TSR 9101 - UK2 - The Sentinel
TSR 9101 - UK2 - The Sentinel
TSR 9101 - UK2 - The Sentinel
aeme Morris
...
r...rnercy the nexL sudnge w r i h g s in ~ U U on
U the walls. 1 I K
skulk are a curse to any village, but the thought of one which
more than Kusnir can endure! The Sentinel is an adventure for
characters of level 2-5.
."-
TSR, Inc.
PRODUCTS OF YOUR IMAGINATION
ADVANCED DUNGEONS & DRAGONS and PRODUCTS OF YOUR IMAGINATION are trademarks of TSR, Inc.
CED DUNGEONS DRAGONS@
Fantasy Adventure Module
by Graeme Morris
The roots of Berghof are old as ?%amounWns, deep as the waters o* h e ake, unchanging as
the heroic destinies once forged there. Mow once-proud men crave the hero of strangers. Will
you aid them?
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Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd.
Distributedto the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR UK, Ltd.
This module is protected under the copyright laws of the United States of America. Any reproduction or other unauthorizeduse of the
material or artwork contained here in is prohibited without the expresswritten permissionof TSR, Inc.
O1983 TSR, Inc. All Right Reserved.
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WI 53147 PRODUCTS OF YOUP WAGINATION United Kingdom 9101
STOP!
If you intend to be a player in this module, do not read
This module is for use with the ADVANCED DUNGEONS & any further. The information in this booklet is for the
DRAGONS@adventure role-playing game rules. It is designed Dungeon Master only. Any knowledge of the module
fore-10 characters of levels 2-5 of whom at least some must be will spoil your enjoyment of the adventure and that of
of lawful good, neutral good, chaotic good, lawful neutral, or the other players.
true neutral alignment.
CONTENTS
Page
INTRODUCTION 2
Contents 2; Abbreviations 2; Background for the Dungeon
Master 3
KUSNIR 5
Rumours 5
RANDOM ENCOUNTERS 6
THE OLD XVART LAIR (see map B) 7
Introduction 7; Recent Events 7; The Lair (X1 - 16) 8;
Encounter with Lavinia and Her Other Sons 12; Details of
Lavinia and Her Sons 13
THE MERCHANT 14
Introduction 14; Disposition of the Caravan 14; The
Encounter 14; Dealing with the Theft 14; The Retinue 15;
Contents of the Wagons 15
THE OLD MAN (see map C) 16
Introduction 16; Meeting with Urquant 16; Querns
Hermitage (H1 - 3) 16; Details of Urquant 17
THE LAKE-SIDE VILLA (see map D) 18
Introduction 18; Above Ground (V1 - 13) 19; Basement
(V14 - 16) 23, The New Tunnels (V17 - 26) 24
CONTINUING THIS ADVENTURE 28
PRESENCE (and WHISPS) 29
THE SENTINEL 30
Powers 30; Destruction of the Sentinel and the Gauntlet 30
LAVINIAS MAP (tear-out) 31-32
MESSAGE FROM THE SENTINEL (tear-out) 31-32
MONSTER ROSTER inside module folder
DUNGEON MASTERS MAPS A-D inside module folder
PLAYERS MAP outside module folder
SUGGESTED CHARACTER ROSTER outside module folder
AEIBREVIATIONS
In this module, the statistics of monsters and non-player The following additional abbreviations are used: C = Cleric,
characters have been standardised. The information is given in D = Druid, F = Fighter, P = Paladin, R = Ranger, M = Magic User,
brackets after the monsters/NPCs name, in the following I= Illusionist, T = Thief, A = Assassin, Mk = Monk, S = Strength,
order: I= Intelligence, W = Wisdom, D = Dexterity, C = Constitution,
Ch = Charisma, MM = AD&DTMMonster Manual, FF = FIEND
AC = Armour Class; MV = Movement Rate; HD = Hit Dice FOLIOTMTome,PH = AD&D Players Handbook, DMG = AD&D
(monsters) o Class/Level (NPCs-see below); hp=current hit Dungeon Masters Guide.
1
points (figu s in brackets indicate maximum hit points of
wounded creatures), #AT = Number of Attacks; D = Damage
Caused bv Attacks; SA = Special Attacks; SD = Special
Deifences;kR= Magic Resistance; Int = Intelligence(monsters THACO = To Hit Armour Class Zero. This is the roll on a
only); AL = Alignment; Ability Scores (NPCs only - see below);
d20 needed by the creature t o hit an opponent with A C 0
Size (monsters only); xp = Experience Points awarded for
overcoming; THACO (see below); Source of further (see DMG ~ 1 9 6 - 2 1 5 f,o r examples). In most cases, t h e
information. roll needed to h i t other armour classes = THACO - AC.
2
INTRQDUCTION
Recent Events of action which would draw attention and, it hoped, a bearerto
itself. While the other skulk continued to act in its normal,
The Gauntlet was brought back into the affairs of men by the malicious manner, theone with the Sentinel took to performing
unexpected intervention of a hungry ogrillon. The creature acts of conspicuous and uncharacteristic clemency. These
hac! been in hot pursuit of a wild pig across a mountain slope acts were often accompanied by strange writings in blood on
on the southern side of the Kamph Range. Intent on his next thewalls of the buildingswhich theskulkvisited. Thevillagers,
meal, he failed to see a fissure and landed, with a bump, on its unaware that there were two skulks, were faced with a
rocky bottom some six feet below. He soon recovered and, mystifying combination of events and came to the horrifying
cursing the loss of the pig, set about finding a way out of the conclusion that they were beset by a skulk who was not only
cleft. Groping in the darkness, his hand encountered a rough, malicious but insane and thus doubly dangerous!
leathery object - it was an old gauntlet. Without knowing what
moved him, he put it on. The skulks were not the only creatures to menace the human
inhabitants of Berghof - there was also a band of xvarts who,
At ihat instant, the wit, desires and emotions of the ogrillon although the position of their lair (the OLD XVART LAIR, page
were crushed as the Gauntlettook control of his mind. As if in a 7) was known, resisted all attempts to dislodge them. All, that
dream, the ogrillon climbed out of the cleft and headed into the is, until an illusionist named Lavinia and her half-orc sons
mountains. Acting on the instructions of his new master, he forced them to flee. The xvarts took up residence with the
gatlhered a small army of gnolls and other creatures and led it skulks in the LAKE-SIDE VILLA (page 18), where they were
in an attack on the Keep of Adlerweg. Without the Sentinel to well hidden, but Lavinias sons caught and interrogated one of
defend it, the Keep fell easily and the ogrillons band weresoon the skulks (the one without the Sentinel) and discovered the
installed as its new garrison. xvarts whereabouts. Intent on being the sole evil power in the
area, Lavinia is now planning a final attack on the xvarts.
Lying in the ruined villa, the Sentinel sensed the re-awakening
of its old adversary and came back to life. Once more its
powers were needed, but it would require a bearer to translate Outline of the Adventure
its power and purpose into action.
The anticipated sequence of events in this adventure is as
For some time, two skulks had been living beneath the villa follows:
frorn which they had begun to prey on the village of Kusnir.
These evil creatures would never willingly serve the Sentinel as To begin the adventure, the adventurers arrive at the village of
bearer, of course, but the glove had no other companions and KUSNIR (page 5 ) where they will hear of the skulk which is
was; forced to lure one of the pair into its power. The Sentinel terrorising the inhabitants. If they decide to seek out the skulk,
could not completely overcome the skulks cowardly, evil the rumours and other information they will gather at the
personality but it was able to start the creature on a course village and elsewhere will most likely lead them not to the
skulks lair but to the OLD XVART LAIR (page 7) which has
recently been taken over by a group of non-player characters
(Lavinia and her sons). If these characters are defeated, the
party will gain information which will lead them to the LAKE-
SIDE VILLA (page 18) where the skulk lives.
En route from the xvart lair to the villa the party will encounter
41 the MERCHANT (page 14) and the OLD MAN (page 16).
At a suitable moment, soon after the party arrive at the village, The surviving skulk will not enter the village so long as the
the DM should have the village elder, Papa Kurst, introduce party is there, so the adventurers will have to seek it out. The
himself to the adventurers. The DM may either read out the actual lairoftheskulk (theLAKE-SIDEVILLA-pagela) isnot
following directly or, for the sake of better role-playing, give known by the villagers since skulks are extremely adept at
the same information to the characters by means of a hiding theirtracks. Any information gained by theadventurers
conversation with Papa Kurst: -
will tend to lead them to the OLD XVART LAIR page 7.
