters arise and everyone is and scrub growing all over. Keestake
wings to the east, was once a beautiful display
completely healed the final blessing of the points out another topographical
area, where Viledel had his library and his gal-
goddess. feature a depression, some sort of little
leries and displays of art, most of which were
The day dawns overcast and chilly, with oc- ditch or break in the ground which starts
carried away 60 years ago. Its possible that
casional spatterings of cold rain, but it isnt a few hundred feet southwest of the manor
there are some items of treasure here; its
the climatic nightmare of the day before. The and runs almost to the southwest wing.
likely that goblins and orcs will be encoun-
characters can tell that they arent facing dam- Thats how Id creep up on the thing, he
tered here.
age and death from exposure today. Perhaps says. Along that ridge. We couldnt go in
The north-east wing was for manor admin-
this is another gift from the goddess. the door there, wed be spotted in a sec-
istrative functions, and so there are many of-
If no one asks the old man Keestakc, either ond, but theres a window on the west wall
fices and records rooms here. It is possible that
last night or this morning, he volunteers the near the south side where the bars are
here, too, the objects the goddess mentioned
information that he thinks he knows about loose. I magine we can get in there.
can be found. Also, the hidden entrance to
some o them objects of power the goddess
the catacombs is here.
mentioned;
The south-east wing was for manor stores
and workshops in other words, here are the Peculiar Behavior of the
Aye, I know about some odd bits and storerooms for all the food and supplies (now
pieces hereabouts. The Sea King had many Orcs and Goblins
empty or rotting), and the workshops where
treasures from his years of adventuring be- clothes were woven and made, where leather Its likely that the characters will, at some
fore settlin down here. The pirates ran off goods were created, food was prepared, and so point, evidence confusion at the odd behavior
with most of em, but they didnt recog- on. However, this area is where the goblins of the orcs and goblins. Why on Earth dont
nize all of em. Nor would I. typically enter the mansion to do their prowl- they settle their differences in a civilized
But one of em that he gave the queen ing and attacking. manner by mounting an all-out war, one
was this little stick o wood that would side annihilating the other and then picking
throb in your hand when it was near the Sneaking to the Manor the mansion clean at its leisure?
Sea Kings funny treasures. I never both- Thats a reasonable question. If the charac-
ered with it, these 60 years. Not my place Assuming that the characters eventually do ters do become curious, inform them
to be meddlin with the treasures of the decide to go to the manor (if they dont, see courtesy of any character with sailor skill, or
family. Nor yours either, if it werent life- When Things Go Wrong, appendix 1), let the character with the highest Wisdom that
and-death. Ill show you where it is, if you them choose how they intend to go about it. this seems to be part of the code of the pirates
want. Look at the DMs map of the manor to famil- of the Korinn Archipelago.
iarize yourself with its shape and layout. Pirates of the archipelago, when they meet
Then, if the characters decide to get a look in a neutral area such as a free pirate port or
Players Map of the Manor at the manor before approaching it, let them. unclaimed territory, are not supposed to wage
Theyll probably want to observe it from the true war on one another. Decades or centuries
If the player characters request it, the old summit of their hill or somewhere far enough ago, the rulers of neutral pirate ports made
man, as usual, will sketch them a crude map away that they will be safe. this decree to quash the excessive pirate wars
of the manor of the Sea King. When they re- If they do give it a look, relate the follow- and rumbles that tended to erupt in their
quest it, give them the Players Map of the ing: streets.
manor.
In neutral ports, pirates of differing crews
When the old man gives the characters their The mansion, just as the old man de- are allowed to participate in individual duels,
map of the manor, he goes over it with them scribed, is an H-shaped building, very to defend themselves if attacked, and to at-
briefly, showing them the layout and what the long and low. It seems to be built of gran- tack if someone is stealing from them. Often,
various parts of the manor are. ite. The exterior looks like it has stood up this decree is circumvented by pirates who
The manor of the Sea King is a single-story, to the elements better than the temple. only claim to have been attacked or robbed
large, rambling mansion built roughly in the Unlike the temple, all the exterior win- but, in general, the custom keeps neutral pi-
shape of the letter H. dows have solid-looking, if rusty, iron bars rate ports more peaceful than they would be
The north-west projection, or wing, is across them. It looks as though it was made otherwise.
where the manors residents lived 60 years to be defended, though its no castle. Obviously, what the orcs and goblins are
ago. It consists mostly of bedrooms and living You can see the orcs and goblins at oppo- doing is keeping to the letter of the law. Each
suites. The little stick that throbs is here cite ends of the manor. There is a cluster of side has claimed the manor and its goods, and
or used to be, in the queens suite. There may orc-guards in front of the entrance to the has set about exploring it.
be others of the goddesss items of magic in northwest wing, and a trickle of orc traffic Whenever they see an enemy prowling
this area, but there are likely to be prowling between there and the barracks, a little around in their territory, or even worse
orcs here: the orcs normally enter the building north-west of the manor. There is a some- carting goods off from the manor, they con-
through this wing. what larger cluster of goblin-guards in sider it stealing, draw their weapons, and
The south-west wing was for servants quar- front of the entrance to the southeast attack. The end result is a war of skirmishes.
ters, and has many bedrooms and quarters for wing, and a corresponding trickle of goblin The armies keep well apart, and the real bat-
the familys loyal servitors, such as Keestake. traffic between there and the stables, a lit- tles are fought by the scouts prowling through
Since there was no treasure here, the orcs and tle to the south-east. the manor.
goblins do not often come here, and Keestake

19
Getting Into the Manor Orc guard: AC 10; HD 1 (hp 6); MV 7; #AT the corridors have enough residual light filter-
1; Dmg 1-8/ 1-8 (battle axe), 1-4/ 1-3 (dag- ing in so that characters can see as if they were
Let the characters decide how they intend to
ger); THAC0 20; AL LE. in a standard dungeon and carrying torches.
get into the manor; be sure to repay cleverness
Equipment: battle axe, dagger. If anyone is curious as to how the Sea King
with appropriate success.
and followers could think that the manor
Some ways to get into the manor: Distraction and Rush
could be defended, with all its windows and
Keestakes Recommendation The characters might think to cause some doors, tell them the answer: Occasionally,
sort of distraction and then rush for an en- rulers rely more on the might of their navies
The characters can creep down the hill to
trance while the guards watch the distraction. than on their fortifications. You see this sort of
the end of the little depression which Kees-
This should work, provided the characters are half-hearted defensive construction when the
take thinks should be their approach to the
sensible about it. Setting a fire in the under- ruler never really expects enemies to make it to
manor. If the characters try this approach, let
brush near the manor will draw some of the his front door. In the case of the Sea King, this
them get to the start of the depression without
guards away to investigate, and holds the at- confidence was obviously unwarranted.
incident; then, as they progress along the ra-
tention of all guards left behind.
vine, have them make Move Silently rolls a
quarter of the way along, half the way along,
However, the characters will be disap- Northwest Wing
pointed if they expect their distraction to draw
three-quarters of the way along, and finally 1. Exit
all the guards away from one of the guarded
just before they reach the west wall of the ma-
entrances. No matter what sort of distraction The door here is of solid wood. The bars
nor.
takes place, three guards will remain in front used to barricade the door are long broken
If any character blows a Move Silently roll
of the guarded entrances three goblins be- and lost.
tremendously for example, by rolling an 80
fore the door to the northwest wing, three orcs Outside the door, three orcs one with an
or higher have a single, incurious Orc guard
before the door to the southeast wing. axe and two with bardiches stand guard,
investigate. He moves in the general direction
concentrating their attentions on the grounds,
of the noise, certain its some wild animal but Pure Stealth
not on the door.
professionally inquisitive anyway.
The characters might choose to approach
This can let you play the classic movie scene 2. Corridor
the manor by relying purely on stealth and the
where the characters freeze in the underbrush
natural cover of the area. This is dangerous, The corridor here is lined with dusty,
as the brooding guard walks around, mere
but certainly allows them to choose between cracked wood panels; tattered cloth indicates
inches from them; perhaps theyll decide they
entering at the southwest entrance, the north- it was once hung with tapestries and drapes.
must assassinate the guard silently before he
east entrance, or the unbarred window to This particular wing housed the royal fam-
can spot them; perhaps theyll panic and at-
Room 18. ily of Viledel, and so doors lead to various
tack, and then have to make a run for the ma-
Because of the natural cover and the rooms and suites which were once lavishly fur-
nor before the other orc guards by the
guards typical disinterest, the characters nished and richly decorated.
southeast entrance can reach them.
chance to remain unnoticed while approach-
If they dont panic and decide not to attack, 3, 4. Majordomo and Chief Scribe
ing is 60%, rolled four times by each
let them all make Move Silently rolls again. If
characteronce one-quarter of the way to These two rooms were bedrooms of chief
all roll below an 80, the none-too-curious
their objective, once halfway, once three- servants of the Sea King; 3 housed his major-
guard does not spot them. If anyone rolls
quarters of the way, and finally when almost domo, the man who administered this manor,
above an 80, the guard hears that character
upon their objective. and 4 housed his chief scribe and correspon-
shifting in his hiding place and slowly walks
If a roll is failed, or if you wish to do so, you dent.
over to investigate perhaps leading to the at-
can give the characters an encounter with a Both are similarly decorated polished
tack or assassination attempt, as mentioned
guard such as the one described previously. wood floors (marred by axe-blows from
above. Should the player characters let him
searching orcs), beds, chairs, and couches
get to the noisy character without attacking
him, he spots the character and grabs him,
Prowling the Manor faded and made dusty by the years, broken up
and scattered about.
making a commotion to attract his allies, Once the characters are within, from what-
If the characters spend any time prowling
which probably will lead to one of the out- ever entrance, they may begin prowling
around in 3, they can find a signet ring show-
comes listed above. through the manor. Obviously, theyre not
ing a leaping dolphin, which Keestake angrily
Incidentally, if you simply wish to give the strong enough to confront a large, heavily-
tries to snatch away from them, claiming it
characters a harrowing encounter, spring this armed band of orcs or goblins. However, by
was the Sea Kings seal. (It was, and if the
orc guard situation on them even if they make carefully sneaking, ambushing unsuspecting
characters bring it intact back to the world, it
their Move Silently rolls. Explain that they enemies, and other stratagems, the characters
is worth 1,000 gp to collectors.)
would have had a whole nest of orcs down on should be able to explore much or all of the
If the characters search around in 4, they find
them if they hadnt made their rolls success- manor, find what they may of the treasures
several ancient and crumbly documents, written
fully. left there, and make it mostly intact to the en-
in Common: records of items in storage, profit/
If the characters make it to the end of the trance to the catacombs.
loss statements, etc. If they take the time to look
depression, which is only a few feet from the The manors windows are all barred. A suc-
at each surviving piece of paper (there are about
manor wall, Keestake creeps over to the win- cessful Lift Gates/Bend Bars roll allows a
30), one is found to be different from the rest
dow of Room 18, where the frame of bars is character to tear the bars off a window, but
beautifully hand-lettered, with a single para-
loose. He pulls it loose and crawls in, or allows this makes a lot of noiseenough for orcs and
graph scribed upon it.
the characters to precede him, whichever they goblins nearby to hear and come running.
Its a clerical scroll with one spell hold
prefer. The manor is not utterly dark; light spills
person. A character reading its heading and
through the windows into all the rooms, and
the first few words realizes what it is and has

