Adventure - Doomkeep

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February, 1980

The Second Official AD&D Masters Tournament


PRELIMINARY BRIEFING Note: Special instructions on how to con-
Before you is a door. The remainder of the
FOR PLAYERS duct adventures in this dungeon are printed
room is basically plain and bare. The ceiling
is 15’ high and is made of huge blocks of
on page M7. It is suggested that prospective stone, as is the floor. The left wall has been
The three of you are a group of adven- DMs turn to that page and read those instruc-
turous wanderers. You have journeyed to a heavily plastered and on the right wall, in its
tions before continuing with the actual text.
far-off land in search of the fabled ROCK center, is what appears to be a magical
OF AGES, a mighty artifact which is writing.
rumored to confer everlasting youth, locations of the ROCK OF AGES. After the ((a = an illusion on the ceiling which
strength and health to its possessor. You adventure is over, you will be requested to conceals a crawlway leading to the adjacent
have determined that it is somewhere in this write down the place where you believe the passage. b = a secret door which can only be
vast land, but the legends place it in at least a ROCK OF AGES is located, based on the detected on a 1 or a 1-2 by an elf. c = here
dozen different places. clues you have uncovered. You will not be the plaster can be smashed through to get to
However, you are certain that the dun- allowed to consult with your teammates on the adjacent passage. d = if a Read Magic is
geons of an ancient castle, DOOMKEEP, this and you will score bonus points if you used on the writing, a door will open here.
hold vital clues to the exact location of the select the proper location. e = if a Detect Magic is cast anywhere in the
artifact. You are before the castle, and have room (spell only), a door will open here. f =
decided to enter it in search of not only the THE ADVENTURE BEGINS here is a shifting wall section which can be
information it contains, but also for the START. The only entrance you can find found only on a 1 or a 1-2 by a dwarf. g = a
chance of obtaining valuable treasure: a is a door slanting down into the earth. You normal secret door. ))
thought which is near and dear to your open the door and find a short earthen ramp 2. ((The circular corridor.))
hearts. The only entrance into the castle is a leading to a dark spiral staircase. After the door is opened, you find your-
door leading to a passageway down into the 1. You follow the staircase down about selves looking down, not across, at the
ground below the walls. 50’. It ends in a room which measures 50’x farther wall of a passage.
You will receive a map showing the land 50’. You are standing 10’ from one wall ((The players will have to drop into the
of this portion of the world and the possible ahead and 10’ from a wall to your left. corridor, and standing upright, they will find
M1
Vol. IV, No. 8

the entrance door above their heads. They


are now standing parallel to the normal
plane of the dungeon. ))
The passage is filled with a mist which
limits your sight to 40’ in either direction.
((a, b, c, and d are rooms, and a and c are
empty. Rooms b and d contain the guards; in
room b are 6 Lizard Men, AC 4, 10HP each,
armed with shields and 4 javelins each (72
points each), and room d contains 6 Goblins,
AC6, 4HP each, armed with short bows and
daggers (12 points each).
A missile cast an at enemy goes on for a
full 24” during the first melee round, return-
ing to its point of origin. The next melee
round it will move another 24”, and so on.
The Goblins and Lizard Men have learned to
dodge their own missiles as they come
around behind them, so do not roll for the
missiles to hit them. A missile will only stop
when it has struck a target, or when the
thrower catches it (which the Goblins and
Lizard Men have learned to do). The players
will become aware of the curving floor only if
a dwarf is in their party, as the floor is magic- Watch your step in this room!
ally made to appear as if it will not curve and has magical writings on it. It can only be result in the trespasser’s being hit by a bolt of
straight down just ahead. opened by smashing it, using a Read Magic energy for 2d6 damage. The proper way to
There are two normal pits marked, and or Read Languages or a Dispel Magic or by a cross the board is as follows:
these will drop a player 10’ (for 1 die damage Thief using his ability to pick locks. The paper Fighters—Must enter room on a knight’s
on a 1-2). There is also a special pit in the has written on it the words: “The key to life is square and move as a knight (either two
passage. It is 70’ deep. From the corridor, between the mountains.” The writing will forward and one sideways or one forward
the players will see: )) fade away within 10 seconds after the tube is and one diagonal is OK).
There is a pit 10’ across blocking the opened. )) Clerics—Must enter on a bishop’s
entire passage. There is no cover on it and its 3. ((Chessboard Room.)) square and move as a bishop.
depth is beyond the range for you to deter- After opening the door, you see a large, Magic-Users—Must enter on the
mine clearly, but you think that you can see a well-lit room, 80’ x 80’. Each 10’ section of queen’s square (white) and move as a
bottom. floor is either ivory white or ebony black, queen.
((The pit has an invisible floor covering it. with the colors alternating in a checkerboard Thieves—Must enter on a rooks square
It is perfectly safe to walk on, even for a fashion. You are standing before a (white or and move as a rook.
heavily laden player. The covering can be black) square. On the far side of the room, an Monks—Move as clerics.
broken through fairly easily, and can be archway opens over the middle two squares. Sub-classes—Move as the parent class.
passed through by means of a Knock spell, A room can be seen through the archway, Multi-class—May move as any appli-
Dispel Magic, Passwall, etc. If the players go and in the room is a very large chest and a cable class.
into the bottom of the pit, they will see the feline creature about 7’ tall. The feline stands Only a character who is actually a king
following: )) on its hind legs, is jet black with blue spots may enter the king’s square (black) and
There is a small chest on the floor, with a and has a triangular head with three eyes on move as a king. Only the actual act of a
small box and a tube next to it. each side. person moving across a space will set off a
((The chest contains 1200 gp. The small ((The creature is a Niner, AC6, 4 dice, bolt, not the movement of poles or spikes.
box contains an item which appears to be a 18HP. It attacks twice per round with its Those who are able to move across the
portable hole; in reality it is a Portable claws only for 1-6. If it dies, is charmed or board without touching the floor will not be
Manhole (value 3000). The extradimen- otherwise magicked so that it is not in control hit by a bolt. ))
sional warp of the portable manhole only of itself it will collapse and “die.” It will re- ((Written on the bottom of the chest is a
affects three of the four dimensions, with the main dead for 2 melee rounds and then True Clue (value 1200): “The key to life
effect that anything which goes into the man- come back to life. This will occur even if it is reposes where man once dwelt.” Inside the
hole will be considered as falling until the teleported or disintegrated, and it will reap- chest is 2,400 gp and the Hand Mirror of
next time the manhole is opened. If this delay pear at the spot where it died. It can die 8 Hoping. The hand mirror (value 4,500
is longer than 15 seconds, the object will times in this manner. After it has come back points) is a 3” circular mirror mounted on a
have reached terminal velocity and the ob- to life the eighth time, it will die permanently, green jade handle. It is activated by pointing
ject will suffer 10d6 damage when the man- (value 165 points) but only if it is actually the mirror surface at something and wishing
hole is opened and the item comes hurtling killed and not just charmed, etc. The Niner for something to happen (any expression of
out. If the manhole is spread on the floor, the has a mouth, but it feeds by drawing blood desire, whatever for, is sufficient). Each time
item will fall up; if on a wall, it will fall toward through its claws as the claws contact flesh. the mirror is used the referee will randomly
the opposite side of the area. Even magic The Niner will not enter the checkerboard roll a d10 to see what happens:
items must save versus crushing blows when area, but will attack anyone entering its 1. A Death Ray emerges (normal saving
they come out. If something falling from the room. throw allowed).
manhole strikes a living being, damage to the The checkerboard room is actually a 2. A 5-die fireball explodes 32’ away
being will be 10HP if the object is at terminal magical chessboard. It can only be moved from the mirror.
velocity. across by a player using a certain move of a 3. A twin of the object pointed at
Inside the tube is a True Clue (value chess piece. Assume the players represent appears and aids the object pointed at (if
1,200) written on paper. The tube is sealed white pieces. Using an incorrect method will possible).