RUMOURS
If the adventurers seek information from the villagers of 3. The cause of the troubles in Kusnir is a mad skulk (true).
Kusnir, Chiswell, Hallbridges or Gannaway, there is a 25% 4. There is a tribe of skulks living in a camp beside the River
chance (foreach adult questioned) that they will be told one of Lewyn (false).
the following rumours (determined at random). In addition, 5. Gannaway has been attacked b y a horde of small blue men
there is a 70% chance that any of the adult male inhabitants of (true).
Gannaway will claim to have taken part in the daring raids on 6. Swarms of huge rats have overrun isolated farms near
the lair of the blue devils and will be able to give good Chiswell (true).
directions io the OLD XVART LAIR (though they do not know 7. There is an encampment of evil creatures on the bank of
the identity of the creatures). In reality, a few of the bolder men the River Lewyn upstream from the bridge (true).
took part in some unsuccessful attacks on the xvarts, but the a. Lake Spendlowe is inhabited by an evil spirit which must
tales have grown with the telling. be appeased by sacrifices (false).
9. Corpses of strangely coloured creatures have been seen
1. There is a assassin at work in Kusnir (false). floating downriver past the bridge near Gannaway (true).
2. A group of woodsmen who went to cut logs north of 10. Only a skulk could have done the terrible things which
Gannaway two months ago have never returned (true). have taken place at Kusnir (true).
5
Outside thevillages, the xvart lair, thevillaetc, random encounters will occur on a roll of 1on a d6 in each 6-hour period (ie roll twice
each day and twice each night) or at the discretion of the DM. If a random encounter is indicated, the DM should determine the type
of creature involved by rolling a d10 and consulting theappropriate table below. The DM may chooseeitherto dictate the number of
creatures which appear or else to use the ranges indicated. Each randdm encounter will only occur once.
3-6 7-12 Wild dogs (AC 7; MV 15"; HD 1.1; hp 5 each; #AT 1; 4-6 2-16 Giant bats (AC 8; MV 3"/18"; HD 1; hp 5 each; #AT 1;
D 1-4; SA Nil; SD Nil; MR Std; Int Semi; AL N; Size S; xp 30 D 1-4; SA Nil; SD Manoeuvre; MR Std; Int Non; AL N;
each; THACO 18; MM). Size S; xp 15 each; THACO 19; FF). The bats will be flying
directly away from their lair (an old, deserted farm house half
7-8 1Giant spitting snake (AC 5; MV 12"; HD 4.2; hp 17; #AT 1; a mile away) when encountered. In the farmhouse is a skele-
D 1-3; SA Spit poison; SD Nil; Mr Std; Int Animal; AL N; Size ton of a gnoll which has 20gp and a gem (garnet-value 150
M; xp 475; THACO 15; MM). The snake will be hidden in the gp) in a belt pouch.
grass, hoping to surprise the party.
7-8 1-2 Giant badgers (AC 4; MV 6"(3"); HD 3; hp 18 each;
9-0 1 Kenku leader (AC 5; MV 6"/18"; HD 3; hp 16; #AT 3; #AT 3; D 1-3/1-3/1-6; SA Nil; SD Nil; MR Std; Int Semi:
D 1-4/1-4/1-6; SA Cast magic missile spell once per day; AL N; Size M; xp 89 each; THACO 16; MM).
SD Disguise; MR Std; Int Ave; AL N; Size M; xp 168; THACO
16; FF) and 1 3 ordinary kenku (AC 5; MV 6"/18"; HD 2; hp 9-0 1 Bandit leader (AC 7; MV 12"; F2; hp 14; #AT 1; D 1-6; SA
9 each; #AT3; D 1-4/1-4/1-6; SA Nil; SD Disguise; MR Std; Nil; SD Nil; MR St d; Int Ave; AL CE; Size M; xp 48; THACO
Int Ave; AL N; Size M; xp 46 each; THACO 16; FF). The 20) and 3-12 ordinary bandits (AC 7; MV 12"; NM; hp 4
kenku will approach the party disguised as peasants in long each; #AT 1; D 1-6; SA Nil; SD Nil; MR Std; Int Ave; AL CE;
robes. If not recognized by their long noses (50% chance), Size M; xp 14 each; THACO 20; MMI. These men will attack
they will misdirect the party to the nearest anhkheg (as the party from many directions hoping to steal as much as
encounter 11. The leader has a dented silver mirror on a chain possible (expeciallyhorses) and to escape alive. They all wear
(decoratedwith jasper - value 400 gp). In addition, each of leather armour and carry shields and short swords. The leader
the kenku will have 4-16 gp (4d4) in mixed coins. Note that has a gold ring with a gem (jade, value 200 gp). In addition,
kenku cannot speak. each bandit will have 11-20gp (d10.10) in his possession.
Lavinia and her sons have fixed up a few spears and helmets There are two mountain lions (AC 6; MV 15"; HD 3+1; hp 20
behiind the stockade and the DM's first description of the lair each; +'AT 3; D 1-3/1-3/1-6; SA Rear claws for 1-4/1-4, leap
shouild imply that the stockade is manned. Subsequently, forward 20 feet; SD Surprised only on a 1; MR Std; Int Semi;
however, the DM should give the players hints until they realise AL N; Size M; xp 190 each; THACO 16; MM) stationed here.
or until the characters are close enough for the deception to be They are the pets of the half-orc thief in the main hall (room
obvious. X6). Unless the adventurers silence their movements when
entering the underground lair, the lions will hear them and will
have gone into the main hall (room X6) to alert the thief by the
X2. Watch Tower time they arrive. If the lions have moved from the area when the
party arrives, the DM should omit the second part of the
This is a simple wooden structure. Four large posts, set into the following description:
earth, support a platform about 20 feet above the ground. The
platflorm is reached by a ladder and has a weather-beaten
thatched roof. The tunnel widens out into asmall chamber. There is a
table and some other furniture here.
The !watch tower is unmanned, and there are no items of value
or interest here. Lavinia and her sons do not use it and have (Suddenly, two lithe feline forms leap at you from out
given no thought to its maintenance. Consequently, about of the shadows).
half-way up the ladder, there is a weak rung which will give way
if any weight is put on it. A character climbing the ladder must
make a roll of 3d6 for less than his or her dexterity or else fall 10 If the mountain lionsattack the party here, the thief in the main
feet 'when this rung is reached. hall (room X6) will be alerted and will come to join the fight
8
(assuming that the sound of combat has not been suppressed
in some way). The thief will use his hide in shadows ability to
come as near as he can to the party before being seen, and will
execute a back-stab attack if possible.
This room was originally the guard post used by the xvarts.
There is a crude table here (with a gaming board roughly
scratched on it) and four wooden stools. On the wall furthest
from the passage, there is a weapons rack. It is empty except
for a rusty xvart sword.
MR Std; AL LE; S 13, 18, W 7, D 12, C 15, Ch 10; xp 200; half finished lock mechanism on which Detrak was working.
THACO 20; see DETAILS OF LAVlNlA & HER SONS page 13)
will be here, making a chest-trap. However, it is likely that he Each of Lavinia's family has chosen one of the alcoves in which
will have been warned by his two pet mountain lions (room X5 to sleep and store personal possessions.
-AC 6; MV 15"; HD 3+7; h p 20 each; #AT 3; D 1-3/1-3/1-6;
SA Rear claws for 1-4/1-4, leap forward 20 feet; SD Surprised Lavinia's alcove is the southernmost one, and she has rigged
only on a 1; MR Std; Int Semi; AL N; Size M; xp 190 each; up a curtain across it for privacy. Inside the alcove she has a
THACO 16; MM). If so, the thief and the lions will be hiding simple bed, a small table with a mirror fixed to the wall above it,
when the party arrives. The lions will be in one of the alcoves a padded stool and a chest. On the table is a map. If the
beside the entrance which the party seems likely to use, and adventurers find this, the DM should give the players the tear-
the thief will be in the other. The mountain lions will leap out out mapsheet (pages31-2).This map isveryimportant, since it
when theadventurers enter and Detrak will hide in shadows in will lead the players to the LAKE-SIDE VILLA and the next part
the hope of inflicting a back-stab as his first attack. of the adventure. Lavinia is carrying another copy of the map.
Also on the table are several pots of cosmetics.