20
the deep-rooted confidence that he can read it Goblins with spears: AC 10; HD 1 (hp 3); MV their hinges, but as usual with the manor the
and use it exactly as was promised by the 6; #AT 1; Dmg 1-6/1-8 (spear), 1-4/1-3 locks are broken.
goddess. The character can use the scroll as if (dagger); THAC0 20; AL LE.
10. Corridor
he were a 1st level cleric Equipment: spear, dagger.
Naturally, if the characters already have the This corridor, unlike the bright and cheer-
8. Kings Quarters
wand of magic detection, it leads them ful corridor of 2, has darker and cruder wall-
straight to the scroll. It will not detect the sig- This suite of three rooms once housed Vile- paneling, brackets for torches instead of for
net, which is not magical. del, the Sea King, and so Keestake is naturally lamps, and rough finishing overall
solemn and reverential while he is here. obviously an area for servants.
5, 6. Princes Quarters
Like the quarters of the queen, these cham-
11 - 17. Upper Servants Quarters
These two rooms were decorated and fur- bers are decorated in once-beautiful decay
nished even more lavishly than 3 and 4, with The room whose door leads to the hallway is These smallish rooms seem to have only
woven rugs (now moldy) on the floor, tatters the suites antechamber, filled with broken so- enough broken furniture in them to accom-
of tapestries on the walls, delicate, intricate, fas which once accommodated nobles await- odate one or two personsthey appear to
and thorougly smashed furniture all over the ing the kings pleasure. have been the rooms for married servants.
floor. As usual, there are axe-cuts and other The next room into the suite is the kings
18. Keestakes Entrance
signs of orcish investigation everywhere. sitting room, which features a broken desk,
smashed chairs, and particularly badly This room has the window with the loose
7. Queens Quarters
hacked-up walls. The hacking and smashing is bars. Its a dormitory-type room; numerous
This suite consists of two rooms the sitting especially fierce in this room, more so than in broken cots and storage chests litter the floor.
room, which has the door opening onto the any other in this wing; if questioned, Kees-
19. Keestakes Quarters
corridor, and the bedroom, which opens only take reluctantly admits that the orcs had the
onto the sitting room. idea that there was treasure to be found here. This is the room where Keestake has lived
The sitting room once featured carpets and There is indeed treasure here: A secret com- for the last 60 years. If the characters get near
wall hangings like the princes rooms, though partment in one of the surviving large pieces it during their exploration of the manor
substantially richer before the years of neglect of desk. If the characters prowl through the which is automatically the case if they entered
and decay. As is normal for this manor, the large remaining pieces of desk, and someone the manor through room (18) or through the
walls show the signs of orcish investigation makes his roll to detect a secret door, he finds southwest entranceKeestake wants to see it;
walls chopped on, floorboards pried up, etc. the secret panel which opens the compart- he hasnt seen it since he was captured.
The bedroom once featured a four-poster ment. If the characters have the wand of Its a mess. The furniture he had taken to
bed, a settee with an actual glass mirror (now magic detection, the compartment is a cinch his choice room and kept up all these years is
in shards all over the room), and a terra-cotta to find. The compartment holds a dagger and recently destroyed and picked through, in-
bathtub behind a screen; the bathtub is a small, blue, glass flask, stoppered and cluding his bed, his chest of drawers, his ta-
painted with fish and squids and rays and sealed. bles, his chairs. He complains and moans
other sea-life, and is cracked into several large The dagger is shiny, showing no sign of rust loudly until told to shut up by the characters.
pieces. after all these years a clear clue to its special
20-23. Dormitory Quarters
When the player characters get into the sit- nature. It is a good double-edged fighting-
ting room, have them all make rolls to Hear style dagger with a black stone hilt inlaid in These chambers, like 18, were once
Noise as if they were listening at doors (i.e., a gold in the design of cresting waves. Its actu- dormitory-style quarters for the servants of the
1 on 1d6). If anyone succeeds, he hears the ally a dagger + 2, + 3 vs. creatures larger than manor. Now, like 18, theyre just ruins.
low, muttered conversation of the goblins in man-sized.
the sitting room. The contents of the flask, should a character The Bar
If the characters decide to take a quiet peek risk a taste-test, make the character feel as if 24. The Hallway
through the slightly ajar door, they see a small hes swelling with powerits a potion of
party of goblins giving some attention to a super-heroism. (Viledel, no fool, kept a back- This hallway, like 2, was once a richly
small piece of decorated wood an un- up weapon and a magical bonus to his fight- appointed passageway leading to the large
adorned crimson wand. Yes, the goblins have ing ability near at handattacked in his general-use rooms along it. As the characters
finally found and investigated the very wand quarters, he wouldve had the potion and the should expect, its a ruin now.
that the player characters will probably want. magical dagger to use. Obviously, he never got Heres an optional encounter to use if your
How many goblins are there? Base that on the chance to use them in the final sack of the characters need a little more excitement.
the number and status of the player charac- manor.) When exploring this hallway, when the char-
ters. For every player character who is armed The third and most interior room is the Sea acters reach a point between rooms 26 and 29,
and in good shape to engage in combat (i.e., Kings bedroom, also decorated in modern a party of orcs emerging from the hallway at
armored, retaining most or all of his hit decay style. It features smashed tables, 31 enters this corridor the party of orcs
points, etc.), include one goblin opponent. smashed four-poster bed, and ruined floor two-thirds the size of the characters party.
Hero characters who are non-combative in planking and wall paneling. Practically simultaneously, a party of goblins
character, or who have few hit points left, or rounds the corner from 2; the party is equal in
are otherwise of marginal use in combat dont Southwest Wing size with that of the characters. (None of the
earn the party any extra opponents. Melisana three parties is surprised.) This puts the char-
9. Entrances
and Keestake dont earn the party any extra acters in a fix, as theyre trapped between
enemies, for instance, but might be able to Two doors lead into this wing: The north these two forces.
help their friends. door into 2 and the south door leading out- If they use their heads, theyll be in no dan-
side. Both doors are of solid wood and still on ger. All they need to do is remember that

21
these two forces are enemies, and get out of walls and pertinent frescoes, just like those the some moldy scrap leather. Keestake, if asked,
the way duck into one of the nearby rooms, characters found at the temple. There are can identify that this was where the manors
and wait until the fireworks settle. If they do, wooden benches here, mostly in good shape. leather goods were made. Any character with
after about a minute the goblins will all be There has been some careful prying and the secondary skills armorer or leatherworker
dead and two injured orcs remain. searching, but the chapel has not been out- can identify the rooms function.
Should the characters foolishly decide to raged as the temple was. Evidently the orcs
36-46. Dry Goods Storerooms
duke it out, the orcs and goblins are similar in were not so ambitious when they found the
composition to those found in Episode Two. manor. When they later went crazy and de- These chambers are filled with rubbish and
filed the temple, they were frightened by the chests of moldy garbage that once was dry
Orcs with bardiches: AC 10; HD 1 (hp 1); MV
onslaught of the storm and decided not to goods, grains, cloth, pottery, etc. There is
9; #AT 1; Dmg 2-8/3-12 (bardiche), 1-4/
subject the chapel to the same treatment nothing of value to be found here.
1-3 (dagger); THAC0 20; AL LE.
proving that orcs have some modicum of in-
Equipment: bardiche, dagger. 47. Exit
telligence.
Orcs with axes: AC 10; HD 1 (hp 2); MV 9" ;
Outside this heavy oak door (with its bar-
#AT 1; Dmg 1-8/1-8 (battle axe), 1-4/1-3 29. Gallery
bracers and crossbar miraculously intact, but
(dagger); THAC0 20; AL LE.
This room contains only the ruins of some currently unused) are stationed five goblin
Equipment: axe, dagger.
picture frames. Once upon a time it housed guards, who pay no attention to the door be-
25. Study Viledels collection of art, but it was all taken hind them unless they hear it open.
away by the pirates 60 years ago.
This room had once been a study. There is
the moldy remains of a rug on the floor, three 30. Lesser Dining Room
Northeast Wing
smashed desks, and two ruined tables. A 48. Dining Hall
This chamber, like 27, has a large table still
small door behind a moldy tapestry leads into
standing within it, and benches enough to ac- In this chamber are enough heavy oaken ta-
the antechamber of 8.
comodate about 40 people. Keestake, if bles and heavy wooden chairs to accomodate
26. Library asked, explains that it was the secondary din- 60 guests in grand comfort. The leather pad-
ing room, used when there were too many ding on the chairs is all eaten away by time,
Breathing is difficult in this room because
guests for the main dining room to accommo- and some of the chairs have been smashed,
of the thickness of the mold growing here. In
date. but the chamber itself is in fair enough shape,
the room are toppled bookshelves and masses
compared to the rest of the manor.
of rotting paper and leather covershundreds
of books, all absolutely ruined. Not one is in
Southeast Wing 49-51. Scribe and Record Rooms
good enough shape to recover. 31. Hallway
These chambers, all essentially identical,
On the cast wall is a large (8 feet tall, floor
This hallway is functionally identical to 10. feature two broken desks, numerous broken
to ceiling) wooden plaque, only slightly dam-
Keestake can assure the player characters that chairs, and shelving units which feature small
aged by pirate and on weapons; its a piece of
theres nothing of value to be found in this trays filled with mold and scraps of paper. It
relief sculpture showing a harpooner (full size)
wing; if they choose to investigate, thats fine. was here that the scribes administered Vile-
drawing back his weapon to release at a distant
This is the wing by which goblins enter the dels empire, and the trays once contained
whale. The plaque has been pulled bodily
manor, so you can give the characters a ran- manor records and foreign correspondence.
from the wall, presumably by those searching
dom goblin encounter if they really wish to in-
for secret doors, and leaned against the wall. 52. Scribe and Record Room
vestigate this wing.
If the characters take the time to really look
This chamber is identical to 49 through 51,
over the plaque, they find something strange: 32. Kitchen
with one significant difference: Its here,
the harpoon the figure is holding is a separate
This kitchen, similar in style and arrange- Keestake says, that the entrance to the cata-
piece, inlaid into the wood of the plaque but
ment to the one in the temple of the goddess, combs is, under one of the bookcases on the
easily removable. Its been painted to look like
has lightly damaged tables lining the walls north wall. All anyone has to do is press a but-
part of the plaque, but it isnt. The harpoon-
and two giant recessed hearths. A double door ton atop the bookcase, above the average
head is false and drops off if the harpoon is
leads out to the hallway, and a secondary door characters (or orcs or goblins) line of sight.
handled, revealing the golden hue of the
leads to the meat storeroom at 33. Keestake says its been nearly 20 years since
weapon beneath.
hes been down below.
Its actually a javelin of lightning, another 33. Meat Storeroom
When the characters try to utilize the mech-
of Viledels last-ditch weapons hidden in the
Like its equivalent in the temple of the god- anism, they can press the button but noth-
surroundings. Its especially easy to find if the
dess, this heavily-walled chamber has meat- ing happens. No grinding noise, no bookcase
characters use the wand of magic detection.
hanging hooks and is otherwise empty. swinging open, nothing.
27. Board Room Let the characters have time enough to pon-
34. Weavers
der this unexpected complication. Keestake
This chamber contains little furniture: one
This workroom contains the remains of sev- has the following information (which he vol-
massive oaken table, still standing and little
eral looms. Many drop-spindles and spinning unteers is no one asks):
damaged, and the ruins of about 20 wooden
wheels are also to be found, all of negligible If the bookcase is pried away from the wall,
chairs.
value. it reveals the shaft leading down. That will
28. Chapel take some time and make a lot of noise, unfor-
35. Leatherworkers
tunately.
This chamber is a chapel dedicated to the
This chamber contains only broken tables, However, theres machinery at the bottom
goddess, easily recognized by the plastered
porcelain vats, small wooden mallets, and of the shaft which should seal the shaft behind

