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AD&D Companion Module "The Tree of Life"
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TO
AIRCON
Companion Game Adventure
The Tree of Life
Nas Sat lorce ate etcr-taeCOMBINED MONSTERS STATISTICS TABLE
NAME. ac uD HP Ar oD MV AL THACO oOK —sa/sp
Banshee” -3 20-2 Special 6020") G9 Comp Aging, paralysis, ail
Beholder or 4 15 30°(10") 10 Comp eye, 11 evewalke
Blink Dog 5 va 16 12040") 16 Exper Blinks
Centar 3 Vo 8 PN-67456 100"(60") N16 Exper
‘Chimera 4 40 15/98 1207110") CAT epert Breath weapon
1-10/2-1205:18 18060")
DeviSwines 38) FT 18 120/40") CAL Expent Charm, shapechange
Dire Wol 6 4 vo4 28 130°G0") WN Basic
Diplacer Beat be oe 2 aaa 50°80") N14 Expert Blinks, special bite
Djinni” Ghawaniy 5 TI BK RAB oe ZAR GOTO) G1 Expere Whiten itusiong,
Doppleganger Dhaai Me 90/050") C16 Basic Shapechange,
‘magi enance
Dragon, Black 0 4G Special 12010) Cs Breath weapon, spell easing
Dragon, Blue -2 G6 Special 120°(40') NO Breath weapon, spell easing
Dragon, Gold 4 530° 6) Special”) az9rao'y Lk ¥ Breath weapen, spell easing
Dengom, Red “3 70 6 Speci 20'G0"), Gow Breath weapon, spelleasing
Druid NPC a wor 16 1040) Ns lerical/Draidiel spells,
Deyad oN = 1000") NS ‘Charm, special
Dwart NPC 3 Ds eo a
pchamed Armor 2 oa 6 G0") Ns Immune to ol, charm, sloop
Ghow =2 2-2 Special 9O'C0"y Aging, paralysis, Magi Jar
Giant, Fite Beg I 4 530 0"407) Co “Throws rocks
Golem, Amber G0" No Magic resis
detets invisible
Golem, Bronze? 00 MSOF IO HOD!) NS 2.12 pis of damage on
‘wounde
(Gremlin TT Ne Spesad ag0¢ HOT] NETH 20" rave cote a
Grilfon Say Vo 3 tANt248 36070120") N13
Hetthound 4S V1 db orsa6 120740, 16 Breath weapon,
eles invisible
Invisible Saker 3D 416 120440") N12 Surprises on 1-3 0n 16
Iron Staue,Gargan. 232" 200215 r4eh GO’) ND Auacker’s weapon sticks
Manticore Vo v6 14H4n8 m0'a0) C13 Shoots spikes
‘or -6(36) 180°(60")
1 16 W'G0") C16 Petrifiation, poison
3 2 11K2) 120°60') C2 Fear
4 212 180°(60) Lg Detcets el
vert 14 /320"(40"7 oN ag! Charm a
Nor 16 G0), C19
vou 14 180"(60) N19 vibe
2 21628 60°20) N 8 Swallows whale, poison
703 LAN-a220 4807060) Lo 9
Rust Monster ae — 207440") N19 sts meta
‘Thier NPC 209)" 146 1204660) N19
‘Treat V2 pare Goro) NB Surprises on 1-4 on 146
Tall Vo 3 166/40 120400 C13 Regenerates
“Trot, Garganuan 20 3 SBN EDHEHO 2400") «CD Regenerates
‘Tyrannosaurus Rex 4 636 104") NS (constrict)
Spectral Hounds” ame 212 150'G0) Ns “Victims fade away
Sprite 8 1 ape 18070602) N 20 Spell casting
Undine” 551 2tbort10 20) CD Special
Unicorn Vo 3 pena 00) 16 “Teleport 360" fay ¢
Varpice™ 0 bio 12040") CS ‘Charm, double energy drain
Werewoll vou 28 180°") C6 Lycanchropy diease
‘Wyvern vo2 bene MO) CD Poison
‘Wyvern Knight Vane 16 90°30") G16 Expert
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DM MAP 5
THE ELVEN LAND
Seale: 1 hex - 2 miles
@ open terrain
Sea or Lake
Se swamp
Hills or Mountains
(200 tevation)
River or Shore
Normal Path,
Ruins or Tower
Forest Limits,
Geyser Area
Volcano Crater
Mountain BorderDUNGEONS
DRAGONS’
n Game Adventure
Comp:
THE TREE OF LIFE
by Bruce A. Heard
‘TABLE OF CONTE
HOW TO RUN THIS ADVENTURE
Players’ Backgroun
DM's Backgroun
CHAPTER 1: AN ELVEN QUEST
Encounter Setting
Encounter Key
CHAPTER 2: THE MAGIC RAINBOW
Encounter Setting 7
Encounter Key 7
Editor: Karen Martin
Cover Artist; Larry Elmore CHAPTER 3: THE ELVEN LAND
Interior Artist; Mario Maccati Encounter Seting 2
Cartogeapher: ‘Tom Darden Encounter
Typography: Kim N. Lindau
CHAPTER 4: THE TOWER OF LIGHT
Encounter Seting 25
‘ Encounter Key 23
buNGHONs & pRAGOXS, OAD, eRonLCTS oF your | CHAPTER 5: THE LOST SANCTUARY
IRASINATION onic Tsinpaecnsimatsownedoy Tsk | Encounter Seung : $1