M2
February, 1980

4. 27 Blackbirds fly out of the mirror and images of a number of warriors battling evil A deep, melodic voice will appear to
confuse (saving throw allowed vs. spell) creatures, demons especially. speak from within the portal and say:
everyone in the area for 2 melee rounds. ((The chest is not locked and is filled with “Behold the Portal of Eternal Life” . . .
5. The object pointed at is sucked into many sets of clothing and leather armor, bits “You stand upon the threshold of the un-
the mirror, never to return. of metal armor, old weapons, remnants of dying lands. Those with strong will and great
6. The object pointed at turns into a food and religious items. There is a 1 in 6 courage may reap the rewards of never-
Type I Demon which attacks the holder of chance per person searching through this ending life. Lay down your implements of
the mirror. stuff (per turn) of finding The Staff and Boots mortal man and witness that neverending
7. A 6-die lightning bolt shoots out 60’ of the Earth Lord (value 4,800). life is possible to those who believe . . .
from the mirror. The staff is an unbreakable cylinder of Welcome.”
8. A Cure Critical Wounds spell is rock 6’ long and streaked through with veins A scene will appear with the portal por-
emitted at the thing pointed at. of platinum and gold. It has a circular hollow traying a handsome elven lord dressed in silk
9. A mist appears which obscures all spot at its tip. In a leather bag tied to the staff robes. He holds out his hand. He then turns
vision in a 20’ x 20’ area (treat this as a by a thong are a 600 gp ruby and a pair of to reveal a lush, fruit-laden valley with ankle-
Confusion spell if melee occurs in the mist). soft leather boots. high grasses and a narrow brook. An ir-
10. Poison gas fills an area 30’ x 30’ If the ruby (or any other ruby of the same regularly shaped metallic object with a rough
(+2 on s.t).)) size) is wedged into the hollow of the staff surface can be seen behind the stream. Six
4. A pair of simple wooden doors open and its tip is struck on any surface solid elven maidens and three elven gentlemen
into an area that appears to be dimly lit by enough to support a man, the ruby will turn can be seen cavorting in the grasses. The
candles in holders on the floor. The walls are to dust and a rough-sided circular pit, 16’ elven lord walks away from the portal and
concealed by black velvet draperies except across and 40’ deep, will come silently into joins the group.
for the center of the wall directly ahead, 40’ existence. This scene fades, the colors reappear,
away. The walls to the immediate right and However, an illusion makes it appear and the candles brighten.
left are angled off at 45° from the 20’ wide that the surface is still solid, and the sudden If anyone approaches the portal to enter
double door until the room is 40’ wide. The appearance of the pit will go unnoticed, it, the lord will reappear, lead the character
wall ahead is lined with an array of portraits even to someone watching the transforma- down a path to the valley and join the elven
depicting various victories of good over evil. tion. The illusion will last for three full turns group in conversation. The picture then
((The diagonal curtains to immediate but the pit is permanent. The staff may be fades again. ))
right and left will part, if checked, to reveal used a maximum of once per day. ((A dwarf will definitely not trust this
modest bathing facilities. Two bath basins, The boots will allow the wearer to walk elven scene and will say as much to anyone
a shelf of clean linen garments and a partially across the illusionary surface of the pit for as present. ))
filled trunk of soiled clothing can be found in long as the illusion lasts. )) ((This portal is actually a disintegration
each area. There is nothing of value here. )) ((If the pews are inspected, a scrap of chamber with a sophisticated, programmed
((The portraits have no intrinsic value as paper will be found, neatly folded, which illusion used to create the scenes. The illu-
the quality is rather crude. )) has the following written on it (this is a false sion will be believed unless a Detect Illusion
In the center of the room are four rows clue): “Seek the old Ones.”)) spell is used.))
of narrow benches. The far wall is dominated by a large, Standing in the far corner is a strange,
((The draperies at the right and left on donut-like structure set on a dais. Above the metallic statue. It is about 8’ tall and 15’ long.
the far wall will open to reveal passages if structure is a brass plate which reads “Portal It has a large central body, and extending
checked. If the players pass through, they of Eternal Life” in large letters. The structure out in front of it are 8 razor-sharp discs. The
will see: )) appears to be made of living plant life, bear- discs are about 3’ in diameter and are
You have entered another chamber, ing bright green leaves, red and white berries mounted across a 10’ rod. Coming out of the
which is also lit by candles. It is 60’ wide and and a strange-looking, deep orange-colored rear of the body is a large cylinder of some
80’ long. Roughly in the center are two rows fruit. kind. It has two feelers extending from its top.
of church pews. On the right and left walls ((If eaten, the fruit and berries taste good, ((This is a Harrow; AC -3, 9 dice,
beside the pews are 5’ x 20’ tables, each but the berries will cause a deep, comatose 40HP, value 2,400. It is a creature from
holding two 4’-high candelabras. sleep within 3 turns if a save versus poison another universe which is composed entirely
((Each is made of mithril and plated with is not made. No ill effects will be noticed of ferrous metal. Its life force and mode of
brass; they weight 30# each and are worth immediately.)) movement are of magnetic origin, and it is
600 gp each. )) Within the plant structure a rainbow of surrounded by a strong magnetic field which
These are very thin and delicate appear- color is visible. gives it a magic resistance of 50%. It feeds by
ing, and the candles in them are the only ((If a character steps onto the dais, the absorbing the magnetic auras of dying crea-
source of illumination. At the near and far following will occur: tures and by ingesting iron and steel directly
ends of the room are a pair of daises. At the The candles will dim. into its central body. It can attack twice per
top of the near one is a 20’ x 10’ ebony and The color pattern of the portal will in- turn, once with its discs at all targets in a
teak chest which is ornately carved with crease in intensity. 10’-wide space for 3-12; if it misses, a second

The Staff of the Earth Lord can be a real jewel to possess.