22
them. Its not delicate, secret machinery like hidefor instance, the various series of ad- Treasures Found in the Manor
the device that was supposed to swing the joining rooms, or storage chambers where
Be sure that the characters note on their
bookcase open. theres plenty of decaying trash to hide be-
character sheets or on a central scratch-sheet
The characters have to decide if and how neath.
every treasure they take, win, or are assigned.
they want to handle the opening of the book- Caught In a Rumble. The characters can be-
This is especially necessary when youre calcu-
case. When they decide to do so, proceed to come caught between two opposing forces, as
lating their experience points for this episode.
Descent to the Catacombs, below. described at 24. Perhaps this time they wont
have the option to just duck into the nearest
53. Official Visitors
chamber and wait out the action; they may
Keestake and the Treasures
This room was once a lushly-appointed have to fight the two forces as the goblins and If any characters state that theyre watching
waiting room: sofas, chairs, carpets, desks, orcs fight one another as well. Keestake (to gauge his reactions) while theyre
and hangings were designed for official visi- In any case, dont confront the player char- acquiring loot from the various rooms, tell
tors checking in with the chief scribe on duty, acters with enough enemies to annihilate them that he becomes quiet and subdued
making appointments to see the Sea King, them unless theres some way for the charac- whenever they pick up an object.
etc. Its one of the rooms most thoroughly ters to use local terrain or their brains to extri- Should they ask him why he reacts with less
sacked in the efforts to find treasure, so theres cate them from the bad situation. than glee whenever they find something that
nothing but a fairly homogeneous mass of ru- may save their lives, he says, I just dont
Orc Commanders: AC 8; HD 1 (hp 6); MV
ined furniture and cloth in the room now. much care to see the goods of himself gath-
9; #AT 1; Dmg 2-8/3-12 (bardiche), 1-4/
ered up like shells on the beach. They belong
54. Waiting Room 1-3 (dagger); THAC0 20; AL LE.
here. I understand it, though. Youll get no
Equipment: bardiche, dagger, padded ar-
This room, originally arranged much like trouble from me. He wont meet their eyes
mor.
53, was for visitors awaiting the Sea Kings when making his claim.
Orc with bardiche: AC 10; HD 1 (hp 3); MV
pleasure. Its now in much the same state as
9 ; #AT 1; Dmg 2-8/3-12 (bardiche), 1-4/
53.
1-3 (dagger); THAC0 20; AL LE.
Descent to the Catacombs
55-58. General Offices Equipment: bardiche, dagger. To descend into the catacombs, the charac-
Orc with axe: AC 10; HD 1 (hp 4); MV 9; ters must pry the bookcase off the wall to re-
These rooms were used as offices for various
#AT 1; Dmg 1-8/ 1-8 (battle axe), 1-4/ 1-3 veal the descent shaft. There are enough
of Viledels administrators. They are now
(dagger); THAC0 20; AL LE. chunks of wood lying around to accomplish
characterized by the gouged walls, smashed
Equipment: battle axe, dagger. this task. The characters simply have to figure
expensive furniture, and other signs of orcish
Goblin Commander: AC 8; HD 1 (hp 2); MV out exactly how they want to do it: slow or
treasure-hunting.
6 ; #AT 1; Dmg 1-6/1-8 (spear), 1-6/ 1-6 fast.
59. Exit (bow), 1-4/1-3 (dagger); THAC0 20; AL Slow means they carefully and quietly (or as
LE. quietly as possible) pry the bookcase off. Fast
This is a solid oak door like those at 1, 9,
Equipment: spear, dagger, leather armor. means they insert their pry-sticks and wrench
and 47. Unlike the others, this one is com-
Goblin with spear: AC 10; HD 1 (hp 2); MV as hard and fast as they can, so they can de-
pletely intact and has been left barred from
6; #AT 1; Dmg 1-6/ 1-8 (spear), 1-4/ 1-3 scend the shaft before anything can catch up
within. Someone outside, attempting to force
(dagger); THAC0 20; AL LE. to them.
it, would have to make his Open Doors roll
Equipment: spear, dagger. When theyve made their choice, let them
which, of course, makes a lot of noise.
Goblin archer: AC 10; HD 1 (hp 4); MV 6; pry the bookcase from the wall.
#AT 1; Dmg 1-6/ 1-6 (bow), 1-4/ 1-3 (dag- Fast means it takes one combat round to
Use of Random Encounters ger); THAC0 20; AL LE. move the bookcase. It makes a tremendous
If the characters are remaining too unruf- Equipment: battle axe, dagger. grinding noise as its pried loose from the wall
fled, too undamaged, and too successful in and another tremendous crash as it falls to the
their search of the manor, you may wish to Noise and Reinforcements floor. (Should a character try to stop it from
drop some random encounters on them falling, have him make his Open Doors roll. If
In reference to the encounters notes above,
Of course, there are parties of orcs and goblins he fails, it falls anyway, on top of him, causing
you may wish to bring in wandering orcs and
prowling through the manor. If you want the 1-6 points of damage. If multiple characters
goblins when the characters are doing some-
give the characters some more danger and ex- are trying to stop it, have each roll; if all fail,
thing particularly noisy, such as fighting, or
citement, bring them into conflict with the damage is divided between them. If they suc-
(perhaps the most fun for you) when theyre
other prowlers in the manor. Some ways to go ceed, they can lower it safely to the floor, but
prying the bookcase from the wall in 52.
about it: the first noise was still quite enough to startle
Follow the advice given above about con-
Discovered By Small Party. The characters birds a quarter mile away.)
fronting the characters with enough enemies
can be discovered by a small party of either Slow means it takes a full turn (one minute)
to challenge them but not enough to annihi-
orcs or goblins. This is likely to lead to a to pry the bookcase from the wall. The charac-
late them. This adventure should be constant,
straightforward fight to the death in the hall- ters can safely lower it to the floor with no real
slow drain on the strength of the player char-
ways. danger. Each ten-second round, you should
acters. Beyond this point, if they lose any
Hiding From Large Party. The characters roll 1d6. On a 1, goblins somewhere in the
members from their party, there can be no re-
can be spotted (at a distance) by, or simply southeast wing have heard the noise and come
placements, as discussed in When Things
have to hide from, a large party; of either orcs to investigate. They arrive 2d6 turns after they
Go Wrong.
or goblins which is prowling from room to hear the noise, two goblins for each three
room. This should take place in terrain where characters. This may lead to characters fight-
the characters can have some opportunity to ing a delaying action at the doors while their

24
allies finish moving the bookcase and begin Experience for Treasure
descending the shaft; this is all very appropri-
As mentioned, the gold piece value of
ate, heroic, and cinematic.
mundane treasures found in the manor is neg-
When moved, the bookcase reveals a small
ligible, with the exception of the seal of the
shaft, 2 feet wide and 2 feet long. The shaft is
Sea King. Dont assign any experience for that
lined with bricks. Small steel staples, some-
yet.
what rusted, act as rungs for descending. Two
Experience for the various items of magical
characters can enter the shaft every combat
treasure found is awarded to the character who
round, descending at a rate of 10 feet per com-
ends up with the object. Experience for the
bat round (60 feet per turn).
wand of magic detection, however, is divided
Where the characters end up is discussed in
among the entire party.
the next episode.
The worth of the magical items is:

On the Passage of Time Potion of Super-Heroism 450


Wand of Magic Detection 2500
Considering that the characters only have
Scroll of Hold Person 200
until nightfall to escape the island, theyre
Javelin of Lightning 250
probably going to be very interested in how
Dagger +2 250
much time they have remaining.
The day is about 12 hours from sunup to Character Class Choice
sundown. Thats their time limit.
Once experience is assigned, youll find
Observing the manor, then laboriously
that some (or all) of the characters have
creeping down the hill and entering the
reached 1st level.
manoror setting up a good diversiontakes
Individually (privately if possible), as de-
about two hours. That leaves 10 hours.
scribed in the Dungeon Masters Introduc-
Each wing of the manor they explore takes
tion, tell each character what you think his
about an hour. If they just walk down the hall-
class and alignment are, get his feedback, and
way and dont explore, thats effectively no
make your choice. Reroll hit points if appro-
time. But if they do a room-to-room search,
priate (and adjust the new number to reflect
that takes an hour. Figured into that time is
damage the character has taken to this
the actual searching, plus the time it takes to
pointif he had a total of 6 hit points before
move quietly in a manor filled with enemies.
and had taken 3 points of damage, and you
Once theyve entered the manor and done
now determine he has 8 hit points, hes still
all the searching theyre going to, and de-
taken 3 points of damage). You now have
scend the shaft to the catacombs, note how
some 1st level characters.
much time they spent topside and tell them
If some of the characters who have techni-
how much time they have left.
cally reached 1st level have not demonstrated
Dont tell them how the time theyve spent
a leaning toward one class or another and tell
breaks down, because they probably will ar-
you they havent yet made up their minds, let
gue. (Theyd argue if you told them it only
them stay at 0 level a while, but no longer
takes five minutes to climb down a hill and
than the end of Episode Five. At that time,
two to search a wing; theyd want to do the
every character must take his class and align-
hill in three and each room in one.)
ment unless he has not yet earned enough ex-
perience points to do so.
Experience and Character Class
Its your choice whether you want to assign
experience at this pointbecause when you
do, characters will begin reaching 0 and
higher experience point totals and will be
ready to choose their character classes.
Make your decision this way. If over half the
party seems to have made a decision (pur-
posely or inadvertently) as to their character
classes and alignments, assign experience at
this point. If half the party or less has not
made such a decision, wait until about half-
way into the next episode before assigning the
experience.
Experience for Monsters
For each orc or goblin, give the party 12 xp.
Divide the experience among the characters
who actually fought the monsters.