3 Encounter Key 31
APPENDIX:
Optional War Encounter 37
The Wish Spell 38
TSR Ine TSR UK Lid, PLAYING AIDS
POB 736 ‘The Mil, Rathmore Road
Lake G ‘Cambridge CB DM Map 1: ‘The Forest of Selinar 19
Wrssis7 United Kingdom | yf Map 2: The Magic Rainbow 20
DM Map 3: The Tower of Light 21
DM Map #: The Lost Sanctuary 23
DM Map 5: The Elven Land inside cover
Player's Map 1: The Forest of Selinar 39
eral view of the Tawer of Li 24
Provolled C 40
Monsters Table inside cover
TSR, Inc. Random Encoun 23
prooucTs OF WOUR HIACINATION™ Star Map outside cover,
An Adventure for Elves Level 8 and above
ISBN 394-55413-27TSRUGOD
9166HOW TO USE THIS ADVENTURE
‘The Tree of Life is an adventure designed
fora party of elves 8th level and above. This
adventure is not recommended for inexpe
enced players. The total experience of the
party of adventurers should be no more th
5,000,000 XP, with a maximum often player
characters, Since the elves are basically en
ited to 10th level, it is easier to determine the
party's power by using experience points
father than levels, One druid is desirable for
this adventure, I none is available, the char-
acters will be able to find an NPC druid will-
ing to join them in Chapter 1, through an
optional encounter.
‘As with any other module, read the booklet
‘thoroughly before attempting « play the
adventure, All the boxed texts are © be read
loud to the players atthe moment of the cor
responding encounter. Any other informa
tion concems the Dungeon Master only
Check all the maps, components, and the:
locations #0 they become familiar. All the
‘moniter statistics appear on the inside of the
module cover, in order to provide a perma
‘ent display of their abilities at any time in
the game. The Random Encounters table is
located on page 23, with each coluran corres
ponding t one or more chapters of the
adventure
When players are instructed within the
nodule ta roll against an Ability Score, they
are to use 120, This is the ease forall such
The Tree of Lifeis designed to be compat
bie with any campaign inwolving elves.
“Tower of Light and the Lost Sanctuary, a8
Well asthe Star Map, may be useful items in
fature games. The party's clan is located in
the Alfheim area. Selinar is that portion of
forest northwest of Selenica, above the Grand
Duchy of Karameikos. However, the original
location of the party'sclan may be changed in
accord with the players’ campaign, with no
effect on the module. The Elven Land may be
anywhere else on the continent, the remotest
area being the best. I using the D&D® Com-
panion Set continental map, the area sug:
gested is the northwest corner
Players’ Background
All through the Altheim woods the rumor
ofthe Feadiel Clan’s misfortune spread. A
‘Thee of Life was dying
Despite months of desperate efforts, the
Feadicls’ tee seems to wither and lose its
consciousness, A great council has been
summoned among the Altheim clans.
Finally it has been decided that the bra
fest and most powerful eves of the realm.
‘would be sent on a quest tofind the source
‘of the accursed disease
‘You have been chosen by the elders of
Alfheim to leave at sunrise. No one has
‘been able to find any substantial informa:
tion about what the disease could be, or
what could have caused it, However, you
have been told by the reali's oldest seer
that some answers could be found at the
hheatt of Selina, near the grave ofthe firs
‘Treokeeper of the Feadiel Clan. The Old
Shrine is located on the shore of the west:
‘emmost lake in Selinar. You have been
given an ample quantity of food, the kind
‘only the elves know how to make, and one
vial of oif of sunlight, as wel as a map of
the sky to help you find your way.