M3
Vol. IV, No. 8

attack is allowed by the massive rear drive One holds a false clue in the form of a paper dagger. You will say nothing of this to your
cylinder on the same targets for 4-16. The which reads: “Search to the east.” One friends if you wish your soul to survive.
two feelers are sensors which detect the mag- holds a 600 gp ruby. Two hold slips of parch- ((The Black Box of the Inverted Soul
netic auras of living creatures. The Harrow is ment inscribed with exploding runes (for 1-6 (value 3,900) is focused through a tiny hole
unaffected by paralyzation and all mind- HP in a 5’ radius). Two hold white powder in the secret door. It is operated by depress-
influencing attacks, and cold attacks do half which explodes upon contact with the air in a ing a small lever. Instantly (unless the target
or no damage. When it is killed, all of a bright flash, causing blindness for 3 turns. makes a save versus magic at -3), part of the
Harrow’s parts freeze up and are immov- Two are empty. Roll randomly for which soul and psyche of the target (in the form of a
able. The Harrow will not attack unless shells are opened first, unless the players tiny human replica) is sucked into the box,
attacked, or if any person who has stepped have a way of testing them.)) turned upside down and affixed to a wet
up on either dais leaves the dais. )) ((Smashing the nuts open will destroy sheet of paper at the inside rear of the box.
the pearls.)) Co-Dacc can communicate telepathically
5. ((Opening the secret door reveals the There are bookshelves on the far wall. with the soul-psyche and the player. The
following: )) ((There is nothing of value in the player can function normally, except that he
You see a well-furnished room, 20’ x books.)) or she will not remember his/her name and
20’, extending to your right and ahead. The Near the door is a cabinet. will not recognize it if addressed. If Co-Dacc
room is obviously the study of a wealthy ((It is an illusion which can be seen but opens the box and lets light fall on the tiny
man. There are three small tables, four not touched; it does nothing.)) human, it will be destroyed, resulting in a
chairs, and an assortment of rugs and wall On each side of the cabinet are 3 carved system shock check for the player. If the
hangings. On either side of the door are large wooden wall hangings. check is made, the character will be coma-
stone urns full of dirt, which apparently once ((They are valued at 24 gp each.)) tose for 10 turns, and if it is not made, he/she
also held plants. There is a rice-paper ceiling. ((Concealed behind one hanging is a will also lose 2-8 points from both Intelli-
((The ceiling conceals the room’s true hole 6 inches in diameter and 18 inches gence and Wisdom. If the missing piece is
height of 30’.)) deep. There is nothing in the hole, but any- brought back and slipped under the door,
Facing the huge stone fireplace which thing that is stuck into the hole will be cut off Co-Dacc will open the box in a dark area and
dominates the right wall is a massive, padded by a heavy guillotine blade which will work pass out the paper in an envelope which the
wooden chair and table on which are placed repeatedly.)) player must eat to regain his/her soul. Co-
wine, cheese, bread and a large bowl of ((One of the rugs is an expensive beaver Dacc, the black box and the machine will
walnuts in the shell. Next to the chair is a skin, value 1,200 gp and it conceals a trap then immediately disappear into another
6’-long lizard with huge eyes and violet door (false). Pulling the ring on the false door universe.
scales. releases a number of spiked balls from the Co-Dacc is AC10, 2 dice, 10HP and has
((This is a Thesaurus; AC 6, 6 Dice, ceiling, which will fall, missing the furniture, a magic resistance of 75%. He is value 300.
20HP, value 900. It is 90% magic-resistant, and have a 2 in 6 chance of hitting each The players cannot figure out how to repair
of genius-level intelligence, and has such player for 4HP. )) the machine at all, even with the missing
tremendously quick mental reflexes that it part. Co-Dacc also has a Wand of Fear with
always gains the initiative in every combat 6. ((As the players walk down this corri- 20 charges (value 30).))
round. It gets a single attack which will affect dor they will notice a bright light coming from ((If the players progress past “A”, they
every creature within 60’. To attack, the somewhere up ahead.)) will see the following at “B”:))
Thesaurus will utter a single word. If any ((As they turn the corner they will come Ahead there is a set of stairs leading
player states aloud the definition of the word, upon a tremendous light, so bright that it is down, and before it is a shadowy figure.
all who could understand the definition are impossible to look at it. The purpose of this ((The shadowy figure is a Zombie, AC8,
safe. If none say the definition, or some do intense light is to disguise the secret door at 8HP, value 30. It is a normal Zombie except
not hear it, each receives three points of “A”. The light was created by the occupant that it cannot be turned (It may be destroyed
damage and is stunned for the remainder of of room A—one Co-Dacc, a being from an- by a Cleric of 6th or higher level.). It has a
the round, forfeiting the chance to attack or other universe who was stranded here when small sack containing 3 Potions of
take other action. The words the Thesaurus his universal transporter apparatus had a Gaseous Form (value 0 if used, value 300 if
will use are (in order): part stolen from it by a demon. He has been saved) which are so labeled.))
Epigram—a terse, witty, pointed state- here for 217 days, and each day he has cast a ((The stairs are 20’ long, and if the play-
ment; Continual Light spell on that spot; thus, a ers reach the bottom at landing “C”, they
Kith—friends, acquaintances; Dispel Magic or Darkness spell would only will see some stairs up and will automatically
Nostrum—a quack medicine; remove 1/217th of the light The light defi- trigger a pressure plate which will cause the
Vacuity—emptiness (or inanity); nitely prevents any kind of visual detection of entire stone ceiling above the stairs to lower
Kismet—fate, destiny; the secret door (including by a Gem of quickly in an attempt to crush them. The
Coalesce—to unite into a single body or Seeing).)) ceiling matches exactly the configuration of
group; ((If the players pass the light at “A”, se- the stairs, but the party will only notice
Avarice—greed for money; lect one of them at random until one fails to this if they specifically say that they are exam-
Apropos—opportune (or relevant); make a saving throw vs. magic at -3. Then ing the ceiling above the stairs. The ceil-
Dory—a small boat with high sides used take that player aside and read him or her the ing will descend at such a rate that the
for fishing; following:)) players can only run out if they use any of
Peeve—to become annoyed, an You suddenly feel that something is very the following spells: Haste, Speed, Fly,
annoyance; wrong with you, as if part of your psyche is or one with a similar effect. There is time
Stipple—to paint, draw or engrave in missing. Suddenly you hear a voice in your to Teleport or Dimension Door. There is
small dots. mind say that your soul-psyche has been also time to drink the potions of gaseous
The exact definition need not be given, stolen and placed in the Black Box of the form, but this will result in all equipment
just enough to convey the sense. If the Inverted Soul, and that the owner of the of the player(s) being left behind. Anyone
Thesaurus runs through all of these words, it voice has only to open the box and let light in caught on the stairs or the landing will be
will mysteriously vanish (it can teleport).)) to destroy the soul-psyche. The voice says killed, but equipment will not be de-
((Treasure is concealed inside some of that you can regain your soul by proceeding stroyed. The ceiling will close fully in 2 seg-
the walnut shells. There are 20 shells. Twelve down the corridor to a room and obtaining a ments.))
hold single black pearls worth 900 gp each. small metal part that looks like the tip of a ((At “D” is another bag with 3 more