Assuming Detrak has been warned of the party's presence and
is hiding, the DM should read out the following description The chest is locked and trapped. If the trap is not disarmed, a
when the adventurers are able to see into this room: cloud of acid vapour (radius 5 feet) will be released from the
chest. The cloud will disperse in one round but any character
f I caught within it will suffer 1-10 hit points of damage (halved if
This is a large, circular chamber with five dark alcoves the character saves vs. Breath). In addition, all exposed
around the outside wall, one closed off by acurtain. In metallic objects in contact with the cloud must save vs. Acid at
the centre of the room are a stove, a table, five chairs +4 or be corroded (cutting edges will become blunt, buckles
and some sacks and chests. will jam etc).
Just off the passage is an irregular chamber. It is This animal has a broad leather belt around its waist
apparently unoccupied. The walls and ceilings are from which a heavy chain runs through a ring fixed to
covered with lurid blue paint, over which childish the far wall and across the floor to a hook on the
drawings of battle scenes have been scrawled in corridor wall beside the doorway. When it sees you,
chalk. the creature lunges forward as if to attack, but is
pulled up short by the chain.
There is a broken table lying on the floor, on top of
which is a considerable quantity of what appears to be
broken furniture. The creature is an owlbear (AC 5; MV 12"; HD 5+2, hp 27;
#AT3; D 1-6/1-6/2-12; SA Hug; SD Nil; MR Std; Int Low; AL N;
Size L (8' tall); xp 441; THACO 15; MM). It is very aggressive
This room was used by the xvarts as a guard post. Lavinia and and will attack the party if it can. The chain will prevent the
her :;on.$ have piled broken furniture and other wood here, owlbear from leaving the room, unless it is unhitched from the
intending to use it as fire-woodat a laterdate. Afamilyof mice hook in the corridor. If the owlbear is attacked in such a way
(harmless) have made a nest under the table. Among the items that it cannot retaliate (eg with missiles) it will retreat into the
which they have gathered are an ivory die (value 1Ogp) and a alcove at rear of its pen.
jade gaming piece (value 12gp).
Ifthecharactersattemptto pull theowlbearwith thechain, the
percentage chance of success is equal to twice the total
X8. Owlbear Pen number of points of strength applied. This should be checked
each round. If any roll indicates failure then the chain has
A s the adventurersapproach this room, they will hear the deep slipped from the grasp of those pulling.
growling of the occupant and the rattling of its chain. When
they are able to see into the room, the DM should read out the The owlbear has no personal treasure. Since arriving, Lavinia
following description: and her sons have been unsuccessfully trying to tame it.
10
THE OLD XVART LAIR ( X 9 12)-
X9. Training Room (Xvart Store-Room) The skeletons are those of two human prisoners left behind
when the xvarts abandoned their lair. They are quite harmless
When the adventurers arrive at this chamber the DM should and there are no items of interest or value here.
read out the following:
This room was originally used by the xvarts as a store, but In the centre of the room lies a human corpse wearing
Lavinia's sons now use it for training purposes. The manikin is chainmail armour. A very large rat is chewing at the
a target for dagger throwing and the spiked ball is used for the armour apparently in an attempt to reach the body.
practice of parrying and dodging. There are five unlabelled
bottles on the bench. Two of them contain glue (used for
making quarrels etc), another contains muscle liniment, the
fourth holds oil used in the care and maintenance of armour,
and the last one contains a potion of healing (an oily,
odourless liquid with a strong burning taste - one dose). The
straw target is used for bow practice out of doors.
When the adventurers reach this point, the DM should read out
the following:
I 'I
A passage leading from the one which you have been
following is completely blocked by a jumble of rocks,
casks, sacks and other items. As you approach, the
stench of rotting flesh assails you.
I J
When they moved in, Lavinia and her sons blocked off the
south-western part of the lair (rooms X11-X16) using rocks and
the contents of the store room (room X9). These consisted
mostly of foodstuffs which are now decaying.
Living invariouspartsofthepilearel2rotgrubs(AC9;MV1";
HD l h p each;#AT Nil; D Nil; SA Burrow into flesh; SD Nil;
MR Std; Int Non; AL N; Size S; xp nil; MM). It is to be hoped that
the adventurers will be alerted by the smell of rotting flesh and
will take suitable precautions (eg wearing gloves) if they
attempt to move the blockage. If so, the pile may be moved
safely. If not, rot grubs will burrow into the exposed flesh of The corpse is another illusion created by the symbiotic jelly in
any characters handling rotting foodstuffs. order to attract giant rats, which are its usual prey.
When the adventurers are able to see into this room, the DM
should read out the following:
The small chamber before you appears to be
unoccupied, but contains a wide variety of objects
This is a roughly rectangular chamber whose rock scattered haphazardly about.
iwalls are painted black. In the centre of the room is a
pile of dry vegetable matter. Scuttling over and
(around this are at least a dozen large rats. This was the chamber of the xvart magic user, an incorrigible
collector of items of all kinds, especially those of no use to the
other xvarts. In the hurried departure from the lair, the magic
This room is the lair of 21 giant rats (AC 7; MV 12; HD 1-4hp; user was forced to abandon most of his treasured possessions,
hp 2 each;#AT 1; D 1-3; SA Disease; SD Nil; MR Std; Int Semi; including the cloak of elvenkind which had always been
AL hi; Size S; xp 9 each; THACO 20; MM) some of whom are despised because of its origins, despite its powers.
insidle the nest. They will attack the party on sight.
Some time ago, the magic user attempted to combine the
The room was the xvart temple, and beneath the rats nest is spells extension and Nystuls magic aura which he had found
the pedestal on which the xvart idol once stood. The nest on a scroll. The spells failed catastrophically and, as a result,
contains many chewed bones, but there are no items of any objects kept in the room for a day or more will acquire an
interest or value here. intermittent magical aura. Such objects do not actually
become magical and the effect wears off i f the objects are
taken out of the room for a week.
Four human-size cloaks, a small skirt, six long belts, two left
boots and a tall hat.
A suit of chain mail armour, two helms, half a suit of leather
-
armour (the right half) all human size.
A crossbow, a longbow (no string), three ranseurs and a
javelin.
A wooden fire-place surround, a large brass platter, a rug, a
large broom, a wagon wheel, two oars and a chamber pot.
From the empty room (room X14), a narrow tunnel about 4 feet
high winds down to an opening at the foot of the cliff by the
river. This cliff entrance is about 2 feet square and is concealed
by a bush. If the party examines the cliff, the chance of finding
the entrance is the same as that of finding a concealed door.
DETAILS OF LAVlNlA AND HER SONS Clothing - dark green robe over chain mail armour, small
shield, small back pack (see below).
LAVlNlA - ILLUSIONIST, LEVEL 3, HUMAN, FEMALE -
Weapons long sword, two daggers.
(AC 8; MV 12"; I 3, hp 9; # A T 1; D By weapon; SA/SD As Languages spoken - common, orc.
standard for class and abilities; MR Std; AL LE; S 7, I 15, W 9, Personal treasure - a talisman (non-magical) on a chain
D 16 (+2 AC/saving throw bonus, +1 to hit with missiles), C 12, around his neck (wrought gold and haematite-value250gp)
Ch 11; xp 211; THACO 20). and the following items in his back pack: food, wine-skin, 50
foot coil of rope, two sacks.
-
Clothing long, dark red robe with matching, hooded cloak,
leather belt with pouches (see below). REDEC - ASSASSIN, LEVEL 2, HALF-ORC, MALE
Weapons - 3 darts, dagger (non-proficient weapon). (AC 8; MV 9"; A2; hp 7;# AT 1; D By weapon; SA/SD as standard
Spells memorised: forclassandabilities; MRStd;ALLE;S13, I13,W9,D14,C12,
First level: phantasmal force, wall of fog Ch 9; xp 141; THACO 20).
Second level: hypnotic pattern.
Languages spoken - common, orc, ogre, goblin, xvart. Clothing - black cloak over leather armour. Belt with pouches
Personal treasure - necklace of topaz beads (value 1800gp), (see below).
gold finger ring (1Ogp) and the following items in her belt Weapons - broad sword, dagger, dagger +l (envenomed with
pouches: 12gp, material componentsforspells, ascroll with class A insinuative poison), light crossbow, 12 quarrels.
these illusionist spells: Languages spoken - common, orc, goblin, gnoll.
Second level: magic mouth Personal treasure - gold ring (value 1OOgp) with a secret
Third level: dispel illusion, illusionary script. compartment (noticed as secret door) containing a tablet
(one dose) of class A ingestive poison. In the pouches
FINNOCK - FIGHTEWTHIEF, LEVEL 2/3, HALF-ORC, MALE hanging from his belt: a set of thief's tools, a tinder box, a vial
(AC 8 ; MV 9"; F2/T3; hp 17;#AT 1; D By weapon; SA/SD As containing one dose of class A insinuative poison and a
standard for class and abilities; MR Std; AL LE; S 13, 19, W 6, pill-box containing two doses (two tablets) of class A
D 11, C 16, Ch 9; xp 153; THACO 20). ingestive poison (see DMG page 20).