‘The food given to the party i the traditional
fone for along journey. Each ein the party is,
given one elven ration, They provide suste-
nance for 10 weeks, rather than one week a5,
for normal iron rations. ‘They are normally
not for sale, but on a human market they
could be worth up t0 300 gp.
iplayersask about the use ofthe star map,
explain that it will be a useful tool to deter
mine the direction of their expedition, oF
their location on the seas or continents,
according to the stars, It can only be used
during clear nights, If an elf uses the map (0
find the party's position compared to
Selinar’s, the chances of success are equal 10
the character's Intelligence score multiplied
by three, plus his/her level, Direction can be
found without error. ‘The map only makes
sense 0 elves
Tia player wants to have a druid character,
then the highest level druid ofthe forest sends
‘one of his followers, to help in the quest to
save what is perhaps the mightiest ofall tees.
Despite the fact the druids are humans and
the quest is essentially an elven one, the
elders of Alfheim will accept druidical inte
vention for obvious reasons,
DM’s Background
Long before the oldest elf of the Feadiel
tribe was born, the most ancient elven clan
faced its doom. At the end of a long and
bloody war, surrounded by their sylvan
the elan decided to hide their Tree of
‘magie-jarin mass, one elf into each
‘great oak of the forest, hoping to outlive this,
dark century, Only one would remain as
Keeper of the Sacred Tree, until the twilight
‘of is life, at which ime another elf would be
‘wakened to replace the eldest
‘When the black army swarmed the woods,
2
no elf was there tobe found “alive. The Syl
van Realm was ransacked and, without
knowing, many elves were destroyed. The
Mage leading the black hordes was then
ruck by a divine curse for having soiled the
Elven Land. He and all of his descendants
‘would live a horrible existence, their bodies
slowly rotting and shriveling. Unfortunately,
this nagging destiny was also meant 10 affect
the elves, as they had attempted to save their
lives rather than defending their holy land to
the bitter end.
‘As the aging Treekeeper returned to the
forest to awaken her replacement, guards of
the mage’s great-prand-son, Moorkroft IV,
‘captured her. As a result, Moorkroft discov
tered where the elves were hiding, but the
“Tree of Life remained impossible to find. The
‘current mage, a grea alchemist, found a way
to-extract the hearts of the “inhabited” oaks
and to brew an elixir able o temporarily stop
the disease as well as the natural aging proc
Carefully, the mage searched the woods for
all the oaks containing a sleeping elven spirit
In order toextend his life, henqw protects the
forest and keeps his hordes out of it, using
spiritladen oak hearts when needed. The
‘Treekeeper is dead, the ancient lan is sleep:
ing, vulnerable and unaware of their slow
doom. Their Tree of Life progressively with
fers as its Keeper is no longer there to look
after it
However, all hope is not lost. The mage
knows that one family of the clan escaped the
realm, as none of the Feadiols bodies were
found among the dead, The latest mage has
been locking forward 10 destroying that men
face. As forthe Feadiels, refusing the passive
solution ofthe clan, they took a small limb of
the Tree of Life and fled, They established
another tribe, in another land, andl so became
the ancestors of the party's clan. The limb
they took with them eventually grew to an
adult Tree of Life. However, it is magically
bound to its mother-tree, and as she slowly
dies, so docs the youngerCHAPTER 1: AN ELVEN QUEST
Encounter Setting
When the party is ready to leave, give the
players the Players’ Map 1 on page 39 and
unfold the third panel of the screen so they
‘ean see the Star Map,
"The Feaciels’clanhold i located in the for-
‘est of Selinar, on the shore of a small lake.
"The hold is called Feador. Selinar is part of
the Altheim land, a group of large clans allied
under the authority of a sole king for the
defense ofthe woodland and of their eviliza
tion. Many powerful druids live in Alfhe
helping the elves to maintain the sy
realm.
There are three paths leaving the hold
‘east, west and south, Visible only to elves and
druids, they are considered a military secret.
‘The party can move at anormal rate on these
paths. Otherwise, the party moves at swo-
thirds its normal rate.