M4
February, 1980

Potions of Gaseous Form (value 0 if used,


value 300 each if saved).)) The far wall from the door is lined with a
7. ((Both doors to this room are as huge bookcase.
follows:)) ((There are 432 books, or 108 per shelf;
You see before you a standard-size door most deal with chemistry or pharmacy. A
which is extremely old, worn, cracked and Detect Magic will reveal one that is magical. It
discolored. Above the door is a message is a Tome of Clear Thought of value 6,000.))
written in common. One of you reads it Seen immediately to the left of the door
aloud for the others, and it says: upon entering the room are 3 soiled lab coats
“Room of magical and wealthy treasures, hanging on pegs.
But you must act fast, or it won’t be yours. ((In the left pocket of the center coat is an
The money you get is yours forever, old rag with a green contact poison on it;
The people I get are my only treasure.” Save versus poison at +1 or die in 4
((The door will not open unless this mes- segments.))
sage is read aloud one more time. It cannot On the wall to the right of the door is a
be broken down or magically opened. If the table with chair. A parchment lies on the
door is touched, the Krackseam will attack. table.
The Krackseam is a leech-like creature which What does he see? ((It reads in common, “All beings are to
appears as a discolored seam or crack on the cures 2-12HP for one holder once per day, immediately evacuate the Fortress. Any item
door. It is AC10, 5 dice, 24 HP, value 90. It is value 2,400; a ruby, value 3,000gp; a dia- of value which cannot be taken along must
a perfect chameleon, and will not be noticed mond, value 4,500gp; a green stone which be destroyed.”))
until it attaches itself to someone. When at- explodes on contact with someone or some- At the far end of the room, in front of the
tached, it bites and drains blood at 3HP per thing for 2-8HP. Each ball has a fine seam book shelves, stands a fountain. It appears to
turn.)) around it, and can be gently pulled apart to be flowing with a clear, fruity-smelling wine.
((When the door opens, it opens by it- reveal a hollowed-out opening. The first ball ((One person, at random, will have an
self, and the players will see:)) is empty, but all others except the healing undeniable desire to taste it at least once, and
You see a room 40’ square with a door in stone and the exploding stone have a small any player that mentions that he would like
the opposite wall. parchment inside which is a True Clue (value to taste it will surely do so. It is richly refresh-
((There is an illusion covering the floor to 1,200) and reads: “The key to life lies ing and has an exhilarating flavor, and the
make it seem that the floor is actually flat and underground.”)) drinker will have an overwhelming desire to
level; in reality, there is a funnel-like depres- 8. You see a room which is 40’ deep drink again unless a save versus spell is made
sion in the center. True seeing, etc. will reveal and 20’ wide. There is an alcove at the far at -2. Dwarves do not gain their Constitu-
the funnel, which slopes down 10’ and ends end along the right-side wall which is 10’ tion bonus on this save. If a player drinks a
in a black hole. There is a 3’-wide walkway deep and 20’ wide. At every comer and second time, he will also drink a third time
around the funnel. The walls of the funnel positioned along the walls at 10’ intervals at a unless he makes a normal save versus spell.
are very slippery, and the first person to ap- height of 6, are fist-sized glass bulbs contain- After three drinks, the person will have no
proach the center of the room will fall in and ing glowing objects. desire to drink further. Non-players (or play-
disappear into the hole in 1 round unless he ((They are fire beetle glands in formal- ers who are charmed, etc.) will drink 3 times
is pulled out or a spell is cast. The hole in the dehyde, value 300 each; there are 14 of and cannot be prevented from doing so,
center is a disintegration chamber and is 3’ in them.)) since all such beings are fascinated by the
diameter, but this is not obvious; it will seem Each casts an eerie red illumination. fountain. After one full turn, anyone who
as if things fall into the hole and drop out of ((If one is broken, its light will go out.)) tasted the wine will begin to show signs of
sight. The illusion disappears only when a There is a 3’-wide table running the moderate intoxication: vision becomes
person falls into the funnel.)) length of the left wall. There is much trash blurred, speech slurred, and they stumble
((When the illusion disappears, the play- and broken glass on the table. and attack at -2. After another full turn,
ers will see:)) ((A casual search will find 5 unbroken anyone who drank twice becomes absolute-
Five segments later, from a point on the bottles; one has a pink antibiotic which will ly drunk. They sing and shout and rave,
wall of the funnel, a small sphere shoots out prevent the drinker from getting any disease falling over themselves and fighting at -4.
and starts spiraling toward the bottom of the for 48 hours (value 300); the second has a They have a 50% chance of failing to cast
funnel. clear rubbing alcohol; the third has a yellow- spells. After another full turn, anyone who
((The balls weigh 200gp each and are white solution of sodium pentathol which drank three times will fall into a drunken
highly magical. They can’t be stopped unless will, if drunk, seem to feel as if it heals stupor for 10 turns. (Treat this as 5 minutes of
one is within 5’ of them, even with a spell. It wounds, but does not and will cause the actual stopwatch time if the players wait for
takes 12 segments for the first ball to reach drinker to answer questions truthfully for 1 them to recover). There is no hangover. The
the bottom and drop into the hole. When the hour (value 300); the fourth has pale yellow wine will detect as magic, but not as a trap or
first ball is caught or falls into the hole, an- nitroglycerin, save vs. poison if drunk, will poison, and it is not evil. Neutralize Poison,
other will come out. There are 10 balls, and explode for 3-18HP if jostled strongly (value Cure Wounds, Purify Food and Water or
each one takes one less segment of time to 300); the last has thick, white sodium bicar- Remove Curse (plus other high-level spells
reach the bottom. Once a ball is caught, it is bonate, which will give a +5 on any poison of similar nature) will remove the effects.))
not possible to catch another ball using the saving throw for 1 hour if drunk (value ((If the players find and enter the secret
same method. For example, someone sticks 30gp). None register as magic. None are door, they will find a 5’-wide corridor. If they
his foot in front of the first ball and stops it; labeled.)) follow it and enter the next door, they will
following balls would be immune to that and Under the table is more trash and broken see:))
would continue past, breaking the foot and glass. You see a room of 15’x15’. At each cor-
causing 5HP.)) ((This is all of no value.)) ner is another glowing bulb. In the far left
((The balls will emerge in this order: In the alcove is a small coal furnace. A comer is a bed.
Copper, value 24gp; silver, value 45gp; elec- bucket of coal sits at its side and a pair of ((In the mattress is a 300gp gem.))
trum (silvey), value 105gp; gold, value forge tongs hangs at its other side. The fur- Between the bed and the door is a small
210gp; platinum, value 1,200gp; fool’s gold nace is cold. table with a wash basin on it. Under the table
of no value; a gray Healing Stone which ((There is nothing in the ashes.)) is a cask of water. A dresser sits against the

M5
Vol. IV, No. 8

center of the far wall. On top of the dresser is done once per day and only takes effect after the way. Monsters will return to the original
a small silver mirror (value 30gp). 1-4 rounds). If the left arm band is rubbed location if they run into a wall (even they
((The drawers contain clothing and the Thief or Monk will, for 10 turns, be auto- don’t know where the walls are).))
food.)) matically successful at any of the thieving ((The players see the following:))
In the far right-hand comer of the room is abilities (rubbing can only be done once per ((At “A”:))
a desk and a wooden chair. day, and only takes effect after 1-4 rounds). Ahead and slightly to the left is a Cave
((Inside the desk are paper, quills, a small If he rubs the neck band, for the next 10 turns Bear.
vial filled with black powder (dried ink), 3 an invisible aura is in existence around the ((It is AC6, 6 dice, 30HP, attacks 3 times
empty bottles, a balance scale, measuring wearer and acts as a Cloak of Protection +3 for 1-8/1-8/1-12, value 600.))
beakers, and old clothes. Taped to the back (he can only be detected by a gem of seeing, Next to the bear is a chest.
of the center drawer are the Three Body etc; this can only be formed once per day ((This contains 6,000ep and has been
Bands of Talfelon (see below).)) and takes effect only after 1-4 rounds). If he trapped with the spell “Oberon’s Faerie
On the bed is a horrid creature. It has a rubs the two armbands together, he will be Fire.” This spell, when the chest is opened,
stubby, rectangular body 4’ long and 2’ shielded, for the next 10 turns, from magic as will bask all objects within 1” in a per-
wide. It is 1½’ tall. It has two 4’-long “feel- with a 60% resistance and as a cloak of manent orange faerie fire. Thus, the person
ers” projecting from its front and dozens of protection +2. Activating this shield causes who opened the chest will forever glow in the
short legs. the wearer to take 5HP of damage; this can dark (and so will anyone else who was near-
((This is an Electric Crawler. It is AC -2, be done as often as desired by the wearer by). The spell can only be removed by a
4 dice, 20HP, value 900. It feeds off light and and takes effect immediately. Activating any Dispel Magic, Limited Wish, Alter Reality or
heat energy (including magical emanations). function of the bands will cancel any previ- Remove Curse, or by washing with a strong
There is a 10% chance per “+” (or a 1% ously activated function (if still active) im- acid (10HP).))
chance per charge) that it will absorb the mediately. The band can be removed only ((At “B”:))
magic from any magic item which strikes it or after the death of the Thief or Monk.)) Ahead and slightly to the right you see a
it touches. It can do this only once per day, ((Taped to the back of the right-hand troll.
and it is not selective about it.)) drawer is the following True Clue, value ((It is AC4, 7 dice, 35HP, attacks 3 times
((When it is attacking, it hits for 1-10 pts. 1,200: “Seek the mazes for the key to life.”)) for 2-5/2-5/2-8, value 750. It has a leather
of electrical damage; if it misses, add 5 to the 9. ((Caution: The Players are in a Trans- bag containing 1,200gp and one 600gp
“to hit” roll for the next attempt and if a hit parent Maze: All interior walls are invisible, gem.))
results with the new number, it arcs an elec- making it appear to the players that they are ((At “C”:))
tric charge from itself to a target for 1-8HP. in a large open area. They will be able to see Near the wall on the right and some dis-
Each time an opponent is hit, he must save all of the possible encounters in the area tance from the front wall is a small, hunch-
vs. paralyzation or be stunned for one round since the room is brightly lighted, but the backed man.
from electrical shock. An arc will only occur if walls distort distance, so do not give them ((He is lost, has no value, AC10, 1 HP,
the person is carrying metal of at least the numbers.)) and cannot attack. If led from the maze, he
mass of a dagger. The Electric Crawler is You see a well lit, large open area ex- will give the players the following True Clue
75% resistant to magic except for the follow- tending forward and then dog-legging to the (value 1,200) which he has committed to
ing: Polymorph adds 5HP for 1 day; Light- right. At the far end of the dog-leg, you see a memory: “The key to life is north of the
ning Bolt increases hit points to 36; Disinte- single door. There are a number of things in woods.” He knows nothing else of this area
grate has no save or resistance, it always the area which you can see. of the rock of ages.))
works; Charm always works, but each turn ((No mark can be made on the walls, and ((At “D”:))
there is a 25% chance that it will absorb the nothing will adhere to them. The players and Beyond the Troll you see a Green Dra-
magic from one of its master’s magic items. monsters can see each other, and the mon- gon sitting on a pile of treasure.
The beast has 360-degree radar and can sters will charge on a straight line when the ((It is AC2, 7 dice, 28HP, value 2,100. It
communicate telepathically, but under- players get within 30’, even if there is a wall in (Turn to page M11)
stands only the tongue of Lizard Men.))
((The Body Bands of Talfelon, value
3,000: These are three small, leather bands,
one of which is obviously to be worn as a
collar, and the other two as wristbands. A
keen eye will detect many undecipherable
marks and runes and a faint metallic trim.
The bands cannot be cut or marked in any
way. If a Fighter-class or Magic-User-class
player puts on the bands, he will immediately
lose 1 experience level and take 1-12HP. If a
Cleric-class player puts them on, he will lose
2 levels and 1-10HP. If a Thief or Monk (or a
multi-class player who is part Thief) puts the
bands on, they will fit perfectly and become
nonremovable. Damage sustained by the
other classes will occur each day until the
bands are removed. A Thief or Monk wear-
ing the body bands will have his Dexterity
increased to 18, with the appropriate in-
crease in thieving abilities, and gains the ad-
vantage of using the matrix for Fighters when
attempting to hit in combat. There are other
special abilities. If the Thief or Monk rubs the
right arm band, he will, for the next 10 turns,
be 75% magic resistant (rubbing can only be The dragon is awesome, but so is its treasure.
M6
February, 1980