25
Now we enter the climactic episodes of the ad- low-toned and evidently quite sane, but what Yes, hes lured them down here so he could
venture. The player characters think they can hes saying should come to sound more and seal up the shaft so they could all die so no
smell both treasure and imminent escape. more sinister to the player characters. one, not even the orcs or goblins, could get
Theyre right, but these things are not being While the characters go about their initial the treasure and profane the tombs.
given to them on a silver platter. explorations, he begins he can either ad- Improvise the monologue around his
dress the whole party, or just one sympathetic speech and their reactions and questions;
Players Map character, whichever is easier for you. make it as natural and reactive as possible.
And, assuming the player characters let the
Should the characters have asked Keestake
Well, we made it. Knew we would. Ha- loon get to the end of his speech, he decides to
for a map of the catacombs at any time before speed up the process of their dying down here.
vent been down here in a while.
Keestake Loses His Mind, below, he draws
Remember the worst trip I ever had to Keestake whips a concealed dagger out of
them one. Fold the module cover to show
make down here. Right after them first pi- his tattered robes and attacks the nearest
them the players map of the catacombs.
rates left, 60 years ago. I had to do right by player character. At this point, hes com-
However, theyll eventually find the map is
my sovereign, dont you think? I couldnt pletely lost his mind. He wont calm down; he
no gooderroneous and even dangerous has to be killed or subdued
for reasons to be discussed below. leave him lying there, hacked up and strip-
ped down. Had to prepare him right and
Keestake Loses His Mind fine for the afterworld. If Keestake is Already Dead
So I hauled his body down here. Hard If Keestake is already dead, or simply never
The characters, descending into the cata- work that was. Dressed it up in some encountered by the player characters, they
combs, eventually reach point 1 on the cata- clothes and goods that the pirates missed. wont have even that hint that not everything
combs map. Once all the characters who will Laid it in a crypt near his son. Hauled his is kosher in these catacombs. Mores the pity,
be descending have reached that point, the queens body down, laid it between her and the danger to them.
characters hear the clanging of the rungs and husband and her son. That was grisly
the goblinish (or orcish) cursing that indicates work. I was sad. Never been so sad since.
they are being pursued.
The Catacombs
Himself had a ring, something hed
Keestake pulls a lever attached to the wall at found adventuring. Made things happen, Take a good look at the DMs Map and the
point 2. (If the characters try to prevent this, if you just wished for it. But theyd Players Map of the catacombs. Youll notice
he explains that it seals the shaft and prevents stabbed him in the back before he got a that theyre different, more so than just the
the pursuers from ever descending.) chance to do any wishing. old mans lousy scribbling can account for.
Once the lever is pulled, a tremendous I took it off him and prayed that theyd The old man has drawn some bogus details
crash resounds from overhead and the sounds never decay, theyd always be in one piece into the players map. Hes listed a couple of
of descent change momentarily to screams, when it was time for the dead to rise up for things specifically the Good Weapons &
and then to silence. Then a tremendous cloud the afterlife. Knew Id done right; it al- Armor and Go-Slow Hallway precisely so
of dust rushes out of the shaft and a hail of ways seemed his eyes followed me after that the characters will go there; these areas
medium to large rocks crashes to the bottom that. Year after year after that, he never de- are, in fact, dangerous traps.
of the shaft. (If any character was standing at cayed. Hes in as good a shape now as he And hes totally misdrawn and mislabeled
the bottom of the shaft, have him make a sav- ever was, likely. Dont know for sure. Ha- the map in regards to the last chamber (Room
ing throw vs. magic. If it fails, he suffers 2d6 vent been down here in a while. 12 on your map) and the entrance to the
points of damage damage before he can throw You need to get used to your quarters, crypts, which is actually buried in the rubbish
himself out of the way.) you know. Youre going to be down here a at the back of Room 8.
Finally, a solemn silence descends over the piece. Youre not leaving, you know. No Hes rigged up several traps in these cata-
chamber. Let the characters know what their more so than me. combs over the course of the years, traps de-
surroundings are like. Ysee, I really couldnt let you wander signed to inconvenience, injure, and kill
off with the Sea Kings treasures and pret- anyone (other than himself) prowling around
Youre in a dank chamber with rough stone ties. Cant let you profane the tomb of his in the catacombs. This is part of the danger
walls and a damp, oppressive atmosphere. son. What kind o servant would I be if I that the characters face down here.
This large chamber seems to have been let that happen? Chamber by chamber, here are details on
partitioned off into three storerooms, each I wanted to get down here and shut up the catacombs.
piled high with crates and jars; each stor- that shaft when the orcs first landed, but 1. Entry Point
age area is about 20 feet broad and 40 feet they got me. Youve done me a favor. Got
deep, and the areas are separated from one me down here so that I could shut it off. This is where the lower end of the descent
another by walls of red brick. Sorry to say you wont be leaving. Youre shaft emerges, about 60 feet below the manor.
To the south, a low shaft leads deeper not going to find the entrance to the As mentioned, the air is dank but reasonably
into the catacombs. There is no noise ex- tombs. fresh; the walls are crudely hacked out of be-
cept for the distant drip of water, a faint Going to die here, like me. Say, thats a drock. Rungs, rusty but still strong, have been
scurrying, and the burning of your torches. pretty good idea. stapled into the rock and lead up all the way to
the room of the concealed entrance. (This
shaft is bedrock for 30 feet and brick-lined for
Its here that Keestake appears to lose his Naturally, you dont want to simply recite 30 feet above that.)
mind. Actually, hes been quite mad all this that monologue. As soon as the characters
time, but hes only now achieved all his goals start comprehending that somethings wrong, 2. Shaft Mechanism
and is quite willing to discuss them with the they may interrupt with questions. Let them; This is simply a large iron lever on the wall
player characters. His conversation starts out hes perfectly willing to answer. immediately to the side of the shaft opening.

26
The lever, if pulled, releases an ingenious se- ally were only piled up in a wall designed to Casual viewing of the chamber does not al-
ries of weights arrayed in a hidden shaft which collapse; the room is empty beyond the fallen low the characters to spot the rats. If they be-
parallels the entry shaft. About 30 feet up, wall of crates. gin moving crates aside, however, the rats
these weights cause a great mass of stones and attack.
6. Trip wire Mine Collapse Trap
bricks to collapse into the entry shaft, effec-
Giant Rats (5): AC 7; HD (hp 3); MV 12 ;
tively blocking it. Characters coming within visual range of
#AT 1; Dmg 1-3; AL N(E).
Thats the theory, anyway. The reality is that area 6 see a rotted tapestry hanging across the
the mechanism, while still working, is not as hallway, at the line indicated. Once its moved The rats chitter and swarm over the charac-
effective as it was meant to be. The collapse of away/whipped away/carefully checked out ters moving the crates. As described in the
stones sounds and appears impressive, but its for traps and then cautiously removed, the Monster Manual, they are afraid of fire; they
not the impenetrable wall of stone the design- characters see another like it, 20 feet further can, however, attack a character with a torch,
ers had envisioned down the passage. as long as he is only holding it and not wield-
Given several hours of work, the orcs or This one, however, is trapped, as a Spot ing it against them.
goblins topside will be able to claw and pry Trap roll may reveal. If the trap is not spotted If the characters retreat, the rats return to
the blockage out of the waya circumstance and disarmed, and the second tapestry is their chests and glare balefully at the charac-
which will soon distress the player characters. moved, it tugs another steel wire leading to ters. They will not flee from the chamber, and
counterweights further down the hallway and must be killed if the characters are to be rid of
3. Grain Bins
the counterweights yank out the hallways them.
This room contains great wooden bins supports.
10. Well
which still contain a residue of the grains Just as with chamber 5, anyone in the area
which once they held. The grains were long between the two tapestries must make a sav- This chamber is empty except for the circu-
ago eaten up by Keestake and the giant rats in ing throw vs. death. This time, a successful lar, stone-lined well set into the floor and the
area 9. The wood is damp and rotted, and roll means the character has leaped out of the bucket and winch apparatus erected above it.
shows signs of chewing from large rodent way and takes no damage. A failed roll means The well shaft is sunk into the self-same un-
teeth. Still, a smoky flame can be coaxed out the character takes 1d6 points of damage from derground river which provides the excite-
of it if the characters need more wood for fires falling timbers and bricks. And a badly failed ment at area 11. The characters can hear water
and torches. roll (a roll of 5 or less) means the character suf- rushing far below If they choose to use the ap-
fers 2d6 points of damage from falling tim- paratus to fetch a drink, they must make a
4. Cloth and Leather Stores
bers and bricks. rope of their own, as this rope is rotted beyond
This chamber contains many decayed bolts The collapse does not block the hallway, use; if they do lower the bucket for water, the
of cloth, mostly utilitarian linen and wool, however, and the rubble can be clambered shaft depth seems to be about 40 feet.
and hanging masses of mold that once were across with little difficulty once it has all If a character happens to jump or fall into
animal hides (the characters cant tell what fallen. the well, handle it as if hed just fallen into
sort of animal it was, probably sheep or pigs). the trap at 11.
7. Second Chamber Series
None of this stuff can be used as cloth, al-
11. Underground River Trap
though the linen can be used to make ade- This chamber is functionally identical to
quate torch wrappings. It cant be used to the previous one, though the chamber con- This part of the hallway, enigmatically
fashion ropes tents are different. marked Go-Slow Hallway, has a laid stone
floor which looks a bit buckled and sagging.
5. Keestakes Collapsing Trap 8. Stores and Secret Door
If the characters do progress slowly across
This chamber, falsely labelled Good This chamber is piled, front to back, with the hallway, have each roll a saving throw vs.
Weapons & Armor on the map drawn by dirt-filled, rubbish-filled, and earth-filled death. Success means that nothing happens
Keestake, is really a trap. In the chamber, crates. Its thoroughly disinteresting except Failure means that the floor collapses be-
piled haphazardly almost to the ceiling, are for the fact that the secret door leading to the neath the character, precipitating him down
great wooden crates. The crates appear to fill crypt of the Sea King is to be found at the back the 40-foot shaft leading to the underground
the chamber from front to back and from side of the chamber. river.
to side To find the secret door, the characters have If a character falls, have him make three
Theres a good steel wire stretched from to laboriously move crates aside and then saving throws vs. death, one right after an-
wall to wall at ankle level just inside the open- make an ordinary roll to spot secret doors. The other.
ing to the chamber. A character must make a door itself opens easily; to spot the secret door If he makes the first, he hits a ledge about
Spot Traps roll to notice it. If he fails to notice is to spot the miscolored rock which, when 20 feet down, taking 1d6 points of damage.
it, he trips it when moving into the room. turned, causes the door to grate open, leading He cant move or turn over on the narrow
If the wire is tripped, it causes the top part to area 14. ledge, lest he fall in, but can grab at any rope
of the pile of crateswhich are, incidentally, If a character asks if its peculiar for some- (or facsimile thereof) lowered to him and be
loaded with bricks taken from the piles in area one to spend so much time loading crates with rescued.
16to tumble down on all characters within useless, heavy, and tiresome materials such as If he fails the first but makes the second, he
that chamber. This is dangerous and painful. these, you should tell him yes, but provide no hits a ledge about 35 feet down, taking 2d6
Each character must make a saving throw vs. commentary as to what it means. points of damage and finding himself in the
death. Failing it, he takes 2d6 points of dam- same predicament as if hed hit the ledge
9. Stores and Giant Rats above.
age from the deadly crates. If he makes it, the
damage is only 1d6. This chamber is identical to except that If he fails both the first and second rolls but
Once the damage is assessed and the dust is there is no secret door and there is a nest of gi- makes the third, he hits the water and disap-
cleared, it becomes evident that the crates re- ant rats living here among the crates. pears from view. He wont be seen again until