{As the party journeys through the forest,
random encounters are likely to occur. The
chances of such encounters are 30% per six
hour period, 20% at night. The Random
Encounters table i located inside the module
[fat any time the druid character speaks to
1 legitimate animal of the forest about the
presence of unusual ereatures in Selina, the
Animal notes there is a cavern near the east
path, with strange men and elves, ‘The ani
mals refer to Encounter I
Encounter Key
the party does not have a druid yet, read the
following boxed text to the players. This
encounter happens within an hour after the
player characters leave Feador (or at any other
time you feel i the best in dhe adventure),
As you move through the dense thickets
and high oaks surrounding Feador, you
hhear an unfamiliar whistling sound.
Branches move around you asistirred by
the wind, but no crack or sign can be
detecied alter a closer look,
You are startled when thtee old humans
appear in your path, ‘They wear long
‘white robes, as white as their beards and
hair, One of them raises a wooden cudgel
These druids spotted the characters as they
were leaving for their quest. They know
about the disease ofthe Tiee of Life; however,
in an attempt to avoid intervening directly
with the council of Altheim, they preferred
dealing directly with the party. Their inten
tion is to propose that one of their number,
Cucurbita Pepo (commonly called “Pepo"),
join the party until the Tree of Life is healed.
Only three druids are visible, being Pepo
flanked by two others, Pepo ix a 10th level
druid. There are 13 other druids hidden in
the bushes or in the trees al 6th level,
If the party attacks the druids, th
attempt t0 neutralize the player characters
without harming ther, using massive entan-
gle spells or hold person. Then they explain
their purpose. If the party succeeds in its
attack against the druids, the druids eventu-
ally retreat, and the party loses their support.
Trehe party accepts the offer, Pepo joins the
group and the other druids return to thei cit-
tle. For all the druids except Pepo, refer to
the Monster Table on the cover
Cucurbita Pepe
Neutral 10th level druid
Strength 13
Intelligence: ry
Wisdom 16
Dexterity 13
5
7
Armor Class 4
Hit Dice las +4
Hit Points 6
Save as Cleric 10
‘Movement Rate 120’ (40)
Attack I magical cudgel +3
Spells: Pepo normally has the following
spells (inchiding spells obtained through the
‘Staff of the Druids)
Level 1: Cure Light Wounds, Faerie Fire,
Light (x2), Locate
Level 2: Hold Person (x2), Silence 15°
radius, Speak with Animals, Warp Wood
Level 3: Call Lightning, Cure Disease,
Growth of Animals, Striking
Level 4: Cure Serious Wounds, Neutralize
Poison, Plant Door
Level 5: Control Winds, Insect Plague
Magical Items: leather armor +1, Boots of
Levitation, Staff of the Druids (25
charges), Potion of Invisibility
Pepo has a nearpathological hatred of
anything that uses breath weapons (dragons,
chimeras, gorgons, hellhounds, éte), He wil
ovo great lengths to destroy such creatures if
Ihe encounters any, of learns of their existence
nearby.
A. The Shadow of the Red Demon
Play this encounter as soon as the party is
3
cout of sight ofthe clan village.
‘Shordy after leaving the village, you dis
‘cover that... you are back atthe village's
‘entrance! You were sure that you followed.
the right path, but nevertheless, the vil
lage is here,
‘Suddenly you realize thatthe trees have
burned to their roots and most of the area
hhas been ruthlessly ravaged. An elven
lady stumbles at your feet, Her left arm is
charred to the bone, She looks up at you
fand cries: “Why have you abandoned
us... why. .you shouldn't have lefi your
shores for the red demon has crushed us.
Now look....ook at what i lef of Feador
Timplore you, stay now and save us!