Information for the DM’s Eyes Only!


The Second Official Invitational AD&D resurrectable at end of adventure). when a player demonstrates quick, smart or
Masters Tournament is written up and pre- +1,200—Finding a True Clue. decisive action.
sented in a way which makes it easy for the For slaying monsters, points are awarded Players who die are still eligible for their
DM to reveal the details of the dungeon to as per the values listed for those monsters portion of Shared points, and can still incur a
players as they make their way through it. along with their descriptions in the text. penalty in points for the death of other team-
In the text, all material inside double paren- -1 per hit point—Deducted for unheal- mates. No points are awarded for finding
theses and printed in black is not meant to be ed damage to a player at the end of the false clues.
revealed to the players until they actually adventure. Other points of information for DMs are
begin or resolve an encounter. Material not -50—Deducted for death of player as follows:
inside the double parentheses, printed in (each occasion). There is no surprise during the adventure.
red, should be read aloud to players when -100—Deducted for player who is Do not read directions as “north-south” for
they are in the section of the dungeon to dead but resurrectable at end of adventure. players; use “left” and “right” instead.
which the text applies. This system spells out -1,000—Deducted for player who is Players must enter a room or area before
exactly what the players are entitled to know, dead and not resurrectable at end of ad- they will be able to see what it contains,
and separates that from information which venture. unless they cast some kind of light spell. Even
they must discover through intelligence and -10—Deducted for death of teammate the most powerful torch or lantern will only
ingenuity. (each occasion). allow them to see living creatures as shad-
The scoring system used in the Second -50—Deducted for each teammate ows. Similarly, in corridors the players will
Official Invitational AD&D Masters Tourna- dead but resurrectable at end of adventure. not see doors or other features until they are
ment was complex and very demanding of -1,000—Deducted for each team- upon them, because of the effect of shad-
the judges who oversaw the action. Objec- mate dead and not resurrectable at end of ows. Even infravision will not change this.
tive points were awarded to a player or team adventure. All intrinsic magic in the area (such as
at the completion or achievement of a certain held doors) was placed by the equivalent of
action or goal. Subjective points were Objective points, Shared: an 18th-level Magic-User.
awarded at the discretion of the judges, +12,000—Gaining possession of Rock There are no wandering monsters.
when the judges determined that the re- of Ages (even without knowing what it is). Spell-casting characters may prepare
quirements for a player or players obtaining For gaining possession of magic items, such things as a Continual Light wand by
those points had been fulfilled. In the Masters points are awarded as per the values listed selecting a Continual Light spell for the ad-
Tournament, there were two judges for each for those items along with their descriptions venture and using it on a stick. Other such
team’s excursion, and both judges were per- in the text. combinations are possible, but must be
mitted to award subjective points (without made using spells selected for the adventure;
the other’s knowledge) if they both ruled that Subjective points, Individual: none of these types of things can have been
such points were deserved. Objective points For determining the correct use of a mag- prepared “on the previous day.” A Magic-
were only tabulated once, and were kept ic item, a player receives points equal to its User may select a Find Familiar spell if he
track of by one of the two judges. value as listed in the text. wishes a familiar, but the normal procedure
Points for a certain accomplishment may -1,000—Deducted for causing the must be used to see if he actually obtains
be shared by all the players who contributed death of a teammate by stupidity. one.
to that accomplishment, or they may be -500—Deducted for causing the death The DM must be able to see any dice rolls
awarded to an individual who achieves a of a teammate by accident made by the players. All damage rolls should
certain goal. -2,000—Deducted for purposely caus- be made by the DM in any case. Players may
Points were scored as follows: ing the death of a teammate. be permitted to roll for initiative, to hit and
-1 to -10—Deducted on each occa- saving throws.
Objective points, Individual: sion when a player demonstrates stupidity, Players do not score points for treasure
+10,000—Choosing correct location of slowness, or other undesirable qualities. or magic items used up, destroyed or dis-
Rock of Ages (only if individual is alive or +1 to +10—Added on each occasion carded before the end of the adventure.