-
Clothing grey travelling cloak over leather armour, small DETRAK -THIEF, LEVEL 4, HALF-ORC, MALE
back pack (see below). (AC 7; MV 9"; T4; hp 14;#AT 1; D By weapon; SA/SD As
Weapons - long sword, dagger, short bow, 15 arrows. standard for class and abilities; MR Std; AL LE; S 13, 18, W 7,
Languages spoken - common, orc, goblin. D 12, C 15, Ch IO; xp 200; THACO 20).
Personal treasure - small platinum clasp on cloak (value
160gp) and the following items in his back pack: a set of Clothing - brown cloak over leather armour +1, belt with
thief's tools, a flask of oil, two small torches, tinder box. pockets (see below).
Weapons - long sword, sling, 20 sling bullets.
PRAKRIT - FIGHTER, LEVEL 3, HALF-ORC, MALE Languages spoken - common, orc, goblin.
(AC 4; MV 9"; F3; hp 16; # A T 1; D By weapon; SA/SD As Personal treasure - in the pockets incorporated into his belt:
standard for class and abilities; MR Std; AL LE; S 16 six small matching gems (aquamarine, value 80gp each), a
(+I damage), 16, W 7, D 9, C 14, Ch 9; xp 124; THACO 18). set of thief's tools.
have anything to sell or if they wish to buy anything. Although
his trade is in skins, he has a box of assorted items (see THE
On their journey between the OLD XVART LAIR (page 7) and CONTENTS OF THE WAGONS - page 15) which he has
the LAKE-SIDE VILLA (page 18),the DM should arrange for accepted in lieu of past payments and which he often finds to
theaclventurers to meet Edensorthe merchant and his retinue. be attractive to the trappers with whom he trades. He will sell
The encounter will occur on the Hallbridges/Chiswell/ any items from the box at 10% more than the prices given in the
Gannaway/Adlerweg road which the party must cross at some PLAYERS HANDBOOK. He will also sell reasonable amounts
point on the trip. This encounter offers great potential for role of provisions (food, wine etc) from his own storesfor 10%more
playing by the DM and players. than the usual price. Edensor will buy any items from the party
(up to a total value of 300gp, except gems and jewelry) which
Edensor is travelling towards Adlerweg with two wagon-loads they are willing tosell. The prices he offers will be between 50%
of animal skins and other items. His intentions are peaceful and 90% of the actual values depending on how easily the
and, iif theirs are the same, the adventurers will be in no items could be re-sold (DMs discretion). If questioned,
immediate danger from him or his guards. He will even trade Edensor will pass on two of the rumours (chosen at random)
with them if they wish. which were available in the villages (see KUSNIR - page 5).
It is important to note that Edensor is well-known in the While the adventurers are talking to the merchant, Hans will
villages along his route and that the adventurers could expect attempt to steal an item of value (preferably a magical item)
to be questioned very closely by the authorities if they were from one of the party members. For the purposes of this
found in possession of his wagons. adventure he will automatically be successful unless the
adventurers have taken specific precautions against theft. In
Unknown to Edensor, one of his drovers is a thief named Hans. the latter case, Hans has his normal pick pockets chance of
Hans has been careful not to rob any of the members of the success (adjusted downwards if the precautions aye good -
caravan (yet) but the meeting with the adventurers will prove DMs discretion). If he fails with one character, he will try the
too much of a temptation for him. others until successful or until he is noticed.
Always keen for a chance to trade, Edensor will hail the party If they handle the situation carefully, the adventurers should
when he sees them and, after the usual greetings, ask if they be able to retrieve their property and catch the thief, and may
14
THE MERCHANT
INTRODUCTI0N
At some time after the adventurers have crossed the
Hallbridges/ChiswelI/Gannaway/Adlerweg road, but before
they reach the LAKE-SIDE VILLA, they will meet an old man
dressed in a simple grey robe and carrying a staff. The man is
Urquant, a monk, who will ask the adventurers to help him
recoviersome books from a cave occupied by two gargoyles. If
they clo so, the party will not only gain the treasure belonging
to these creatures but also information which will be of use in
the LAKE-SIDE VILLA (page 18).
in this chamber, Urquant will speculate that Querns library is The ninth book (with the blue cover) is written on parchment.
beyond the weed and will explain that, since he cannot talk to Urquant will soon recognise that it is not part of Querns
the plant, some other way of getting past it will be needed. writings and will offer it to the party. The book may be of great
Urquant will advise against the use of fire on the weed for fear interest to the party since it contains references to the
of harming the books. Sentinel. If theadventurers read the book (even cursorily) they
will ascertain the following:
The witherweed will always retaliate if attacked and will
normally attack creatures attempting to use the passage. (i) The bulk of the book concerns the births, marriages and
However, as a result of Querns training, it will not attack those deaths of the Van Arthog family over many generations and is
using the passage if they openly carry a quill or other feather. rather boring.
The clue to the method of safely by-passing the weed is (ii) The family seat was a villa on the shore of Lake Spendlowe
contained in a riddle inlaid in brass on the top of the lectern: near the mouth of the River Lewyn.
Thyfi m o d re~pon the 6am h t h , (iii) Many years ago (the book does not contain actual dates),
Andscythes upon tfieflitf;rf;ela; Karl Van Arthog was the last mage to hold the post of the
n;Oyfifire may 6lbom a f u d w t h Guardian of the Keep of Adlerweg.
The quillalbne may ma& me yeLf
(iv) When Karl retired to the villa he brought with him a
The answer to the riddle is parchment or paper. In this powerful magical item known as the Sentinel. There is n o
context, however, the plant from which paper is derived will reference to this object being used, however.
also yieldto the quill. Thus, in order to pass safely through to
the library, acharacter must hold aquill and walk past the plant (v) The family history ends with Heinrich Van Arthog who
without threatening it. squandered the family fortune and was forced to give up the
villa.
The lectern has a compartment which contains six quills, a
penknife and five sheets of witherweed paper. Unfortunately, The book is worth 60gp. Quern found it long ago during his
there were also bottles of ink here which have been smashed wanderings in the region and had kept it out of academic
and the ink has ruined the paper. interest only.
The other items in the room were those used by Quern in his
simple life. The objects lying on the floor include some
ordinary cooking utensils, a tinder box, candles etc. There are
no other items of value or interest here.
H3. Library
When the party is able to see into this room the DM should read
out the following:
If the witherweed has been burned, the books will have been
destroyed. URQUANT - MONK, LEVEL 4, HUMAN, MALE
(AC7; MV 18; Mk4; hp 14; #AT5/4; D 1-6 (open hand) or by
When he sees the books, Urquant will cry out in joy and then weapon; SA/SD As standard for class and abilities; MR Std;
quickly, but reverently, gather them up. AL LN; S 1 5 , I 8 , W 16, D 15, C 12, Ch 9; xp 200; THACO 18).
Eight of the books were written by Quern and contain the vital Clothing - grey robe with rope belt and belt pouches.
elements of his philosophies. They are written on witherweed Weapons - staff.
paper and have simple leather bindings. They have a value of Languages spoken - common.
50gp each. Urquant will value these very highly and will insist Personal treasure - silver amulet (value 20gp) and the
on taking them back to his monastery after burying Quern with following items in his belt pouches: set of thiefs tools, food,
due honour. candles and tinder box.
17
INTRODUCTION The walls are constructed from a local, durable stone. The
roofs are of heavy ceramic tiles supported by beams of a dense
This villa, which stands on the shore of Lake Spendlowe, was timber that has resisted the ravages of time. This timber has
owned by the Van Arthog family, descendants of the last also been used for the doors, rafters and other fittings.
Guardian of Adlerweg. They owned the villa until the fall of the
family'sfortunes when it wasabandoned.Thevilla isshown on The obvious way for the party to gain entry to the villa is
map D. It is a single-storey structure built on the slope leading through the gateway. However, the plants growing on the walls
down to the lake, with a cellar beneath its highest part. make it relatively easy to climb the outside of the building.
Characters sodoing havea lO%chance per round (cumulative)
of being noticed by the adult perytons (from area V4) and
attacked. A thief or monk will automatically be able to climb up
the walls and across the roofs under normal circumstances.