27
the end of Episode Six. Hes fallen into the Fresh Air and Giant Rats goal, have the orc/goblin digging progress
river, bruised and battered (1-3 points of dam- quickly. If theyre cold. the digging above is
The characters may become curious as to
age), but will emerge into salt water where the still unsuccessful, though it is gradually in-
why the air is not horribly foul and unbreatha-
underground river hits the sea, about a hun- creasing in volume.
ble or why this series of catacombs can sustain
dred yards from area 22, on the outside. Eventually, the characters will find the se-
the life of a nest of giant rats, when no great
If he fails all three rolls, he hits the water cret door. At almost the same moment that
quantity of food seems to be present.
and drowns before the underground river they swing it open, there is a loud crash from
The answer is simple, but unhelpful. If the
pushes him out into the sea. He will never be the shaft, and a great quantity of stone tum-
characters ask about this, tell them that
seen again. bles tumbling down. The faint voices from
theyve seen small cracks here and there in the
If a character runs across the hallway (dis- above, orc and goblin mixed, indicate that the
walls and ceiling. The cracks are too small for
trusting Keestakes instructions) or keeps close goblins and orcs cant get down yet, but its
characters, even human babies, to progress
to the walls, he remains safe; the floor will not only a matter of time not much time.
through, but are ample for giant rats. From
collapse under him.
some of these cracks the characters can feel
If the floor does collapse, a narrow (2-foot)
moving air. Theyre in no danger of suffocat-
On to Episode Six
ledge remains on either side against the
ing, but this is one of the few things that cur- Once the characters have found the en-
walls sufficient room, barely, for characters
rently poses them no danger. trance to area 14 and the orcs and goblins have
to cross safely. The ledge is fairly sturdy
started to break through. its time to progress
though stones fall from it every time charac-
ters cross, it will not collapse.
On the Passage of Time on to Episode Six.
Once the characters have performed a pre-
12. Third Chamber Series If the Characters Dont Find the
liminary investigation of the catacombs and
If the characters were given a map by Kees- stumbled across the traps and creatures, they Secret Door
take, they swiftly realize that this chamber must begin searching for the door out of here.
If they become discouraged, you can tell them Should the characters fail to find the secret
bears no relationship to the one he drew.
door, look at Appendix 1. When Things Go
This chamber was obviously set up to ac- that Keestake had said that theyd never find
the crypt, which is ample evidence that there Wrong.
comodate the family of the Sea King if they
had to hide away (Unfortunately, none of the is one, even if the old man was mostly cracked.
family made it this far 60 years ago.) The large So the characters must search. Dont let Experience
open area has had brick walls erected, divid- them find the entrance immediately. It will Theres not too much experience to be
ing the chamber into ten 10 foot x 20 foot take time, hours even, to slowly move the gained down here.
chambers. great crates away from the two rooms where Keestake is worth 16 experience points
Each mini-chamber contains rotted cots theyre piled, assuming that the characters Each rat is worth 10.
and chairs, but no treasure, furniture, or even start there.
weapons of worth. Meanwhile, back on the surface, there are Choosing Character Classes
developments of which the characters are un-
13. Crossbow Room In spite of the fact that there wasnt much
aware. The orcs and goblins have discovered
experience to earn here, characters may have
This is one of the small rooms of area 12, the shaft leading down into places unknown.
to choose character classes noweither the lit-
but Keestake has left a last present herea They know that neither side can dig through
tle earned was enough to put them to 0, or
crossbow trap. Characters opening this door that blockade if the other is attacking and har-
theyd earned enough earlier but hadnt yet
need to make a spot traps roll to realize theres assing them.
developed sufficiently to choose their charac-
a wire attached to the inner side of the door. Therefore, the leaders cement a quick
ter classes.
If the door is opened, it trips the trap a truce. Hostilities are called off until the cham-
Its time now. Any player who has not yet
crossbow lashed to a heavy chair facing the bers below are reached and plundered. Once
chosen a character class and alignment, but
door. The crossbow fires at the character in the all the treasures are removed, a contest of
champions, the best fighters of the orcs and who has reached 0 experience points, must
doorway as if it were a 1st level fighter, firing
choose his characters class and alignment. Let
vs. the characters armor class. goblins, will decide which side gets the trea-
him do his character revisions in the moments
The crossbow is a heavy arbalest with a steel sures. Its a measure of the desperation that
while everyone is discussing the oncoming
spring bow and a metal string. Even so, it has both sides are feeling that theyre willing to
goblins/orcs and marveling at the newly-
been considerably weakened by 60 years of cooperate. The player characters should feel
opened door. Then progress on to Episode Six.
rust and metal fatigue. If it hits, it causes 1-3 just as desperate when they learn that this co-
points of damage. If it is later used by the operation is taking place.
characters, it still causes 1-3 points of damage. At any rate, while the characters are busy
There are no quarrels to be found here; the looking for the entrance to the crypt, they
characters must fashion their own. gradually become aware of faint noises com-
ing from the entrance shaft. Its a faint
Thats the catacombs. No entrance to the
pounding noise, and occasionally small stones
promised crypt and treasure and boat is to be
come clattering down to the bottom of the
seen. The characters must look for them, and
shaft.
this will take time and effort.
But as time passes, the noise becomes
Chambers 14-22 are laid out and detailed
louder and louder, and more and more stones
in Episode Six: Break-In.
come clattering down.
Time this to match the characters progress
in the search. If theyre getting close to their