Here’s What the Masters Had to Start With


People who played in the Second Official Invitational AD&D Mas- ic-User, a dwarven 6th-level Fighter/7th-level Thief, a half-elven 7th-
ters Tournament at GenCon XII were grouped in three-member teams level Magic-User/5th-level Cleric, and a half-orc 4th-level Cleric/6th-
for their trip through the dungeon. Each team was allowed to pick three level Thief.
player-characters from a list of 14 characters, and each team had three. Each character was allowed to begin the adventure with certain
hours of real time to adventure. basic equipment, and players were permitted to add to that equipment
Any Dungeon Master who wants to run a group of players through anything which is listed in the Players Handbook on the equipment list.
the Masters Tournament module can, of course, alter any of the Any requests for special equipment were handled at the discretion of
preconditions as he or she sees fit. This information is presented for the judge.
those who might want to pattern their adventure along the same lines, Spell-casting characters selected their own spells. Each player also
and for those who are interested in knowing the details of how the received a “shopping list” of magic items (not reproduced herein), and
tournament was set up. each player was given 100 “points” to spend on items from that list.
The only information available to the players before they made Players on the same team were allowed to pool their points or transfer
their character selections was the class, race and level of each of the 14 them freely from one character to another before making their selec-
available characters. They were as follows: 8th-level human Cleric, tions of items.
10th-level human Druid, 8th-level human Fighter, 7th-level human The three-hour time limit included all the time necessary for each
Paladin, 7th-level human Ranger, 9th-level human Magic-User, 8th- team to set up their characters, so it was important for each team to
level human Illusionist, 9th-level human Thief, 8th-level human Assas- outfit its members and record their possessions as quickly as possible,
sin, 7th-level human Monk, an elven 6th-level Fighter/7th-level Mag- leaving as much time as they could for actual adventuring.

M7
Vol. IV, No. 8

M8
1980

M9
February, 1980

(Continued from page M6)


has 6,000cp, 2,000sp, 600pp, 6x100gp
gems.))
((At “E”:))
Straight ahead, beyond the Cave Bear
and the Troll, is a 5’-tall humanoid. It is
hairless, but has a thick orange skin. There is
a red patch on the head.
((This is a Magicker. AC4, 5 Dice, 24HP,
value 3,000. It has a 95% magic resistance,
saves as a level-5 fighter +6, and damage is
half or none. It can “catch” spells and “solid-
ify” them. For instance, a fireball becomes a
small red globe. These are tucked into a sack
and may be cast at an opponent with the
same effect as the original spell. This Magick-
er has in his bag the following spells which he
will use in this order, if it is favorable for him
to cast them: Magic Missile (in the form of a
small arrow), Web (a wad of thread), Hold
Person (a silver ball), Sleep (cotton), and
Magic Missile (a small arrow). He will auto-
matically catch and throw back anything
which he resists or saves against which the
players have thrown at him. In melee (within
10’), the Magicker attacks twice for
1-10/1-10. If both attacks hit the same per-
son, all magic items carried by that person
permanently lose their magic. A Magicker
may not be struck by any kind of magic
weapon. Normal weapons hit normally, sil-
ver weapons do +3 damage, and wooden
weapons (such as a staff) hit at +2. If the
players gain the sack, they may use the spells
therein (do not name them, just describe The parchment floats, but can it be retrieved?
their “solid” appearance).)) afire with oil and burned to destroy it. When ((Anyone figuring out how to get the
((At “F”:)) it is feeding, it will glow and quiver. It is very parchment out gets 600 points for clever-
To the right of that creature is a group of light. If a magic item gets within 10’, the ness.))
6 Troglodytes. sponge will be drawn to the item like a filing 11. ((As the party reaches the doors,
((They are AC5, 2 Dice, 7HP each, value to a magnet. When contact with an item is they will see:))
45 each, attack once for 1-8. The leader has made, it takes the sponge one melee round There are three doors on your right, and
the fabled Key of Danok, value 2,400. It is per “+” (or per 20 charges) to completely you can see a very large Black Pudding (f) up
made of brass and looks like an ordinary drain an item. It can partially drain an item. ahead.
skeleton key. When the key is placed in any The sponge can only be pulled off an item ((The Black Pudding is AC6, 10 dice,
non-magical lock, it will fit perfectly and work which is still magical by a person with 18 60HP, value 1,800. It will chase the players
such a lock on the first try 100% of the time. If strength. The sponge will seek the most pow- when it can. It will advance to the door of any
the lock mechanism has a physical trap, how- erful magic item if more than one is within room which the players appear in. The room
ever, the key will fail to turn. If the lock is 10’.)) complex has four teleporters; “a”, “b”, “c”,
magical (as a “held” door) or magically 10. You are inside a room which is “d”. “a” teleports to “c”, “b” to “d”, “c” to
trapped, the key will glow a pale green and 20’x20’. There are two doors. In the center “a”, and “d” to “b” whenever one of those
will negate such locking spells at a chance of of the room is a pedestal, intricately carved, rooms is entered. The doors to the rooms
100% minus 3% per level of the spell caster which is about 5’ high and 3’ in diameter at automatically slam shut and remain closed
(e.g., 97% to open if the spell was placed by a the top. From the top, a beam of blue light for one round in all rooms. “e” is the treasure
1st-level spell caster.). If the key does not rises to the ceiling and enters a similarly room; in it, the players will see:))
negate the spell, it will refuse to turn.)) carved fixture. Suspended in the blue beam You see a 20’x20’ room. In it is a 2’-tall,
((At “G”:)) is a folded piece of parchment, apparently man-shaped creature with a wet, black ap-
Around the dog-leg some distance away floating with no support. pearance.
is a Hellhound. ((Anything touching the beam (with one ((This is a Tar Baby or Asphalt Kobold,
((It is AC4, 6 Dice, 32HP, value 450.)) exception) will disintegrate. The entire affair AC10, 5 dice, 40HP, value 600. It is made of
((At “H”:)) is closely surrounded by an anti-magic field. a sticky bitumen, and any object which hits it
Near the far door is a large, lava-like The pedestal is immovable and unbreak- will cause half of its normal damage only
stone. able. The only way to get the parchment out (except magical attack) and will stay stuck to
((This is a Magic Sponge. It is very por- is to reach in with a naked arm (a sleeve or it for 1-10 melee rounds (a character with
ous and will sop up the magic of any en- armor will disintegrate with no damage to Strength of 16 or more can halve the time he
chanted item that comes within 20’ (it will not wearer), grasp the parchment and pull it out. or an object is stuck). The Tar Baby, if it hits,
work through the walls). It will also make On the parchment is a false clue which reads: will wrap itself around the target and immo-
spell casters feel nauseous. It can be easily set “Seek the sands of time.”)) bilize him by sticking various parts of itself to

M11
Vol. IV, No. 8

A monster and a chamber designed to take your breath away.

the floor (its feet are covered with sand to ceiling above each screw. Written on a plate cure normally, but have the side effect of
allow it to walk). The victim will be smothered above each screw is the following message: causing the drinker to glow in the dark for 1
in 2-4 rounds unless the Tar Baby is killed “To leave this room, a being must risk death full day. This effect can be removed by a
and scraped away from his face. If the Tar and turn the screw all the way.” Remove Curse, Limited Wish, Dispel Magic
Baby is set on fire, it will burn wildly and will ((As the players enter the room, two slid- (which also removes the healing effects
hurl itself at the nearest opponent, a hit caus- ing walls (at the arrows back down the corri- gained), or any similar spell.))
ing 2-12HP.)) dor) close off the passage and will not ((Turning screw “a” even the slightest
((In the room, scattered on the floor, are open.)) amount will cause a flow of fool’s gold to
several items. There is a tube, requiring Read You also see a floating form in the cham- enter by the faucet above it. The screw can-
Magic to open, which gives false directions ber which gives off a continual emanation of not be turned back. The room will fill in 4
leading out of the maze (“wing it” to lead the light and energy. hours with a slight opening of the screw, and
players in circles). There is also a thick blue ((This is an Aura Energy Monster, value in 1 hour with a maximum opening. Screw
and gold colored tube with a point on the 600. It is AC10, 3 Dice, 10HP. When at- “d” lets sand into the room at the same rate
end; actually a Wizard Pen, value 4,500. It tacked, it reacts as if in pain, but it is actually and cannot be turned back once started.
works as a normal pen, except that if the user absorbing the energy of the attack. On the Screw “c” lets in a crude oil at the same rate
writes the words “I desire . . .” the pen will next round, it will return the energy in the and cannot be turned back, torches will ig-
grant the wish. The pen has 100 charges. form of flames, striking at any one creature nite the oil if care is not taken, and the fire will
When a wish is granted, a number from with a +5. This creature can only be harmed fry the entire group. Screw “b” lets in water
1-100 is rolled and that is the number of by cold attacks. It is insubstantial, and cannot at the same rate, but this screw can be
charges used for that wish. When the charges harm those who do not attack it.)) turned back; this screw will only allow the
needed exceed the charges remaining, one The monster is resting above an opaque room to fill with water to one-fourth full,
wish will be prorated.)) vial. though (this will take only 4 minutes if all 4
((There is a third tube which opens easily ((In the vial is a piece of paper containing screws are turned on at full blast), and then
and has a True Clue, value 1,200, which a True Clue, value 1,200, and a 1,200gp screw “b” will automatically swing out of the
reads, “The key to life is to the east.”)) emerald. The clue reads: “The key to life is to room, revealing a passage behind it which
12. ((The players step into the chamber the west.”)) provides the means of escape.))
and see:)) Also under the monster are three bottles. 13. ((When the players enter, they will
You see a chamber which is 30x30’. ((They are labeled “potion of cure light see:))
Each of the 4 walls has a huge screw partially wounds.” These are actually potions of cure You see a 20’x20’ room with a single
imbedded in it, and there is a spout on the “light” wounds (value 600 if saved); they door on the far wall. In the room is a pile of