Since the roofs of the various parts of the villa are of tiles, with
the exception of roof of the the hall (room V10) which is of
stone, adventurers who climb onto them will be able to gain
access to the building by removing tiles to make a hole.
I' \
A villa-like building, standing on a spur of land Characters entering the villa through the hole inthe northern
between the lake and a river which empties into it, wall will be attacked by the stunjelly in room V8.
comes intoview. The building has the airof one long-
abandoned, but appears to be relatively undamaged. It is intended that the adventurers will not findthesecret
Clinging plants grow over the walls and roofs. entrance to the tunnels under the villa (see V25).
It is a low structure, roughly rectangular in plan, Characters remaining in the immediate vicinity of the villa
perhaps 200 feet long and 100 feet wide. A part of the while attempting to gain access have a 10% chance per turn
building at the higher end rises above the rest. (cumulative) of being noticed by the adult perytons (area V4)
8. J who will attack them.
The door to this room hangs open at a crazy angle; the
lower hinge has rusted completely away.
/ 7''
I .
f I
The hinges of the door to this room have rusted away
completely and it now lies flat in the doorway.
V4. Courtyard
ABOVE GROUND
When the party comes into the courtyard (by whatever route)
the DM should read out the following:
V'l. Gateway
f 3
I1 the party climbs the steps at the western end of the villa the Before you is a courtyard. A half-obscured pattern of
DM should read out the following: pathways and flower-beds shows that this was once a
formal garden. Now, however, the roses and other
garden flowers grow wild, competing with weeds and
At the top of the steps, a gateway leads into a briars. There are two trees growing here, an oak in the
courtyard. On each side of the gate a doorway opens north-east corner and an ash in the south-west.
into darkness beyond. In one of these doorways a
wooden door hangs awkwardly on only one hinge. On
the other side a similar door lies flat on the stone- The doorways on the north and south sides of the courtyard
flagged floor. may not all be visible to the adventurers; the DM should
describe those which are. There is no door in the south-
In the courtyard, flowers, small bushes, and two trees western doorway (to room V5). The other three doors are of
grow apparently unchecked. iron-bound wood and are closed.
The parts of the wall and ceiling which you can see are
covered with undecorated white plaster. The floor is
of flag-stones.
The three corpses are as follows: This room is utterly bare. There are no pieces of
furnitureorother itemsand thefloor isveryclean, as if
1. Miale human peasant; wearing a simple robe and rope belt. swept. The walls are covered with white plaster, as is
the ceiling. The air in the room feels cold.
2. Mille human merchant; wearing a rich (but now ruined) robe,
a leather belt with a decorated buckle (worth 60gp), a fine
longsword in a scabbard (value 40gp) and a pouch This room was originally the cold food-store for the villa. There
containing 209 p. is a space between the ceiling and the roof which contains a
small wooden box. The box is trapped with a fire trap which
3. Female human cleric; wearing leather armour (now useless) will inflict8-ll(d4+7) hit pointsof damage (byexp1osion)on all
and a small pack. The pack contains a packet of food within a 5-fOOt radius unless they save vs. Magic (half
(rotten), two vials of holy water, a silver mirror, three sticks of damage).
incense and four candles wrapped in a piece of waxed
parchment, a tinder box and the fragments of a shattered The box contains six gems (800gp, lOOgp, 6Ogpx4), a vial
vial. The cleric is wearing a silver holy symbol (a model of a containing a potion of diminution (a green liquid with a sherry-
uriicorn horn -value 50gp) on a chain around her neck. In a -
like flavour two doses) and a piece of cut amber on a leather
pcuch on her belt are 27gp. thong (apparent value25gp, this isactuallyaperiapt of health).
THE LAKE-SIDE VILLA ( V 8 - 11)
V8. Room with Collapsed Wall The skeleton is that of a goblin killed by a glyph cast upon the
lock which heattempted to pick. Neitherof theothertwo locks
The door between the courtyard and this room is closed. Its is trapped and they may be picked or smashed safely.
timber is sound but the hinges are rusted and stiff.
If the adventurers enter the room from the courtyard, they will
see that the lower part of the far wall has collapsed, leaving a
V10. Hall
I
hole large enough for a person to crawl through. The masonry When the party enters this room the DM should read out the
above the hole is sound. following:
The walls are of dressed stone. Wooden rafters This is a large room, about 60 or 70 feet long, 60 feet
support the tiles of the roof which is veiled in wide and 40 feet high. The floor is of blue veined,
shadows. The walls were once painted green but the white marble. The walls are wood-panelled to a height
paint has started to flake off. of about 20 feet. Above this they slope gently inwards
and are pierced by 20 shuttered, lancet windows each
There are dozens of large ceramic jars and the about 4 feet high and 3 inches wide. The walls above
smashed fragments of hundreds more. The onlyclear the panelling and the ceiling are decorated with a
part of the stone-flagged floor is at the western end, painted design of interwoven vines.
between the door and the collapsed part of the north
wall. The western wall is of unpainted dressed stone. On each side of the room stands a row of four human-
like statues. Between them, in the centre of the room,
is a square dais, about 15 feet across. Standing at
The western wall is, in fact, a stunjelly (AC 8; MV 3"; HD 4; each corner of this is a bronze-coloured statue of a
hp 15; # A T 1; D 2-8; SA Paralysation; SD Nil; MR Std; large feline creature. The tails of these creatures meet
Int Animal; AL N; Size L; xp 185; THACO 15; FF). It is to be in the centre of the dais where they support a large,
hoped that the players will notice that there is no paint on the bronze-coloured chair. Lying on the chair is what
western wall and be suspicious. Unless any characters appears to be the skeleton of a small animal.
entering the room state at once that they are leaving, the
stunjelly will attack.
This room is the lair of three undead creatures. The first of
Each of the complete jars holds one of the following: honey, these is a sheet phantom (AC 3; MV 6"; HD 3; hp 18; # A T 1;
wine, olive oil, pressed figs or fish paste. All of these food items D 1-4; SA Suffocation; SD Nil; MR Std; Int Ave; AL CE; Size L;
are now in a revolting state of decay. There are 54 whole jars. xp 177; THACO 16; FF) which is clinging to the ceiling where
the adventurers have a 5% chance of noticing it if they look
upwards. This creature will drop rapidly onto the first (65%
V9. Steps chance) or the second (35% chance) character to enter.
The other undead are two sheet ghouls (AC 2; MV 9"; HD 4+2;
hp24,19;#AT3; D 1-3/1-3/1-6;SAAcidsquirt (2-7 hit pointsof
damage, automatic hit on an opponent within 10 feet); SD Nil;
MR Std; Int Ave; AL CE; Size M; xp 290, 265; THACO 15; FF).
These creatures will normally be hiding behind the dais when
the party enters, and they will not at first be seen. They will
attack the party at the first opportunity.
Beyond an archway, a flight of broad, stone steps When the party enters this room the DM should read out the
leads up to a pair of closed, iron-bound wooden following:
doors. Lying on the steps is a charred humanoid
7
skeleton clutching a rusted dagger.
The floor of this room is tiled in green. The walls and
The doors are held closed by two hasp mechanisms, ceiling are covered with undecorated white plaster.
each with a padlock hanging from it. A third hasp Across the tops of the western, southern and eastern
hangs broken and charred. A blackened padlock lies walls are brass curtain rails. There is a shelf along the
on the steps below the door. northern wall with three books on it.
21
THE LAKE-SID E VILLA (V12- 13)
Thi!; room was a library when the villa was occupied. When the books on the lecterns are interfered with. It will lunge at the
place was abandoned most of the books were removed, along nearest character, attacking from behind and gaining surprise
with the curtains. The remaining books are: if possible. The venom in the snakes fangs causes paralysis
(for d6+4 turns) unless the victim successfully saves vs.
1. YYoebluf: A cheaply produced edition of a classic saga with Poison. There is sufficient venom for three bites.
the illustrated pages torn out (value 5gp).
The iron cobra will fight fearlessly to defend the books until
2. Cenozoic Glacial Geology: A long and boring tome, destroyed or until its control word Cinozoic is spoken. This
expounding the fallacious theory that movements of ice were word will only deactivate the creature, and will not give control
responsible for shaping of mountain valleys etc. over it. The word may be found in one of the books in the
southern library (room V l l ) . Even in the absence of the other
If a character examines the book, the DM should make a secret control words, the iron cobra would still be of great value
roll of 3d6. If this score is less than thecharacters intelligence, (1OOOgp) to an interested mage though of little practical use.
he cw she will notice that the first time that the word Cenozoic
(pronounced Sen-Oh-Zo-lc) appears in the text, its spelling
has been changed to Cinozoic (pronounced Sin-Oh-Zo-lc).