28
By this point in the adventure, the player exit? within a solid brick wall. On the front wall,
characters have discovered the entrance to the The contents of areas 17, 18, and 19 are visi- facing into area 16, is a bronze plaque, profes-
crypt, and have discovered that the orcs and ble to characters in area 16. The existence of sionally engraved (not like the crude inscrip-
goblins theyd left behind are not so far be- chamber 20 is obvious, but it is bricked up tions made by Keestake):
hind after all. In the climax to Treasure Hunt, and out of sight.
Here lies Prince Horedel
they must survive the dangers that lie behind
17. Empty Crypt Brought Down by Illness
and before them and escape the island before
In the Twentieth Year of Viledels Reign
its final destruction. This crypt is identical to 18 and 19 except
that the northern wall is rough, not brick, and Within those walls is the boat designed to
The Current Time its completely empty. carry the prince away when the dead are raised
by the gods. The boat is:
The characters have been underground 18. Viledels Crypt
quite long enough to have lost any real track Small galley
This chamber is 30 feet deep and 20 feet
of time. They know that its hours after they Hull value 7
wide, with rough stone on the east wall and
descended; they also know it must not be 30 feet long, 8 feet wide
brick walls north and south.
nightfall yet, or they would be dead. But they 6-9 mph under sail, 5-8 mph under oars
In the exact center of it, laid out on an up-
have no way of knowing how much time is left
raised slab of stone, is the body of a man be- The sail, oiled and bound, is in fair shape
until nightfall, and the urgency of their mis-
decked in rich blue garments (not tattered) and is sea-worthy; the oars are sound; the hull
sion should be weighing heavily on them.
and dulled scale mail, with a mace laid out be- seems to be sound, and is.
side his right hand and a golden coronet on his Dead Prince Horedel, wrapped up in the
The Crypt brow. linen dressing of the dead, lies in the center of
Here are pertinent details on the crypt, as Roughly carved in the front of the slab is the the boat. Hes surrounded by grave goods:
the characters find it: inscription: plates and goblets and forks and spoons and
knives of gold and silver, a set of ordinary
14. Corridor Begins Viledel
chain mail, bastard sword, dagger, and small
Sea King
The secret door at 8 opens inward into a chests of coins about 600 gp in the chests.
Tamed the Islands
rough-hewn tunnel cut out of stone. The air The arms and armor are richly made and in-
Laid Low by Pirates
of the tunnel is danker and less wholesome laid, but otherwise are perfectly normal ob-
than that of the catacombs, but it is not com- Unknown to the characters, it was carved by jects.
pletely foul. Keestake, 60 years ago, when he was still
21. Sliding Exit
If the characters choose, they can pile up young and grieving for his slain sovereign.
crates in front of the secret door before closing The flesh of Viledel is not decayed, as Kees- At the south end of the chamber is the way
it. This should camouflage it and keep it from take predicted. It is pallid, with bruises and outan artificial wall, constructed with an-
being discovered as quickly as it might. cuts still showing vividly. though the blood in other ingenious device like that at area 2.
The corridor, after only a few feet, makes a the cuts is brown, not red. His eyes are open, When the lever to the right of the exit is
turn southeast and runs straight for hundreds but do not move. pulled, there is a great crashing sound and the
of feet 450 feet, if the characters take the When the characters move close enough to entire artificial wall breaks apart into its com-
time and effort to pace it out. Along its get a good look at Viledel, see Royal Greet- ponent stones and tumbles forward into...
course, it slowly rises; dwarf characters think ings, following.
122. The Ocean
that it gains about 30 feet of altitude by the
19. Queen Lialas Crypt
time it ends. Yes, immediately beyond area 21 is the
Laid out in fashion identical to Viledel is his ocean. The instant the exit of 21 is opened, a
15. Corridor Ends. great blast of cold wind and rain crashes into
lady wife.
The corridor makes a final bend to the She looks about 40 years old and would be the chamberfresh air, but its almost dark.
south and then opens into area 16. attractive, but she is (understandably) cold See Launching, following.
and pallid in death, with one great brown
16. Crypt Chamber
stain in the chest of her once-lustrous green Royal Greetings
This is an enormous chamber, with a parti- robe; her hair is blonde and shining, her eyes
Once the player characters approach within
ally smooth and partially rough-hewn floor, open and still as they contemplate the ceiling.
30 feet of either Viledel or his queen, both
and rough-hewn walls, not less than 90 feet by Keestakes crude inscription on the front of
as the players might expectsit up.
80 feet, plus several chambers in a niche to the her slab reads:
Yes, Viledels ring, now long lost, was a ring
east. A dwarf or a character with the mining
Queen Liala of wishes, and the imprecise, agonized, and
secondary skill, after examining the walls and
Laid Low by Pirates foolish prayer that Keestake poured into it 60
floor, can tell that it was once a natural cave
Rests Beside the Sea King years ago made the Sea King and his lady into
but has been artificially widened by men. The
something other than human.
craftsmanship is too crude for dwarves, far too Again, if the player characters come near to
In effect, both the Sea King and his lady are
sophisticated for orcs or other, lesser semihu- her within 30 feet or near to her husband,
zombies, even though they are not rotting
mans see Royal Greetings, following.
and inelegant like normal zombies.
One section of the south wall (21) is smooth 20. Prince Horedels Crypt
Viledel: AC 5 ; HD 2 (hp 10); MV 6 ; THAC0
stone; dwarf or miner characters can tell that
This crypt, of course, was set up long before 15; #AT 1; Dmg 2-9; AL N.
its an artificial wall erected within an
the destruction visited on the island; it is a Liala: AC 8; HD 2 (hp 6); MV 6 ; THAC0 16;
artificially-widened opening perhaps the
proper tomb. The body of Prince Horedel is #AT 1; Dmg 1-8; AL N.

29
Having risen, they appropriately move out Forty points of damage create a man-sized Once the hole is open wide enough, the
among their new guests and try to kill them hole into the chamber, and another 40 points characters have to slowly and laboriously drag
Viledel with his mace, Liala with her undead widen it sufficiently to get the boat out. The the heavy galley out through the hole and get
strength. Though the characters may not real- characters will doubtless want to check out the it to the mouth of the chamber.
ize it, the Sea King and his queen are the final boat and its cargo just in case the bonny But weve forgotten the element of pursuit.
real obstacle to their escape from the island. prince decides to sit up and take action. (He How close are the orcs and goblins on their
Viledel and Liala fight until destroyed, and doesnt.) tail?
then the characters can set about the final Determine this by gauging how damaged
preparations for their escape. Timing the Finale and tired the characters are. If they are still
fairly undamaged and now possess new arms
If everything goes right, the finale should
Getting At the Boat work out something like this:
and armor, have a mixed party of orcs and
goblins burst into the chamber just as the he-
To get at the boat, the characters have first The player characters enter chamber 16 and
roes are starting to get the boat into position.
to break through the brick wall. begin prowling around. When they get close
Provide two enemies for every three player
The brick wall effectively has AC 0 even enough to the king and queen, those worthy
characters this will give the characters the
though a character can be presumed to hit it individuals get up and attempt to murder
option of ganging up on their enemies, or
automatically with every blow, only those them.
keeping the odds even and using the remain-
blows rolled with to hit numbers sufficient Once that combat is concluded, the player
ing heroes to launch the boat.
to hit AC 0 cause damage. characters set about opening the exit and
If the characters are tired and damaged, in
Pounding-type weapons clubs, staves, breaking through the wall to the princes
spite of their new goodies, let them launch the
maces, etc. cause normal damage. All other crypt. This takes a while. The sky gets darker
boat, clamber in, and begin rowing. In fact,
weapons cause only half damage. and the wind gets louder outside.
let them get about 20 yards out on the roiling

30
water before the orcs and goblins a huge goblins are slain, and the player characters Experience
force come bursting in. They launch a flight no longer a party of innocent prisoners, now a
Assign experience as follows:
of arrows at the heroes, which stick in the trimmer band of adventurers is free to sail
mast, oars, benches even the characters on wherever they wish. for the zombies: 88 points
especially good rolls, but it would be bad for each slain orc or goblin: 13 points
sportsmanship to kill a player character at this Epilogue Add up the experience for the monsters
point in the adventure.
Let the characters row and sail where they slain and divide it equally among the players
wish, over the next few days. They may wish to who participated in their death.
Destruction of the Island make for the nearest large, semi-civilized port Add up the gold piece value of the last
As the characters row away from the island, (Dennik), sell their galley, and go their sepa- chamber; that becomes the experience point
theyll be tossed and buffeted by the mount- rate ways. Perhaps theyll stay together and total to divide among all characters who made
ing fury of the winds and waves, enough so sail the seas as an adventuring party. it alive out of that chamber.
that the sailor characters may become worried The characters who ended up with the mace
about their chances for survival. Cash Value of the Last Chamber and scale mail get the experience point values
But theyll be able to see that things are for them, as listed above.
You can assess the cash value of the items re-
even worse on the island.
moved from the crypt of the Sea King as fol-
lows:
Gold
The sky overhead is completely covered in Korinn Archipelago custom is that all survi-
storm clouds, but you can still see the The expensive dinnerware: 1,000 gp total.
vors of such an expedition equally split the
island it seems to be lit by a faint glow, The princes arms and armor:
gold value of the treasure haul. If the charac-
enough for you to see whats going on chain mail: 150 gp
ters dont wish to do this, let them work it out
As you watch, tornados 10 or 12, at shield: 30 gp
among themselves. Whatever the case, the
least descend from the heavy mantle of bastard sword: 75 gp
home port of each character, unless the charac-
clouds cloaking the sky. The tornados be- dagger: 5 gp
ters think to keep these things very secret, de-
gin tearing along the island and stripping The chest of gold: 600 gp
mands a salvage tax of 25 percent on all the
great tracts of territory up into the air. Viledels coronet: 500 gp
gold they bring out of the island of Viledel a
Hurricane-force winds are scouring the The Princes galley: 10,000 gp
slight diminishment to their glory, but not
island, and from your vantage point you one that will affect the stories told about their
can see the ruins of the town, plus the ma- Experience Value of Magical Items adventure.
nor, barracks, and stable, begin to disinte- The characters who end up with these items
grate, being thrown plank by plank and Thats the end of the adventure. The char-
receive the experience total value for the
beam by beam into the air. acters have experience, wealth, companions,
items
The orc and goblin boats on the beaches and a whopping story to tell at the inn. Some
are being driven up onto the beach, torn Viledels Goods; of them, after the last batch of experience
apart by the winds and battering seas. You scale mail + 1: 500 xp from the treasure haul, probably have addi-
can dimly see their crews running, scatter- mace +1: 150 xp tional experience levels as well.
ing, some of them being thrown like leaves If you wish to continue adventures in the
up against the cliff side, others swept out Cash Value of Saved Treasures Korinn Archipelago with these characters,
to sea by the waves. Appendix 2 has some helpful information
If the characters saved some of the items
By the time youre a quarter of a mile along those lines.
found earlier in the adventure, they are
out to sea, the rocking and pitching of your worth
own boat begins to subside it no longer
threatens to throw you overboard. But Seal of the Sea King: 1,000 gp
things are worse, not better, back on the is- Map showing location of Westhaven on Pan-
land, which seems strangely obscured now, dira island: 500 gp (to authorities)
covered from shore to shore by a gray-
brown whirlwind of of rocks and scrub brush The Reward for Melisana
and sand and sea which seems to scour the Melisana, if she makes it back to Ventris Is-
island. land, is true to her word and wheedles a re-
And thats just what happens: by the ward out of her father: 2,000 gp.
time youre a mile away, the whirlwind lifts Unless otherwise persuaded, Melisana re-
and the island is gray-white and smooth, turns to her original plan of taking over her fa-
resembling not at all the island you landed thers business when he retires. A particularly
upon yesterday. Theres not one hill, not persuasive or romantic character interested in
one topographical feature that you re- her could convince her to remain with the
member. And, suddenly, the seas around other characters. In either case, though, when
you are still, the clouds overhead clear, and she achieves her 1st level, she becomes a
the stars and moon can be seen overhead. priestess (cleric) of the goddess.