Startled, you hear her cries echo as the
village fades away. Only remaining are
the great solemn oaks of the forest, as
igreen and strong as ever, and the path you
were following,
‘The scene depicted in the boxed paragraph
‘above is the result of phantasmal force and
ventriloquism spells, It has been cast by Sul:
far, a large red dragon polymorphed into an
elf, He is currently invisible and hiding in a
nearby tree. Ifthis happens during the night,
the elves in the party should not be able to
Tocate him since, as are all lizard creatures,
the dragon is a cold-blooded monster. Sufat
hhas a ring of spell storing which enhances his
spell capabilities,
Salfar's Spell (including the apelin his
mapa)
First Lev
‘quis (3)
Second Level: ESP, Invisibili(s2), Phan
tasmal Force (x3)
‘Vhird Level: Clairvoyance
2)
Fourth Level: Hallucinatory Terrain
Polymorph Self(x2)
jarm Person (x2), Ventrilo
Hold Person
Sulfar’s magical ring contains the following
spells: Invisibility, Phantasmal Force (x3),
Hallucinatory Tereain, Polymorph Self
Moorkroft sent Sulfar to appraise the ger
‘ral situation in Feador. Under
the party ixafter, Sulfa follows
his spell co mislead the PCs, Using the phan:
‘asmal forces in his ring of spell string, Sul-
far proluces images that could be interpreted
as omens by the party: Since these arc
designed to be physically harmless, Sulfar
nay remain invisible, Play one of theCHAPTER 1: AN ELVEN QUEST
“omens” deseribed below after the first three
encounters the party makes in Selinar.
‘Omen #1: Sulfar uses a simple phantasmal
{force create the vision ofa black cat darting
across the party's path. If the party follows
the cat, it will find, behind a thick bush, the
body of an elf who was Killed several days ago
(by Sullat), His osting body bears the horri-
ble marks of huge claws. ‘The hand of the
dead elf ies near a crude message traced on
the graund: “ancient’s grave... demon
red,..teachery..”
The message isa false clue Sulfar added to
mislead the party
‘Omen #2: Sulfaruses a ventriloquism spell
to imitate what an elf would believe to be the
voices of the forest. The party can hear whi
pers around it, like the rustle of leaves in the
wind: “They have not followed our
warnings... They will bandon theie brothers
to the red demon...only the Great One that
sees all can help them now...if only they
could get past the red demon...look, here
again they are fleeing lke the Feadiels have
ddone before...”
If the party attempts to speak with the
voices, Sulfa will ry to convince the charac
ters tha they should go to area G and ask for
the help of the Great One. He expects the
party to run into the Dark Watcher (ace
Encounter G).
Omen #3: Sulfar uses a phantasmal force
to ereate a false rainbow. The area around
the illasion is altered by a hallucinatory ter
‘ain spell soit seems like a small clearing. It
actually is a 20-footchigh cliff in the forest.
[Anyone stepping into the rainbow falls down,
the cliff and takes 10d6 points of damage
from the rough stone.
Ifno one steps into the false rainbow, the
illusion then shows the characters falling into
a dark pit, an expression of utter terror on
their faces, The rainbow then turns into the
face of an ugly red demon and fades away
with horrible grin
The allusions tothe red demon are Sulfar's
way of referring to himself, You may add
other “omens”; otherwise, Sulfar returns 0
areaG and hides on top of the hill, above the
tavern entrance there (see Encounter G).
1B, A Band of Sprites
‘This encounter happens only once. Ignore
ie if thas already occurred.
[As the party moves along the path, the
sounds of a fight and cries for help sud.
denly come from the side, beyond the
Dashes.
‘Between the tree trunks six creatures
‘ean be seen, some of them wolves, others
halé-man halfwolf, snarling and growling
at a small group of sprites held captive
beneath a fine weighted net. The sprites
try to poke at the beasts! toes with their
small swords while crying for help.
‘These werewolves were on their way (0
intercept the party when they ran into a band
‘of sprites. Secking some fun, the sprites
played a few tricks on the creatures, Totally
‘enraged, the lycanthropes tumed their rage
against the sprites. There are five werewolves
tnd a leader. The leader has a second net he
will use against attackers
1f the party neutralizes the Iycanthropes
nd frees the sprites, they offer their help to
the elves. Ifthe player characters mention
they are on a quest to discover the disease of
the Tree of Life, the sprites point out that the
party should have a talk with the Old King of
the woods (see encounter C), for he should
know what is wrong with the sacred tre. The
sprites do not exactly know how (o deseribe
the Old King, often giving contradictory
information. The Old King is an ancient
treant that seems like a giant with a bushy
green beard and big ugly warts all over” 10
the sprites.