M12
February, 1980

platinum-appearing pieces. On the right wall ((Under the pile of platinum is a tube clue) and will suffer the loss of one point from
is a strange-looking sign with a huge red (opens easily) which contains a paper with a one of his prime requisites, randomly.))
button underneath it. The sign reads: “You True Clue value 1,200, which reads: “The ((A Dispel Magic or Remove Curse will
have TEN seconds.” key to life lies in the south.”)) reverse this effect.))
((The doors to the room automatically 14. ((The players are in a corridor which 17. ((When the players enter this area
lock when the players enter the room. As the goes completely around this room. There are they will see:))
players watch, the sign mystically changes to no normal entrances to the room. On the You have entered a 30’x30’ chamber.
read, “You have NINE seconds,” and con- walls around the concealed room are the There is a pool which is 20’ in diameter in the
tinues to count down. Count down the sign words “TREASURE ROOM” in fifty differ- center of the chamber. The surface of the
slowly for the players. Pressing the red but- ent languages. The only way to get into the pool is covered with green gunk. There is a
ton resets the sign to “TEN” and begins the room is to say out loud “Goodbye”, “Fare- passage leading from the room through the
countdown over. If the sign ever reaches well”, “Au Revoir” or some other such word far wall.
“ZERO,” the doors unlock and can be or phrase. The only way to get out of the ((The water is covered with algae and is
opened normally.)) room is to say “Hello”, “Hail” or some other harmless. It is about 4’ deep. If the players
greeting. Passwall, Teleport, etc. will also walk around or past the pool, a magical di-
work to get into or out of the room.)) mension is created. The only way to get out
((Once inside the room, the players will of this tiny dimension (without teleporting,
see:)) etc.) is to touch the water and then either go
You are inside a 20’x20’ room with no through the pool or over the water and then
apparent exits. The room is empty except for out the far door. Any other attempt to leave
some litter and a small, cube-shaped stone the chamber will find the player entering
stool, very smooth and very worn. It is about another identical pool chamber. This pro-
2’ on a side. cess will repeat itself until the proper way of
((This stone is the fabled Rock of Ages, exiting is used. If a pool is marked or a cham-
value 12,000 (but no bonus for determining ber is marked in any way, the mark will re-
what it is). The rock renders the owner im- main only so long as the players stay within
mune to disease, curses and poison. The one pool chamber of the mark.
owner will never age. The owner’s Constitu- 18. ((For 30’ down the wall of this corri-
tion and Strength will go to the maximum dor is a large silver mirror. As the players
possible. The rock is covered with a micro- walk past, their reflections will come to life,
scopic bacteria which will interact with a per- possessing all the attributes of the originals,
son’s perspiration and form an incredibly and attack them; if they are hindered from
potent glue. This will cause anything the per- attacking their original, they will attack the
((The pile of platinum is 600pp; it also son touches to stick to his hands, and only a hinderer. The players always get the initia-
contains 6 Coin Ticks, value 0. They are person with greater than 18 Strength can tive. If a mirror double is injured, the original
AC2, 1HP, and are about the same size and pull them off (roll % dice for the strength % will be magically injured the same way, tak-
have the same color as the platinum pieces. If score over 18). The only way to remove the ing half the damage the reflection takes (this
a coin tick is casually scooped up with trea- bacteria is with a Cure Disease (the rock does not work the other way, though). There
sure or picked up, it is indistinguishable from won’t help for this one, though), a Limited are several ways to get out of this:))
a normal coin. It will not register as a trap or Wish, a Wish, or by immersion in acid (which ((a— Kill the double. This has the ad-
as magic. It has a 5% magic resistance. If any won’t hurt the rock if it is immersed). An vantage of causing much damage to the
coins are casually inspected, there is a 1% additional effect is that the smell of the glue original.))
chance per coin inspected that one will be a arouses Ochre Jellies, Gray Ooze, Green ((b— Douse the lights. If there is no
Coin Tick. If a Coin Tick is inspected, it will Slime, Gelatinous Cubes and Black Pud- light, there is no reflection and no double.))
be immediately seen that it has a slight bulge dings to mating frenzy.)) ((c— Bash the mirror. 25HP damage
on top and 6 legs and a tiny head on the 15. ((This is a series of teleporting doors per 10’ section of mirror will dent that section
bottom. For each player who handles or which yields unusual results. The first door is to the point where it will be useless, and the
scoops up any of the platinum, there is a a normal door from one side and a secret doubles will disappear.))
50% chance that a Coin Tick will come into door from the other. The other doors are ((d— Another mirror, if flashed in the
contact with his skin, and if that occurs, the special. They are swinging doors with no face of a double, will create a double of the
Coin Tick will secrete a sticky gel that will knobs. They must be pushed open. When double; the two of them will fight to the
pass into the skin unnoticed in 1 round. This one is pushed in a clockwise direction, it will death, causing no further damage to the orig-
gel will infest the body, and the body will open into the adjacent room. When it is inal in any event.))
begin to feel stiff in 1 turn if a save vs. paraly- pushed counterclockwise, it will open into ((Players gain no points for killing any of
zation is not made. Also, Dexterity will de- the room beyond the adjacent one. (For ex- the doubles, and may lose points for killing
crease at the rate of 1 per turn unless the save ample, if the party is in room “10” and tries or causing the death of a companion. The
is made, until Dexterity reaches “0” and total to go into room “a”, they will succeed. If they doubles will be instantly recognizable as
paralyzation sets in. Dexterity loss will be are in room “b” and try to go into room “a”, such.))
noticeable as soon as it first occurs. Neutral- they will end up in room “10”. The door ((A player can gain 600 points for figur-
ize Poison, Cure Disease, Heal, or Cure Seri- closes automatically after a room is ing a way past the mirror, but only if the
ous Wounds (which does not give back any entered.)) player takes no damage in so doing.))
HP in this case) will divest the character of 16. ((The players will see:)) 19. ((Here the players will see a pit cov-
the poison. Cure Light Wounds will get rid of You have entered a room of 20’x20 ering the entire 10’x10’ section of floor. If
the poison 60% of the time or will give back with two doors on the opposite wall. There is they look closely, they will also notice that
1-8 points of dexterity. Once a figure is para- a clear pool in the center of the room with a the pit extends up into the ceiling. The pit
lyzed, the ticks will burrow into the body and bronze plate nearby which reads: “Ask and goes down 10’ into the floor and up 10’ into
lay eggs, which, when they hatch, will con- ye shall receive.” the ceiling, for a total length of 32’. At the top
sume the body. The tick’s gel will also pene- ((Any player (not charmed beings, etc.) and bottom of the pit are teleporter fields.
trate cloth or hemp, but not leather or any who stands in the pool and says anything will Something which falls to the bottom will be
kind of metal.)) hear a voice say: “Seek a mountain” (a false transported to the top and will continue to