Cinozoic is the control word for the iron cobra in the secret
library (room V13). The books value is 50gp.
When the party enters this room, the DM should read out the
f 01low ing:
-
The floor of this room is tiled in green. The walls and
ceiling are covered with undecorated white plaster.
Across the tops of the western, southern and eastern
wallsare brasscurtain rails. Below these, on the floor,
lie long heaps of mouldering purple cloth. On the
southern wall is a long, bare shelf and in the centre of
the floor is a patch of black ash.
-
The room was a library when the villa was occupied. When it
was abandoned, the important books were taken awayand the
remainder burned. Later, the wall drapes rotted and fell to the
floor. The mould on the cloth is harmless. There is nothing of
inteirest or value here. There is a space between the ceiling and
the iroof, but it is empty.
I
First level: Tensers floating disc
The floor of this darkened room is tiled in green. The Second level: Leomunds trap
walls and ceiling are covered with undecorated white Fourth level: Rarys mnemonic enhancer.
plaster. The only furniture consists of a pair of brass
lecterns. There is a large book on each. The book on the southern lectern is a manual of summoning
familiars. An inscription on the inside cover makes it clearthat
if the contents of the book are read out loud before the casting
Hiding in the shadows to the right of the door is an iron cobra of a find familiar spell, the spell will summon three potential
(AC 0; MV 12; HD 1; hp 8; # A T 1; D 1-3; SA Poison familiars (each determined at random). The magic user must
(paralysing), attack from behind with surprise; SD Nil; MR As choose one of these at once and the others will depart. The
M12; immune to certain spells; Int Non; AL N; Size S ; xp 96; manual may only be used once since the words vanish as they
THACO 19; FF). It will onlyattack if the room is entered or if the are read. The book may not be copied.
22
THE LAKE-SIDE VILLA (V14-16)
When the adventurers move away from the stairs into the
corridor any characters of non-evil alignment will be attacked The door leads onto a 4-foot-wide ledge which runs
by five whisps (AC 2; MV 18"; HD 4hp; hp 4 each;#AT 1; D1-6; around the northern, eastern and southern sides of
SA Ignore effects of armour; SD Need magical or silver the room. The central part of the room consists of a
weapons to hit; MR Immune to sleep, charm etc; Size S; xp see pool of murky water. The level of the water is a foot
presence - room V15; THACO Special; New Monster) created below the ledge, but its depth cannot be seen.
by the presence i n the cellar room (room V15). Full details of
the presence and whisps are given in the section called Hanging from the ceiling of the room is a wooden
-
PRESENCE (and WHISPS) page 29. Note that there is a boat, about 15 feet long. The two ropes by which it
limitation (50 feet) on how far the presence can send the hangs run through pulleys on the ceiling and down to
whisps. cleats on the southern wall.
The presence will replace whisps as they are destroyed but will
onlysustainuptofiveatatime. ltwillcreateamaximumof nine OnIce the adventurers are able to see into the boat, the DM
whisps to attack the party while the adventurers remain shcxAd add the following:
outside its lair (the main cellar room - V15). The remaining
seven, and any not used in the corridor, will be used to defend
the presence should the party enter its lair. The boat is about 15 feet long and 6 feet wide. It is
clinker-built, and apparently sound. In the stern is a
If the characters appear to be about to go through a door into comfortable-looking chair apparently mounted so as
the cellar room they will notice that any whisps which they are toswivel around. Between the chair and the bow there
fighting will increase the ferocity (but not the effective- are three plain benches extending across the hull.
ness) of their attacks. If the adventurers go past the door(s), Lying on the benches are six oars.
showing no apparent interest in entering, the whisps will stay
near the party but will only fight to defend themselves or if
either door to the cellar room is approached. The boat was used by the last owner of the villa for fishing on
the! lake, which could be reached via the tunnel at that time (see
bellow).
V15. Cellar Room
If t he chair is examined carefully, a small flap in its right arm
When the party enters this cellar room, the DM should read out wil I be found. Beneath theflap isa magicaldevicewhich actsin
the following description: a siimilar way to acompass. In consists of an oil-filled container
wit h a glass top. Inside, there is a small golden arrow which
alviays points to the throne in the hall (room V10) no matter
You have come into a bare room hewn from solid rock. ho$ w far it is taken away from it. Its value is 7000gp - 1500xp. It
There is nothing in the room except for a zone of maiy easily be removed from the boat.
unnatural-looking darkness about 2feet across which
hangs stationary in the air, just above the floor, The boat hasa hull valueof 3 pointsand weighs25000gp (over
halfway across the room and a little to the east of the a tcm!). Its value is 350gp. In its current dehydrated state it will
doorway. givle the party a very nasty surprise if they try to use it. The
Piainks have shrunk and the boat will leak if set afloat (sinking
Five writhing, whispy, green shapes suddenly appear, i n .10-15 rounds). The leaks will close if the boat issoaked fora
hovering in the air before you. week.
The water in the pool and in the tunnel is fetid. It is the home of
Thisroomisthelairofthepresence(AC6;MVl;HD13; hp66; eigIhtgiantleeches(AC9; MV3";HD 1; hp3eachYAT 1; D1-4;
# A T Nil; D Nil; SA Creation of whisps; SD Need magical or SA, Drain blood; SD Nil; MR Std; Int Non; AL N; Size S; xp 172
silver weapons to hit; MR Immune to sleep, charm etc; Int eacsh; THACO 19; MM) which will surreptitiously attack any
Genius; AL NE; Size S; xp 1840; THACO N/A; New monster). It c re!atures who enter the water. The water is 4 feet deep.
will create as many whisps as it is capable of in order to defend
itself; ie seven, plus any not used in the corridor outside. All Th e gate between the room and the tunnel could be opened at
characters, even evil ones, will be attacked if they appear to be on e time by means of a winch mechanism on the wall next to it
threatening the presence. Full details of this monster are given on the southern side. However, the gate is now rusted in place
in PRESENCE (and WHISPS) page 29. - an1d the winch is ineffective. The gate may be lifted (-20%
normal chance) or bent (+5% normal chance).
The presence is supporting a black gem (black sapphire -
value 4000gp) which will fall to the ground if the presence is The tunnel originally extended as far as the lake. Now, all but
killed. t hc3 easternmost 50 feet or so have collapsed.
23
THE LAKE-SIDE VILLA (V17-20)
There are traps at the points marked V17 on map D. Each trap
consists of a covered, 20-foot-deep pit which has a loosely Excavation of this chamber was abandoned. There are no
fixed net stretched across it half way down. The pits narrow items of value here.
tow,ards the bottom where they are only 2 feet across.
Any charactersfalling into one of these traps will suffer normal V20. Xvart Leaders Room
damage. In addition, they will become entangled in the net and
wedlged in the narrow bottom of the pit. They will be quite
helpless unless they can roll 3d6for less than theirdexterity, in
which case they will be able to free themselves from the net.
t 7
This small chamber appears to be unoccupied. There
V18. Main Hall is a crude stool near the centre of the room which has
a dagger stuck into it. There is a bed of straw against
When the party can see into this room, and assuming that the the far wall, and above the bed there is a rusty long
occupants have not moved from it, the DM should read out the sword hanging on the wall.
f 01Iow ing:
Suspended by ropes from the ceiling is a tall, un-
stoppered ceramic jar.
I paint.
THACO 18; MM) which acts as a guard for the xvart. It will
attack any creature or creatures interfering with the jar.
The treasure consists of: lOOcp, 70sp, 40ep, 49gp, 21pp (total
value 178gp), a gem (peridot - 700gp), a plain gold ring
(apparent value 20gp -actually a ring of feather falling) and a
bottle which contains a potion of longevity (colourless liquid,
slightly salty taste - one dose).
When the party enters this area, and assuming the magic user
has not moved from it, the DM should read out the following:
f 1
This chamber is roughly rectangular in plan. There
are several pieces of furniture, including a brazier, Thestrangecreature 1s a Ywartshaman (AC , , J nV 5"; C3; hp 19;
and the black-painted stone walls have strange # A T 1; D 1-6 (club); SA 'Magic use; SD Nil; MR Std; Int Ave;
symbols scrawled up on them in chalk. Standing in AL CE; Size S (3' tall); xp 147; THACO 20; FF) wearing his
the room isashort, blue-skinned humanoid wearing a ceremonial robe, mask and stilts which make him 5 feet tall.
ragged robe and holding a staff. Thestiltsdo not impede his movements. His memorised spells
are cause fear, cure light wounds and chant.