Ifthe party decides to go see the Old King,
the sprites happily join the party to show the
way, calling some of thir litte friends along,
‘Tricks and pranks punctuate the journey,
until the Old King shoos them away (see
encounter ©). Some pranks could involve
sluing weapons to their scabbards, making
the boots so sticky they drag piles of leaves
beneath the soles, Without the owner's
knowledge, a great helm might temporarily
grow a nice colorful bunch of lowers.
the party manages to capture at least one
Iycanthrope alive, i returns to its human
shape. A symbol (an eye with a black moon
Dbehind it) i visible on the Iyeanthropes”fore-
hheads when they are in human shape
If questioned, see encounter F about the
information that could be gained from the
prisoner. Inall the cases, the prisoner begs for
‘mercy and for some cure tothe dreaded dis:
ihe party returns to the clanhold to warn
the people ofa possible lycanthropy contami
nation, the party should be awarded 500 XP
per character. The druid has a 20% chance of
finding 1d6 sprigs of belladonna, per full day
of searching,
G. The Old King of the Woods
I the party is not followed by the sprites,
read the second boxed paragraph only
AAs the characters move along the quiet
stream of clear water, they sce the sprites
getting more and more excited. Suddenly,
‘one of them says: “Ooooh! The Old King
is here!” The sprites come to a hale and
remain silent and motionless.
FFivedead ores lie onthe shore, their helms
Dashed in and their skulls splattered all
lover the grass. The evil eye symbol is visi-
ble on their shields
‘The Old King of the Woods is an ancient
‘eant. Tt is standing absolutely motionless
above its victims, observing the party.
the player characters are dragging a pris
foner with them (from encounter B), the
‘teant gives ita violent whack on the head,
definitely sealing its destiny. Thus the party
meets the Old King.
the party does not have a prisoner (orifit
is already dead), the treant shivers for an
instant and welcomes the elves and the druid.
‘At the mention of the sick Tree of Life, the
‘Old King declares thatthe disease must come
from its deepest roots, Since a Tree of Life is
‘most ancient and magical, the roots may not
necessarily be material, but spiritual instead.
"Therefore, he says the party must seek the
origins of The Tree of Life's ros in order to
find the disease and cure i.
“The treant does not know how to reach the
spiritual roots ofthe elven tree; however, he
does know a magical way 10 successfully
reach any desired destination even though
the exact location is unknown. ‘The treant
says that once every hundred years or so, a
magical rainbow appears near Feador, at a
waterfall northwest from the lankold. If che
characters hurry, they may be able to get
here in time and enter it, for itis about to
ize. The magical rainbow has the
power to reach any area, whether real or
mystical, desired by those who discover its
D. The Waterfall of Rainbows
‘As you approach alow hill, the bird songe
land natural sounds ofthe forest are mu:
fled by the loud roar of a waterfall
“The fall gushes out a the top ofa cliff to
rush down toa small lake atthe bottom of
the bil. A Fine mist rises almost al the waythe
his
CHAPTER 1: AN ELVEN QUEST
‘up the cliff and sunrays seem to play with
sinall ares of color in the air,
When the party arrives at the waterfall,
band of 12 nixies are observing the characters
from under the water, After a few moments
‘therefore remains a mystery tothe party.
F. A Pack of Wolves
‘Adistant howling suddenly reminds those
who have forgotten the mysteries lurking
inthis forest.
‘Asan eerie echo, others answer the dis
tant call, much closer and surrounding the
party, Already, snarling and growling
ve at | sounds are approaching, tightening the
never | invisible links of a lethal net.
are Before the characters can react, they are
cand surrounded. The party has five rounds to get
es OF —feady for the attack, from the moment they
‘least hear the howls of the pack to the moment they
mbis— getually are attacked,
‘The pack consists of war-trained dire
wolves (three per character in the party), six
jour | hellhounds and two werewolves leading the
for | pack. Fach characteris attacked by three dire
hhas | wolves. ‘They spring toward their vieim in
om, | order to bite and hold the victim's hands (ora
foot, to pull the victim to the ground). A sue
‘his | cessful hit on AG 5 means a dite wolf has
uth~ | Jacked its jaws around a wrist. A successful
the | bite does half damage every subsequent
sph | round until the victim pulls free, A character
lost | may free one hand with a succesful rol (120)
‘against his Strength. Once a character is
immobilized, one hellhound will use its
esthe breath weapon to roast the victim at close
back, range, One werewolf uses a net against the
acters characters who resist the dire wolves. The
{the other stays out of the battle and eventually,
sinte- retreats if things go badly. His orders are 10
tube destroy the party of elves and report 10 the
page Dark Watcher.
sthe There re five such patrols in Selinar. I the
player characters un into all of them (includ
ing random encounters), ignore further
encounters ofthis type
Prisoners: If the party takes prisoners to
gain some information, the prisoners lie
fabout their origins and why they are in
‘Altheim, All the creatures sent to Selinar bear
the eye symbol with a black moon on their
forehead and are under a powerful charm
spell maintained by the master spy. Magic
use is required to get true answers from the
prisoners,
‘old man with an elven crown and a lan-
tern appears on the front. He raises hie
translucent hand and moves toward you.