Thats the end of the Treasure Hunt. The


goddess has had her vengeance, the orcs and

31
Character Death them on the coast last night. If the players are finally ready to show more
Episode Four: If characters perish in the backbone, let them wriggle out of their bonds
Treasure Hunt is not specifically designed to
search for the manor, this is the last time you while the orcs and goblins are engaged. They
kill player characters. Thats contrary to the
can provide replacements without stretching can run away while the fight is going on or, if
point: were trying to launch such characters
credulity way too far. theyre so inclined, fight the surviving goblins
on their adventuring careers, not cut them
The new player characters can have been (same survivors as indicated in Episode Two)
short. But it wouldnt be an adventure if there
captured last night by orcs or goblins, and so If they just lie there passively while the fight
were no danger, and so the characters can die.
be left tied up somewhere while their captors is going on, have the two sides annihilate one
Its possible to bring in new player charac-
are prowling the manor. (Why would they another, the last orc and the last goblin killing
ters when the first batch starts dying off.
bring them into the manor? Doubtless they one another with their final blows. Now, the
Heres how:
feel that these humans are inhabitants of the characters have the option of eventually wrig-
Before the adventure began, of course, all
island and can show them the secrets of the gling out of their bonds, or freezing to death
the PCs were captives aboard the slave boat.
manor.) here. You can only hope that they decide to es-
Two groups of prisoners were taken topside to
Or, the new PCs could have found the ma- cape and that they show a little more creativity
row against the storm. The second group of
nor by themselves last night, crept in, and in the next episode.
about seven, seeing its chance, killed the pi-
rested there, then been trapped in place by
rates on guard and, before the remaining pi- One: Hafkris Survives, Captured
the marauding bands of semihumans until
rates could recapture them, seized and fled in
the other player characters arrive. Dont make If the characters capture Hafkris alive, they
the ships lifeboat.
them roll to enter the manor, as the active can either leave him behind when they depart
That boat later broke apart on the reefs at
player characters had to do. Describe last the boat or bring him along.
the southeast tip of the island, and the charac-
nights action as a fait accompli and then If they leave him behind, he eventually es-
ters managed to make it alive to the coast
launch them into their first meeting (today) capes from his bonds 1d6 hours later. At
but they were scattered and had no idea where
with the surviving original player characters. that point he comes after the characters. Look
anyone else was.
Episodes Five and Six: Once the characters at Hafkris Survives, Uncaptured, below.
Therefore, when you need a new player
have descended the shaft into the catacombs. If the characters take him along, he goes,
character, have the player create the new char-
its too late to replace any who die. apparently peaceably. He bides his time,
acter and then introduce the character at the
working unobtrusively on his bonds. Once
place most appropriate to the episode cur- Maximum Numbers and Final Notes
theyre loose enough that he can pull his
rently being played. For instance:
There were only seven prisoners taken up in hands free anytime he likes (3d6 hours later),
Episode One. If a character dies in the
that second batch of rowers. Therefore, if for he chooses the worst possible moment (from
action against Hafkris, introduce the new
some reason you have seven deaths in the the player characters point of view) to make
character at the end of this episode, as the
course of the adventure, thats the limit on his escape: in the middle of the ghoul attack
characters are leaving the confines of the cove.
replacements no more player characters can or the next day while the characters are creep-
He stumbles into their midst in much the
be replaced. ing around silently in the mansion, for exam-
same shape they are.
Naturally, all these former fellow prisoners ple.
Alternately, if the characters were recap-
will recognize one another when they set eyes Hafkris either bolts and runs or, if the op-
tured by Hafkris and one or more were killed,
on each other. portunity presents itself, grabs the nearest
the new PCs could have observed the fight
convenient weapons and tries to recapture the
from the cliff top and could wait until Hafkris
goes off on his scouting mission, then descend
Episode Problems player characters. After all, thats his job.
You should consider springing this incident
and rescue the other characters. They can all Here are some of the episode-by-episode
especially if the characters are breezing
then depart for Episode Two. problem situations that can arise:
through the manor exploration too easily.
Episode Two: If a character dies in the
One: Characters Dont Try to Escape
action against the orc/goblin forces, the sur- One: Hafkris Survives, Uncaptured
viving characters can stumble across the new Its certainly possible, though incompre-
This takes place if the player characters just
ones on the trail toward the temple. hensible, that the player characters will not try
ran away while Hafkris wasnt looking or if
Episode Three: If characters perish in the to escape Hafkris and the prison galley.
Hafkris left them in the hold to scout and they
fight with the ghoul, the new player charac- At this point you have to monkey with the
escaped later.
ters can be found the next morning. Assume script somewhat. An hour or so after
As you might expect, he comes after them,
they found the temple independently and Hafkris leaves to go about his scouting (dont
slowly and methodically tracking them. Hes
crawled in through a rear window, arriving af- forget to give each character a point of damage
no ranger, and the weather isnt conducive to
ter the other player characters had already re- for cold and exposure), a party of orcs appears.
tracking activities, so give him a 1 in 6 chance
turned to sleep. They slept in the first These orcs are scouts, and the same group that
of actually following the PCs footprints.
chamber they entered, and so wouldnt be has Keestake in tow.
If he cant follow them, he looks for shelter.
discovered until the next morning. At that The orcs take the player characters captive
This inevitably brings him to the temple. If
time, one party (DM choice) should hear the (if they wouldnt fight Hafkris, theyre not
you wish, you can substitute Hafkris for the
other begin moving around and investigate. likely to resist six well-armed orcs) and head
ghoul in the wee hours excitement of Episode
Alternately, if you prefer that the players back to the barracks.
Three.
wait a while, wait until the early parts of Epi- En route, however, they are attacked by a
sode Four. Let the first party of orcs or goblins goblin partyyes, the same goblin party they Two: Characters Dont Recover Keestake
that the characters encounter have in tow were to fight in Episode Two, in the same little
The characters might passively watch the
some human prisoners, coincidentally the ravine, though the forces positions are re-
orcs and goblins slug things out and then see
new player characters, who were captured by versed.
the goblins depart with the old man.

32
If that happens and the characters dont boat and can sail away. Basically, you abandon the crypt of the son unbricked and easily plun-
follow the goblins, then Keestake escapes his the whole sub-plot of the manor and the cata- dered. But, the characters are pursued every
captors late in the night and goes to the tem- combs and all that lies within them. However, step of the way by angry orcs and goblins, the
ple for shelter. what you can do at this point is construct a mechanism that blocks up the shaft doesnt
whole new continuation of the adventure, work, time is running out, and the zombies
Two: Characters Dont Go to the Temple are active and ready to provide one last imped-
where one boat of orcs or goblins vengefully
The characters might, for any number of pursues the player characters, who have to iment to the characters escape plans. This op-
none-too-intelligent reasons, decide not to go outrun and elude their enemies at every op- tion will provide the characters a fast-moving
to the temple. Lets face facts; theyre either portunity, hopping from island to island, and movie-like climax to their adventure.
going to die of exposure, or let themselves be grabbing rations wherever possible, in an ex-
Five: Characters Never Find
captured by the orcs or goblins, or go to the citing chase to safety. Since that sub-plot is be-
temple. These things are unavoidable. yond the scope of this adventure, youre on
Crypt Entrance
However, if the characters just blithely con- your own to create it. If the characters havent found the crypt en-
tinue their explorations, let the goddess step trance by the end of their explorations, begin
Three: Characters Build a Raft
in to take a hand. You can decide that she saw Episode Six by having the zombies open the
the player characters ship when it crashed on This wont work. If they work on a raft from entrance from within and march out to de-
the island and she is curious about the hu- dawn of that second morning, they could fin- stroy the characters.
mans, as she was in the normal course of Epi- ish just before nightfall and launch on the
sode Three. Have her use her totem animal or ocean. But it wont be a very good raft, built General Troubleshooting
some other magical manifestation to lead the on crumbling building planks or furniture.
characters to her templeperhaps a speaking Any character with the sailor skill, including The problems listed above constitute only a
animal with promises of warmth and food. Melisana, can tell the other characters that its fraction of the ways that things can go contrary
It could be that they characters refuse even dangerous enough to launch in this weather in to what is expected in this adventure. Player
then. (These suppositions are getting more a good shiplaunching a raft is just foolish. characters are endlessly clever (or endlessly
and more unlikely, but theyre still faintly If they launch anyway, the raft sinks. You thick-headed). So, whenever they do some-
possible.) If this happens, use the brute force simply cant protect characters from their own thing that the adventure cant cope with, you
approach: have the goddess appear before the determined foolishness. If the characters sur- have to trouble-shoot fix the problem
characters and speak with them wherever they vive the sinking and swim back to the island, and get the adventure going again.
happen to be. If Keestake isnt with them, they do so just in time to be on it when the Basically, when confronted with such a situ-
you might choose to just drop him out of the goddess scours it. And thats the end of them. ation, call a break, get something to drink,
plot for the time being (have him return to the and try to figure out how to get the story back
catacombs to lock the characters in for Epi- Four: Characters Captured by on plot. If the characters have done something
sodes Five and Six). Have the goddess grant Goblins or Orcs that wont allow the adventure to be played to
the characters the information about the im- its plotted conclusion, then you throw the
If the characters are captured while prowl-
pending scouring of the island, and of the plot away and come up with something new
ing through the manoror even before they
presence of the boat and treasures in the cata- and entertaining; dont muscle the characters
reach the manoryou can abandon most of
combs beneath the manor. She knows where back into a plot theyve effectively wrecked
the events of Episodes Five and Six. The char-
the entrance to the catacombs is, and will tell for that causes resentment and does not do
acters are taken to and imprisoned in the bar-
the PCs. anyone any good.
racks or stables (depending on who captured
Three: Characters Choose to Seize them). You have to improvise on their layouts,
because no maps are provided for them in this
Orc or Goblin Ship
adventure. Once youve settled the characters
Theres the chance that the characters, even in their new captivity, give the characters the
when they know about the treasure and the appropriate opportunity to escape. But make
boat in the catacombs, will decide to leave the them sweat the details, figuring out how to
dangerous manor alone and try something get out of their bonds, sneak past or kill their
else, like finding and seizing one of the boats guards, etc. Make sure that the whole
belonging either to the orcs or goblins and processbeing captured, tied, interrogated,
sailing home in that. imprisoned, and then escapingtakes up
There, are two ways to deal with this ap- huge amounts of time, so that by the time
proach: brute strength and abandonment. they escape theres barely an hour of daylight
In the brute strength approach, you double left. At this point, the characters can try one of
or triple or quadruple the guard left on the the two following finales to the adventure.
boats. Theres no way the characters can defeat The characters can try to sneak aboard one
the force there or successfully steal a boat. of their captors ships, launch, and escape.
(Unless, of course, they come up with a plan They have to go through the same rigmarole
so magnificently clever that youre described above for this process.
overwhelmed in which case you ought to The characters can try to sneak into the ma-
follow the next paragraphs advice.) nor once again, get to the room of the descent
In the abandonment approach, you let the shaft, and get down to the catacombs. Ignore
characters figure out how theyre going to do the traps laid in by Keestake, consider the se-
this, and if their plan succeeds, they have a cret panel to the crypt to be open, and have