The humanoid is a xvart magic user (AC 7; MV 6"; M2; hp 6; The other occupants of the room are 14 male xvarts (AC 7;
# A T 1; D 1-6 (staff); SA Magical spells; SD Nil; MR Std; Int MV 6"; HD 1-1; hp 5 each;#AT 1; D 2-5 (small swords); SA Nil;
High; AL CE; Size S (3 tall); xp 77; THACO 20; FF). His SD Nil; MR Std; Int Ave; AL CE; Size S (3' tall); xp 10 each;
memorised spells are magic missile and sleep. He will fight in THACO 20; FF), 15 females (AC 7; MV 6"; hd 1-1; h p 3 each;
melee if necessary, but prefers t o stay out of direct combat in # A T 1; D 1-3 (small dagger); SA Nil; SD Nil; MR Std; Int Ave;
ordertocast hisspells. Underhis robe, heiswearingafinesilk AL CE; Size S (2 tall); xp 8 each; THACO 20; FF) and
doublet (originally made for a human child - value 50gp). 14 infants (AC 7; MV 6"; HD 1-1; hp 1 each;#AT Nil; D Nil; SA
Nil; SD Nil; MR Std; Int Ave; AL CE;Size S (2' tall); xp 0; FF).
The room contains a bed of straw, a brazier, a small sack, a
table and a stool. The brazier is made of iron and contains The shaman and the males will attack the party on sight. The
burning charcoal (there is more charcoal in the sack). On the females will only fight as a last resort, preferring t o flee (and
table are a book and a battered wooden box. raise the alarm) if possible. The infants will not fight at all.
The book is the xvart's spell-book, with the following Spells: The shaman's mask covers his entire head. It is made of gilded
copper inlaid with small pieces of turquoise (many of which
First level: read magic, magic missile,sleep, have fallen out). It is worth 200gp. His robe is unexceptional,
spider climb, write. and his stilts are crude affairs made of wood and strapped to
his legs. The club is made from a human skull, filled with tar to
The box is protected by a Leomund's trap spell cast upon it give weight and attached to a stick - it has no special powers.
long ago by its original owner. It contains a bag of sand, some
bitumen, a live spider in a bottle (harmless), some pieces of The male xvarts each have 1-4gp worth of coins and/or cheap
chalk, three plain sheets of parchment, a vial of powdered jewelry. The females and infants have no treasure.
diamond (value lOOOgp), a quill and a half-filled vial of the
special ink required for the write spell (value 1OOgp). The only items of interest in the main part of the room are some
crude manacles for holding captives (fixed to the south-
The bed, table and stool are unexceptional. eastern wall) and the statue.
This is an elongated chamber with plain stone walls. This alcove is where the shaman lives. There is a bed of straw,
The only furniture consists of a crude wooden statue beneath which he has concealed a leather scroll case.
at one end.
The case contains a scroll and a normal scorpion (AC 9; MV 3";
Standing in the room are 40 or more small, blue- HD 1hp;kAT 1; D Nil; SA Poison (1-8 hp damage - negate if
skinned humanoids. Near the statue is a very strange save vs. Poison); SD Nil; MR Std, Int Non; AL N; Size S (2"
creature. Humanoid in form, it is much taller than the long); xp 8; THACO 20; Non-standard monster) which will
others, has a grotesque golden head and wears a long attack anybody who incautiously opens the tube. The scroll
black robe. has the following clerical spells: slow poison, bestow curse,
cure disease.
25
THE ILAKE-SIDE VILLA (V23 - 26)
Whein the adventurers are able to see into this area, and When the adventurers are able to see into this area the DM
assuming that the occupants have not moved, the DM should should read out the following:
read out the following:
There are actually 27 giant rats (AC 7; MV 12"; HD 1-4 hp; hp 2 Thecreatureistheskulk(AC7; MV12"; HD2; h p l (9);#ATNil;
each; # A T 1; D 1-3; SA Disease; SD Nil; MR Std; Int Semi; AL N; D Nil; SA Nil; SD Nil; MR Std; Int Non; AL CE; Size M; xp0; FF)
Size S; xp 9each; THACO 20; MM) which are the minions of the who is wearing the SENTINEL (see page 30). The conflict
wererat (room V24). There are no items of interest or value between the chaotic evil tendencies of the skulk and the
here. control exercised by the Sentinel's ego has destroyed the
creature's mind and it is completely harmless.
The wererat will automatically hear any combat in this
chamber unless precautions are taken to prevent this (eg the The xvarts have robbed the skulk of most of its treasure and the
use of asilencespell) and will join the fight, gaining surprise if items lying around the chamber (the bones, jars of stale food
possible. etc) areworthless. There isajar buried beneath the floorwhich
contains lOOcp, 280sp, 81ep (total value 55gp), a silver comb
set with pearls (value 1100gp) and a small box holding three
V24. Wererat bone tubes. Each of these tubes contains one application of
dust of appearance.
Assuming that the wererat is still here, the DM should read out
the fiollowing when the party is able to see into the chamber: The Sentinel will respond to the party's arrival as follows:
(i) When the party enters the room the Sentinel will use its
This is a small, circular chamber, containing a pile of know alignment ability to sense the presence of LG, NG, LN, N
straw, an unusual table and a crude wooden stool. or CG characters. If there are no such characters, the Sentinel
will make no communication in the hope that the adventurers
will ignore it.
f 'r
When the creature sees you it regains its composure
for a while and a glazed look comes over its eyes. It
raises its right arm as if to show it to you and you see
There are many chewed bones on the floor, and a half-eaten that it is wearing a glove. The glove is fawn in colour
rabbit on the table. The table-top is circular, convex in form and apparently made of fine leather. On the index
and covered with brass studs. It is, in fact, a small shield +1 finger, incorporated into the glove itself is a ring with a
resting on a simple wooden trestle. single, rounded, blue stone.
A winding passage with several side-passages slopes upwards (iii) Next, the Sentinel will choose its ideal bearer from the
from the tunnel complex to ground level, where it is concealed party according to the following criteria:
by an innocuous patch of briars. Only under exceptional
circumstances (eg the use of a find the path spell) will the Alignment. This is the most important criterion. The order of
adventurers be able to find this secret entrance from the preference is: LG, NG, LN, N, CG. No characters of any other
out si de. alignment will be chosen.
26
THE LAKE-SIDE VILLA (V26)
Class is the next most important criterion. If two or more refuses, the Sentinel will repeat its telepathic message to its
charalcters have the same alignment, then magic user is the second choice of character (using the criteria given above),
prefer.red class, followed in order of preference by illusionist, again using the suggestion power if necessary. If this fails, it
paladiin, monk, ranger, cleric and fighter. No other class may will repeat the process with each eligiblecharacter in the party,
use thle Sentinel. in order of preference, until one of them decides or is forced to
put it on or until or the possibilities are exhausted.
Level. All else being equal, the Sentinel will choose the
charalcter with the highest level. Note that any character whose alignment is not LG, NG, LN, N
or CG, or who is of a class that cannot wear the Sentinel, will
p
The Sentinel will then communicate (again telepathic- not be able to use its powers. That character will also suffer 1
vith its chosen character only: hit point of damage (no saving throw) each round that it is
worn, but hidher hit points will not be reduced below 1 by this
process.
ome, worthy one. Take me from the hand of this foul
eature and place me on your own. The evil one is at (v) Once a suitable character puts on the Sentinel, it will tell
W.rge and together we must destroy it. Despite my that character (telepathically) about its history, its purposes
Dwers I am helpless without one such as yourself and the powers it has to offer. In order to simulate this
ho will take me up and wield the power Ipossess for message, the DM should give the player concerned the tear-off
tt.le furtherance of the common good. Come. sheet entitled MESSAGE FROM THE SENTINEL from the
L 1 back of this module. This message assumes that the
adventurers will be going on to module UK3 - THE
If the (:hosen wielder seems reluctant to take up and put on the GAUNTLET. If this is not the case, the DM should amend it
Sentirrel, the glove will attempt to coerce the character into so accordingly; see the section entitled CONTINUING THIS
doing . It will use its suggestion power against which the ADVENTURE (page 28).
charalcter will save at -4 since the suggestion is very
reasoinable. The adventurer will also gain a rough idea of local geography
from his communication with the glove, and the DM should
If the Zharacter chosen by the Sentinel is unwilling to put it on, indicate the position of Adlerweg on the players map (on the
s the saving throw against the suggestion and still module folder) to the player concerned.