M13
Vol. IV, No. 8

fall over and over, gaining speed at 16’ per the paint. The paint here is the color of the paralysis. Paralysis will last for 5-20 rounds
second. Eventually, the object will reach stone floor. Behind the secret door is a small unless the victim is eaten by the crawler be-
terminal velocity; a person will be unable to pot of this paint with a small brush attached. forehand.))
breathe and will die. What the players will It has a value of 900.)) 23. You see an area which is misty, and
not notice is that there are about 5 small 21. ((In this area are two Blentz, one at your vision is reduced to only 2’ into it.
objects falling at terminal velocity in the pit “a” and one at “b”. If the party comes from ((The mist is completely harmless, and
already, but they will hear a faint whistling room 4, they will try to trap the group be- there is nothing in the room.))
noise. Any person leaning over or moving tween them. They are AC7, 4 dice, 20HP, 24. You enter an area and see 12 Giant
over the pit has a 50% chance of being struck 25% magic resistant, value 600 each. They Rats.
by one of these objects for 10HP.)) resemble large 4, dark brown pillows, ((These are AC7, 4HP each, value 9
20. ((As players walk across this part of sprouting dozens of mobile, rope-like tenta- each. They attack once each for 1-3 HP. As
the corridor, there is a 20% chance per per- cles. Each of these ends in an eye/beak com- the players crawl from the tunnel, the rats will
son that they will notice that the floor is bination which is capable of piercing armor. gain +5 on their attacks.))
sticky. They have actually walked on Echo They are 90% resistant to normal fire. If hit
Paint. The paint will cling to the boots of by fire, they will take 2-12HP once per dose 25. ((In this area is a Carrion Crawler,
of burning oil, 1-6hp per torch. They can AC3/7, 3 Dice, 15HP, value 600. It can at-
those who walk on it, and alter 1-4 rounds tack 8 times per turn for a save versus paraly-
will begin to produce mute echoes as if attack 6 times on each side per turn for 2HP
per attack. They communicate telepathi- sis. Paralysis will last for 5-20 rounds unless
someone were walking behind at a distance the victim is eaten by the crawler before-
of 100’ or more. The echoing effect will last cally.))
22. ((This room contains a Carrion hand.))
until the paint dries (in 1 day) and then the
echoing will cease. Holy water, warming with Crawler, AC3/7, 3 Dice, 15HP, value 600. It
a torch or even the use of soap will remove can attack 8 times per turn for a save versus ((Theoretical Maximum Points: 100,000.))

Exterior Map: For Players’ Information

This map should be given to players before they begin their adven- players will search for clues.
ture. It shows the general terrain and important features of the area THE DUST PIT is an area of vast sands, dust devils, whirlwinds and
which contains the possible locations of the Rock of Ages. Some of the a mysterious sand “drain.”
highlights of the map are further described below: CITY OF THE DEAD is an ancient city of the old race, now
NORTH END is a forgotten, sandy beach-cave complex. deserted.
KANG’S TOMB is the final resting place of the first Master of THE GRAY WOODS is a dead grove of ancient trees.
Flowers. It is located in a mountainous area. THE LOST LAKE is hidden in a mountain valley. There are rumors
PENDULUM POINT is a barren jumble of rocks, boulders and of an underwater city.
caves. EAGLE CRAG is a tall, solitary mountain honeycombed with
THE BLASTED PLAIN is a vast plain of ash with a single oak tree in caves.
its center. LOKHEIM MINES are deep, cavernous labyrinths in the Lokheim
DEVIL GATE is an ancient altar in a cavern found just off a hidden Mountains.
canyon. EVERGLADE MOUND is a tomb of the Ancient Ones. It is in a
DOOMKEEP is the deserted (?) castle/dungeon complex where forest and is rumored to have an underground complex.
M14
BARTHENOUS THE BOLD ABATOR OF MANY RODS
+1 to Activate (in some cases) -1 on all Diplomacy cards
No Magic allowed It is said of Abator that he keeps a hot fire in
which are the “irons” of his dealings. He can, at
An old military leader, Barthenous will Activate times, perform two diplomatic functions at once:
any kingdom at +1 whenever another player’s When he draws a Special Mercenary card he may
units have crossed its border. play it, as well as attempt to raise a Barbarian
He will never use Magic, nor will he try to acti- army. No one trusts this wheeler-dealer, and he
vate the same kingdom twice in a row. gets -1 on all cards.

AFILITH THE HALF-ELVEN BAZORA OF THE ROCKS


+2 to Activate Elfland +1 on Threats and Blackmails
+1 to Activate any other non-human kingdom -1 on Marriages and Long Orations
-1 in all dealings with Barbarians
Bazora first appeared as a madman from the
He has a natural affinity for non-humans, but Banished Lands. He may only recruit Barbarians
Afilith is hated by Barbarians. He will be killed on a in the Banished Lands. After each time he does
1 or 2 when trying to recruit them. so, he will vanish on a roll of 1.

KREMOI THE DECREPIT


LASIMBA THE FEARED +2 on all Orations
+1 (optional) on Threats, Blackmails, Bribes -1 on all other cards

Lasimba, a strong-willed man, can use his +1 This ancient ambassador is no more than a
at any time. But if he uses it and fails, he is talker—but a good one. It is said that thieves once
banished from the kingdom as after an attempted caught Kremoi on the road at night. But he was
assassination. able to convince them it was day, and they ran off
in fear of what they thought was a great wizard.

WILLFO THE WINDBAG EGROAR THE RIOTOUS


-1 on Threats +1 on Long Orations
Egroar’s nature makes him almost unbearable.
Willfo is said to have talked Hamahara out of If he tries and fails to Activate a monarch, he gets
his wings—though quite temporarily—after 48 banished from that kingdom for 1-6 turns.
hours of debate. But his riotous nature causes mercenaries to
But he cannot handle threats at all, for even the flock to him. Any time Egroar fails to activate a
mention of violence starts his plump fingers to kingdom he gains 1 mercenary unit at any friendly
quivering. port or castle.

ELFAYEON THE WISE HEROS THE BLUNT


+1 on White Magic and Long Orations +1 on Threats -1 on all other cards
-1 on all Bribes and Threats +1 in all dealings with Barbarians
No Black Magic allowed
Heros is reputed to be the result of an ill-
Elfayeon can never use Black Magic, but any advised mating between a hill giant and a dwarf
kingdom he Activates with White Magic can never maiden.
be Deactivated with Black Magic. He seems to always convey a rough message
well and is well liked by most Barbarians.

SSISATOR THE SCALY ONE


SIR WILLIAM WAGINGTONGUE
+2 on Bribes to coastal kingdoms
+1 on Marriages
+1 on other Bribes
-1 on any Magic attempts
-1 on raising Barbarians
This great romantic is said to have arranged the
Ssisator claims to have found the great jewel of
marriage of a terribly ugly princess of Hothior with
Simolious, which controls the waters. He gets the
an unknown deity. The deity’s vengeance causes
advantage of Bribes by promising kingdoms the
his minus on Magic attempts.
aid of the great jewel.

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