33
The players may evidence curiosity about the nonetheless had to make their strongholds in orcs living here.
history and nature of their homelands. This is the lesser-trafficked western waters. Highport: This island is the greenest of all
fine they can be expected to know a great the archipelago, mountainous and heavily
deal about their homes among the islands. Races of the Islands forested. It is a rich trading island with several
The following text will give you answers to strong port cities and large elvish and half-
The original settlers of the islands were hu- elvish populations.
most of their questions and allow you to use
mans, but Viledels followers included demi-
the Korinn Archipelago as the setting for fu- Jacaman: This island, smaller, uglier,
humans as well. Most races flourish in
ture adventures, if you wish to. weaker, and more unfortunate than Dennik,
maritime environments: dwarven and gnome
is still the archipelagos chief producer of sev-
craftsmen build fine ships, elves and half-
History of the Archipelago elves are sailors at least equal to humans (and
eral exotic spices. There is a lot of risky trade
out to the island, and a lot of pirate interest in
The Korinn archipelago was discovered have better vision), halflings make good trad-
the isle and the sea-routes leading to it.
about 200 years ago by human settlers moving ers, and all the world needs soldiers, the one
Pandira: This western island was a notori-
into this part of the continent. occupation to which half-orcs are most admi-
ous pirate haven in the days of the Sea King,
Those days were pioneer years, lawless and rably suited.
but has been abandoned and unoccupied
rough. There was no central authority and since a few years after the Sea Kings fall. (The
next to no trade. The pioneers of the islands The Islands in General truth is that it hasnt a major pirate port,
were simple, stubborn farmers and fishermen,
Throughout the archipelago, the islands Westhaven, has been set up here on the west
the same stock that inhabits the islands today. share some common features. coast in the last few years but no one knows
Over the next century, these pioneers dug in this . . . unless the player characters return from
By and large, they are hilly and mountain-
and established themselves firmly on the is-
ous, with few good fields. Consequently, the Sea Kings island with this information.)
lands. Their populations increased to allow for Rabins Reef: This is another forested is-
there are not many farmers; there are many
more trade, which led inevitably to the ap-
fishermen, and herdsmen of goats, sheep, and land, noted as the summering spot for
pearance of strong pirate bands in the region. wealthy families, especially those from Ven-
pigs.
From 140 years ago to 100 years ago, the pi-
Many wild herbs and spices grow here. tris.
rates reigned supreme in the waters of the ar-
These, plus wool, linen, leathers, fish, pork, Tetris: Tetris isnt shown on the map. This is
chipelago. because its not thought to be anything, and
and mutton, make up the primary goods ex-
Then, a century ago, an adventurer-noble the players probably would look at the map
ported and traded throughout the island.
of the southern kingdom of Petathal led great
The people are mostly simple fishermen and want to know why Tetris has a name listed
fleets of followers into the islands to set up col-
and herdsmen, hardened by weather and ad- if theres nothing there. Well, the truth of the
onies of their own. This man, by name Vile-
versity. There are many traders, especially on matter is that Tetris is the southernmost island
del, and his lady Liala had aspirations of
the larger islands and in the greater port cities, of the island chain furthest south from Pan-
forging a strong maritime empire in the archi-
which also feature many craftsmen and pro- dira. And the rest of the truth is that it is the
pelago. secret base of those goblin buccaneers, the
viders of luxury goods and services.
The headstrong Viledel chose one of the Sithisila Fleet. This is a fact the player charac-
westernmost and least hospitable of the is-
lands as his base a direct challenge to the pi-
Guide to the Islands ters can discover in the course of the adven-
ture.
rate fleets that ruled the seas. By virtue of The largest and most important islands of
Ventris: This is the largest of the islands of
superior seamanship and clever tactics, he was the archipelago include:
the archipelago, and the richest. It is charac-
able, over the next four decades, to diminish Barrets Quay: This is a smallish eastern is-
terized by high mountains, thick forests, and
the power of the pirate forces; to settle his fol- land, noted for the taciturn nature of its in-
several plains worthy of growing crops. The is-
lowers all through the islands, mixing peace- habitants (almost all humans a few dwarves,
land is thick with demi-humans as well as hu-
fully with the earlier centurys colonists; to set no other races). It has no large port cities.
mans and commands a good share of the
up more trade routes; and to bring more and Caftenor: This is the most southern island
sea-trade that occurs in the archipelago.
more islands under his sway. In his fortieth of any size, and one of the richest in terms of
Viledel: The island of the Sea King is also
year of rule, Viledel was known as the Sea fish catches and temperate weather. Quite a
not shown on the map the characters dont
King, the only man in these waters powerful few halflings live here among the humans,
know where it is, except that its supposed to
enough to carry that title. and Caftenor is the most frequent stopping-
be far west, because its location has been lost.
However, a retaliatory attack by a pirate off port for ships bound between the southern
For your DM information, it is the island due
kingdom ended Viledels aspirations. His is- nations and the western islands.
north of Pandira.
land was overrun and ravaged. Its population Chawdik: This is a fairly poor eastern is-
was (evidently) completely destroyed, and the land, notable mainly for the very large gnome
The Archipelago and Existing
new domination of the western islands by pi- population living on the south coast; its the
rates cut it off from the sea-routes so thor- largest gnome community on the islands. Campaigns
oughly that knowledge of its location was lost. Dennik: Unfortunate Dennik is the western Its not difficult to integrate the archipelago
In the 60 years since, the colonies of the is- frontier any further west, and youre in into already-existing campaigns. Just plant
lands have thrived. Perhaps not as much as if pirate-controlled territory. This island actually the island chain offshore at some remote point
they were still part of an empire, but they have has few fishermen. The seaside villages are too on your existing game world, adjust the
nonetheless flourished. vulnerable to buccaneer raids. Most of the names of the surrounding continental na-
The islands, independently governed, nev- population tends herds or grows spices in the tions, and you have it made.
ertheless cooperated in matters of trade, and upland fields, trading with the eastern ships
the population continued to grow. The pi- when they put in. The population is almost
rates, still a strong force in the Archipelago, wholly human, though there are some half-

34
Use in Future Adventures ing long-antiquated maps and reporting on information about pirate ports (such as the in-
the positions and settlements of the pirate formation the player characters can bring out
The archipelago, whether youre using it as
kingdoms. of Treasure Hunt) may prompt a strong island,
your first adventure or using it as part of an ex-
Because of the pirate presence, all but the such as Ventris, to launch a major offensive
tant campaign, can be the setting of future
most easterly of trade-routes need to be pro- against the thorn in its side.
adventures in your campaign. After all, the
tected; merchant ships typically carry numer- In any of these cases, action is likely to be
player characters of Treasure Hunt neednt dry
ous adventurers for protection. mostly maritime: boarding actions, fleet en-
up and blow away once the adventure is done.
There are occasional wars between the is- gagements, etc. Bone up on the water combat
Archipelago adventures can take several
lands; one isle, jealous of its fishing or ship- rules from the Dungeon Masters Guide and
forms.
ping territories, will launch an assault on give it a try. A little waterborne adventure may
Characters and their ships can be hired to
another, and soon the entire region can be- be just what your campaign needs.
explore the dangerous western waters, updat-
come embroiled in seaborne war. Alternately,

35
Following is a complete list of all monsters used throughout the adventure. Dungeon Masters should find this list useful when running encounters.
The boxes following each listing represent hit points. Keep track of each monsters hit points by crossing off boxes as it is hit.

Episode One:
Monster AC HD hp MV #AT Dmg THAC0 AL

Hafkris 6 1 8 9 1 2-8/2-7 20 NE

Episode Two:
Monster AC HD hp MV #AT Dmg THAC0 AL

Orc Leader 8 1 6 9 1 2-8/3-12 20 LE


Orc with bardiche 10 1 3 9 1 2-8/3-12 20 LE
Orc with axe 10 1 4 9 1 1-8/1-8 20 LE
Goblin with spear 10 1 2 6 1 1-6/1-8 20 LE
Goblin with bow 10 1 4 6 1 1-6/1-6 20 LE

Episode Three:
Monster AC HD hp MV #AT Dmg THAC0 AL

Orc Leader 8 1 6 9 1 2-8/3-12 20 LE


Orc with bardiche 10 1 3 9 1 2-8/3-12 20 LE
Orc with axe 10 1 4 9 1 1-8/1-8 20 LE
Goblin leader 8 1 2 6 1 1-6/1-8 20 LE
Goblin with spear 10 1 2 6 1 1-6/1-8 20 LE
Goblin with bow 10 1 4 6 1 1-6/1-6 20 LE
Ghoul 6 2 7 9 3 1-3/1-3/1-6 16 CE

Episode Four:
Monster AC HD hp MV #AT Dmg THAC0 AL

Orc guard 10 1 6 9 1 1-8/1-8 20 LE


Goblin with spear 10 1 3 6 1 1-6/1-8 20 LE
Orc with bardiche 10 1 1 9 1 2-8/3-12 20 LE
Orc with axe 10 1 2 9 1 1-8/1-8 20 LE
Goblin with spear 10 1 2 6 1 1-6/1-8 20 LE
Goblin with bow 10 1 4 6 1 1-6/1-6 20 LE
Orc leader 8 1 6 9 1 2-8/3-12 20 LE
Orc with bardiche 10 1 3 9 1 2-8/3-12 20 LE
Orc with axe 10 1 1 9 1 1-8/1-8 20 LE
Goblin leader 8 1 2 6 1 1-6/1-8 20 LE
Goblin with spear 10 1 2 6 1 1-6/1-8 20 LE
Goblin with bow 10 1 4 6 1 1-6/1-6 20 LE

Episode Five:
Monster AC HD hp MV #AT Dmg THAC0 AL

Giant Rats 7 3 12 1 1-3 20 N

Episode Six:
Monster AC HD hp MV #AT Dmg THAC0 AL

Viledel 5 2 10 6 1 2-9 15 N
Liala 8 2 6 6 1 1-8 16 N
Orc Leader 8 1 6 9 1 2-8/3-12 20 LE
Orc with bardiche 10 1 3 9 1 2-8/3-12 20 LE
Orc with axe 10 1 4 9 1 1-8/1-8 20 LE
Goblin leader 8 1 2 6 1 1-6/1-8 20 LE
Goblin with spear 10 1 2 6 1 1-6/1-8 20 LE
Goblin with bow 10 1 4 6 1 1-6/1-6 20 LE

36