27
This module has been written as the first section of a two-part several days after the party left there, and will have been
adventure which continues in module UK3-THE GAUNTLET. following them ever since in the hope of catching them up and
The second part begins immediately after the acquisition of giving aid. Once it is clearthat a new Sentinel bearer is needed
the Sentinel by the adventurers who, following its guidance, go the DM should arrange for Marriat to overtake the party.
to the Keep of Adlerweg. The Keep has been taken over by the
ogrillon controlled by the Gauntlet and the party must retake When he meets the adventurers, the Sentinel will communicate
the keep, confront the ogrillon and destroy the Gauntlet, thus with him telepathically (the party will know nothing of this).
fulfilling the destiny of the Sentinel. After the customary greetings have been exchanged, Marriat
will bring the conversation around to the subject of the
The desire of the Sentinel to destroy the Gauntlet is very Sentinel and will then ask to be given it. As an inducement, he
strong, indeed it is part of its reason for being, and so on no will offer the party in exchange a wrought gold bracelet set
account should the DM simply allow the party to retain the with rubies (value8000gp), astaff of striking (18charges) and
Sentinel as a magical artifact while ignoring the quest. If the a cloak of protection +1, none of which is of any use to him. If
party (and the Sentinel bearer in particular) seems reluctant to the party are still reluctant, the Sentinel will use its suggestion
go to Adlerweg, the Sentinel will attempt to persuade them to ability to convince the bearer (and any other unwilling
change their minds as a first resort. If this fails, it will deny the adventurers) to give it up. Even so, the ranger will still give
wearer the use of any of its powers and, finally, it will seek to them the promised treasure. The Sentinel is of no use
find a new bearer who will be willing to take up the quest. The whatsoever to a party which does not adventure in module
final option should only be invoked by the DM if it is clear that UK3.
the adventurers will not change their minds or if the DM has
decided not to run the second part of the adventure. It is possible that the adventurers will simply discard the
Sentinel,before meeting Marriat, if its powers are withdrawn. If
The new bearer will be Marriat, a 10th level ranger (AL LG) so, it will found by him and he will fulfil the quest, although the
whom th'e party will encounter with his retinue of followers adventurers will know nothing of this and will gain no reward
which consists of a brown bear, a brownie and two blink dogs, from him. If the party decide to proceed on the adventure as
plusa pack of seven wolves. Marriat will havearrived at Kusnir requested by the Sentinel, they will not meet Marriat.
ARMOUR CLASS: 6
MOVE: 7 "
HIT DICE: 71-15
% IN LAIR: 100
TREASURETYPE: Nil
NUMBER OF ATTACKS: Nil
DAMAGEIATTACK: Nil
SPECIAL ATTACKS: Creation of whisps
SPECIAL DEFENCES: Need magical or silver weapons to hit
MAGIC RESISTANCE: Immune to sleep, charm, etc.
INTELLIGENCE: Genius
ALIGNMENT: Neutral evil
SIZE: S (2-3'diameter)
PSlONlC ABILITY Nil
Attack1Defence Modes: Nil
LEVELIxp VALUE: Variable
PERMANENT POWERS
2. The wearer may cast a hold portal spell (as if cast by a magic
user of 10th level) twice per day (magic users/illusionists
Senltinel has been found by the adventurers, it will insist that only).
they help it to destroy the Gauntlet. If the characters agree,
they will go on to the adventure in module UK3 THE - 3. The wearer may cast a know alignment spell twice per day
GAUNTLET. If not, the alternativeending for this adventure (in (magic users/illusionists only).
which the Sentinel is passed on to an NPC) is dealt with in
COINTiNUlNG THIS ADVENTURE (page 28).
Thanks to the DMs and players at GamesFair 83, who knew this module in its youth, and also to MWB, PMK, CM
and DJT, who have helped it on its way.
( 16 I am the Sentinel, the glove worn by the Eventually, thecoastal lands fell to the shipsand hordes of the
Sea Princes, and the Gauntlet was lost. Without its threat, the
C uardians of Adlerweg.
reason for my existence faded and my powers waned.
Eventually the Guardians came to regard me as no more than a
Many years ago, there was open strife between the inhabitants relic from a bygone era.
of this area, then known as Berghof, and the people of the
coastal lands beyond the mountains to the south east. Even so, I did but sleep. The destinies of the Gauntlet and I
Adlerweg, a pass cut by the River Gann, is the sole link were linked by my making such that we could only be
between these regions and so, to ensure peace, the rulers of destroyed together. Silent, I awaited the day when the
Berghof built a lofty fortress there. Gauntlet would return. Silent I remained when brought from
the keep to this villa by the last mage to bear the title
The Keep of Adlerweg blocks the pass against invasion as a Guardian. Silent still while his family, which retained me in
cork blocks the neck of a bottle, but the hot-blooded succeeding generations as a mere curio, declined and fell; and
coastlanders were never content with peace and prosperity. silent in the empty years following their abandonment of this
War and conquest were their only loves, and to this end their place. Not long since, my sleep was broken by the re-
evil sorcerers created a black gauntlet and wove about it such awakening of the Gauntlet and I sensed that, as ever, it was
magics that it could reduce the Keep of Adlerweg to a ruin. intent on the destruction of the keep.
Little time was left to avoid catastrophe when rumour of the Desperate for a person of pure intent who could employ my
Gauntlet first drifted over the mountains. In haste was I power to cast the Gauntlet into oblivion once more, I had only a
fashioned to counterthe threat - a creation having intellect and pair of foul skulks for company. However, I was able to
great power, existing only to protect Adlerweg and to destroy command one of them to do my bidding and, though I
the Gauntlet should it threaten the Keep. Those appointed to destroyed its mind in the process, it was able to lure you here.
control my powers, a succession of mighty mages, were
known as the Guardians of Adlerweg and I served the holders And now you have come. Feel the powers I can give you.
of that title over many years during which the Gauntlet dared Together we will go to Adlerweg and destroy the evil of the
not oppose me and the Keep remained inviolate. Gaunt1et.q 4
C f
The powers of the Sentinel are as follows:
Abbreviations: N/A = Not applicable, M = Need magical (+1) weapons to hit, MS = Need magical (+1) or silver weapons to hit, * Special.
BE.RGHOF
KEY
Track/road
Village
River
Woodland
j$$g;
........
........
....... Hills
....
... :.*:.
1 HEX = 5MlLES
6 Witherweed
LOWER LEVEL
SUGGESTED CHARACTER ROSTER
I.-rl----
MAGICAL ITEMS
Listed above are nine characters suitable for use in this adventure. Each character should receive 1-2 magical items. The items are
Hit points have been given for each character at levels 2, 3, 4, and listed in the order corresponding to the order of the listed
5, res ectivel Once the pla ers have been allocated characters, characters.
the D h shouk decide on a revel between 2 and 5 for each one
which is strong enough, but not too strong, for the adventure (say 2 potions of extra healing; mace +l; 1 jar Keoghtoms
20-25 levels total). ointment; wand of magic missiles (12 charges remain, and there
is a 10% chance of the missile backfirin each time the wand is
used); hand axe +2; bag of holding (2580 gp capacity); pearl of
The allocation of magical items to the characters from the list power (1 first level spell); boots of elvenkind; bracers of defence
following) is at the discretion of the DM, who should take account of AC 6; dagger +2; ring of mammal control (2 uses per day, effects
the levels of the characters concerned in order to ensure a balanc- last 24 hours); long sword +1 (luck blade, but all wishes used); 10
ed adventure. Note that several monsters in the module can only be arrows +l;1 block of incense of meditation; shield +1; ring of
harmed by magical weapons protection +l; helm of underwater action.
Official Game Adventur
By Graeme Morris
even memories of past glory live
ntle hills around the village of K
ay its people have more concern for com-
onplace things, like
e threat of death in t
Kusnir is beset by a
The attentions of such a cr
n any community. Streets
ng to the voices of children by day become
fearful, shadowy places by night. Men go
abroad armed and in groups, while women and
children stay behind locked doors and even
there are not safe. But life goes on. The lot of
t h e peasant is always hard, what cannot be
prevented must be endured and, of course,
things could be worse.
Much worse. The skulk has begull vis,,
the village more and more often. Some,...ies it
kills, yet just as often it spares a victim, lea
ing clear signs of what it might have done had
it wished. Its visits are now marked by strange
and illegible symbols scrawled in blood on the
walls of the buildings. The people are worried,
helpless and desperate. Desperate enough to
welcome adventurer:
This module can be played alone or as first adventure in the two-pa
ADLERWEG series.
0 88038074 8
\XI 4 391 53803XTSR06