‘day return to the holy land and break the
divine curte. So will the missing limb
he,
‘The altar near the shore stands above the
‘grave of Fillindyl Feadiel, the frst elder of the
happen
The nature of the curse and what would
ng laa ig,ot writen here, and
hey cast charm spell on the characte? wi
the highest Charisma score, preferably a
male elf,
If the victim falls his saving throw, he
attempts to enter the water and remain with
the nixies. Ifthe other characters attempt to
sop him, he fights and docs his best to get
into the water.
the vietim successfully makes his saving
throw, the nixies stay under the surface of the
water, watching the party, but the rainbow
does not appear.
‘The party may call one nixie wo the surface
and talk to her. She agrees to free the victim.
from the charm in return for a decent magic
item, preferably one that can be used in
water: Otherwise, if the party mentions the
‘magic rainbow, the nixie says tha itis indeed.
bout to appear. However, to enter it, one
‘member of the party must become her ser-
vant for a hundred years, otherwie she will
clispel it. That isa tick; the nixie is just tey-
ing to satisfy her natural inclinations. The
party may choose to ignore the threat and
‘wait for the rainbow. No matter what, it
appears at noon (the next day if it is after
noon),
When the magical rainbow appears, a
‘beam of white light forms a small bridge,
from the shore to the base of the arch. Its
solid and allows the characters to walk on it
and enter the rainbow. If the party decides to
sg0into the rainbow, go directly to Chapter 2:
‘The Magic Rainbow.
E. The Ancestor
Tn the middle of a peaceful glen, near the
shores of a quiet stream, stands a white
marble altar. Vines grow on most of it
partially concealing old elvish runes on
the sides,
(Once deciphered, the runes read: “Rest in
Peace, Fillindyl Feadiel, for you were the
leader to a new life:" If the party remains in
the area at night, read the boxed text below:
“The arca slowly becomes quiet, as though
the water stopped its flow and the leaves
froze on their branches,
‘The altar glows with a pale aura as an
panty San
‘He knows their Tree of Life is part
‘one living in the elven homeland. Ho
he has very litle time to communica
message to the par
He can only appear at night, as af
sheer willpower. Fillindyl is not norm
hhaunt, but he can materialize as a L
ghost on the Prime Material Plane, and
for only a few instants.
If the party remains near the gr
right, Fillindy1 appears tothe party (he
‘materializes during daytime). If there
immediate reaction from the player cl
ters, Fillindyl simply relates his messag
returns to his plane. If the party fl
attacks, the ghost attempts to paralyze
‘one ofthe characters in order to give th
message:
“Have no fear, my sons, the blood in:
veins is of my kin. Listen to my plea
Feador is in grave danger. The tyran
discovered our land and plots our dé
‘a8 well ab the endl of Altheim,
‘Our Sacred ‘Tree is aflcted wit
evil force. Search the hill near the sc
‘er path, seek out the spy and ente
source of chaos. Only then will my pr
ecy come true and our name regain
honor”
Fillindyl then fades away (and relea
paralyzed character). He will nt come
lunder any circumstances. IF the cha
dig into the grave, they discover th
ins oftheir ancestor have totally d
grated long ago. An empty scroll
remains in the grave with a parchmen
‘apparently ripped out ofa book. Icreve
following information:
this is what the light of stars reveal
ime. In sorrow, truth came to my 1
that despite anything I could do or sa
slow horrible doom of the clan was
capable. I ordered my sons to leave
refuse the folly of the others
Indeed we fled, “shamelessly”
said, The word “treachery” was 0
lips ofthe ancients, But we will not
‘our beloved kinfolk, for the stars «
that the bravest ofthe Feadiels woulCHAPTER 1: AN ELVEN QUEST
They believe the master spy (see encounter
G) rules an ancient land and that they were
brought here through a magical portal to
destroy Feador. They believe the spy, whom
they call “He Who Sees All” controls the
vast army to which they all belong. They also
know that “He Who Sees All" currently isin
the cavern (encounter G), waiting for reports
from other patrols sent to Selinar. If asked
bout the appearance of the master spy, the
prisoner will say that he looks like a huge man,
with one eye.
If @ lycanthrope is cornered or captured
and there is no other creature around, it
immediately begs for mercy, erying for some
cure for its abominable disease,
G. The Dark Watcher
‘The Dark Watchers in a cavein the south
‘east side of a hill, overlooking the southern
elven path. When the party reaches the
mouth of the cavern, read the following
boxed text:
A huge humanoid creature with one eye is
sitting ona throne made of rough stone, at
the center ofthe eave. He quietly observes
the entrance of the cavern,
[At the opposite side of this circular
cave, just behind the throne, is a passage
filled with a strange glowing mist
‘The Dark Watcher is in fact a beholder
concealed in a permanent illusion of a
cyclops, his central eye coinciding with the
cyclops’. The illusion stops when the creature
issucessfully struck forthe first time; itis oth
enwise permanent.
‘The Dark Watcher inside is paid by
Moorkroft IV to spy and gain information
about Feador. The Dark Watcher isin charge
‘ofall the patrols sent into Selinar. Moorkroft
promised the beholder it would lead his army
against Altheim (and beyond) and retain the
lands its own realm. he bebolder isa com
plete megalomaniac and plans to turn agai
the mage’s dynasty at che time of succession,
‘The Dark Watcher will eventually speak to
the party and possibly pretend to ally with
them against the “red demon,
case, it attempts 10 des
moment the party isthe most unaware of ies
Meanwhile, Sulfar the red dragon (see
Encounter A) has been hiding on top of the
hill among the rocks. It has been waiting for
the party to enter the cave. When the party is
in, Sulfar flies down and blocks the exit, It
only attacks if the beholder is in danger or if
characters are attempting to exit the cavern,
Sulfar does not use his breath weapon, fear:
ing to burn the Dark Watcher Once the
beholder is dead, Sulfar is free to use bi
breath (but he will break off combat after his
second breath attack),
‘The beholder does not surrender and fights
to the death. Furthermore, it never gives out
information on the mage or the ‘Tower of
Light.
‘The foggy passage beyond the cyclops ilu:
sion is the magical portal to the Tower of
Light (see Chapter 4) - and the only way 10
avoid the dragon's breath. The wormhole
between the two locations will take 1d10
hours tobe crossed. Random encounters are
likely in the wormhole. For each hour the
party is in the wormhole, there is a 35%
chance ofa random encounter: Mootkroft IV
is immediately be aware of the party in the
wormhole. As soon as they enter the Tower of
Light, he shuts off the magical gate,
‘There is a secret compartment under the
bbeholder’s throne, containing 5,000 gp, 850
pp and a potion of stone to Hes,
H. The Intelligence Squad
[At the curve of the shore, you meet six
young elves from Feador. They are walk-
ing on the muddy bank, carelessly leaving
footprints behind them, talking and
laughing loudly
The young elves from Feador are doppel-
sgangers sent by the Dark Watcher to infiltrate
Feador, obtain valuable information, sabo-
tage the hold’s defenses, and capture key peo-
ple from the clan. One of them has a potion of
speed.
‘Upon meeting the party, the dopple-
‘angers welcome their “older friends” and
have a chat with them, One of the dopple:
.gangers asks to jin the party, pretending that
it would be a great honor for him to fight
beside his elders. The other dopplegangers
say that, despite their envy to do the same,
they instead have to return tothe clanhold to
be with their families,
Ifthe party discovers the nature ofthe dop-
pelgangers, five stay and fight, as the other
runs away to drink his potion of speed. He
then attempts to flee o his lair encounter 1).
‘The dopplegangers have been active for a
week now and have acquired some informa:
tion. ‘The remains of their victims and the
result of their spying is in their lair (sce
Encounter 1). If the party follows the foot
prints, it ends up ac the bottom ofthe south
‘west hill, on the siteof encounter F, The party
should be able to follow the fugitive’s track,
6
either to encounter G or I
1. A Nest of Spi
If the characters go down the east path,
they hear a horrible cry, somehow mulled,
‘coming from the ill
‘At the opposite end of this small cave
stands a fat ugly man, holding a red hot
metal bar. You recognize the old seer of
Feador, bearing many burns and bruises,
tied up and lying on the dirt oor
‘The torturer has his foot on the seer's
throat, preventing more serearas,
‘The fat man is a devil swine, the leader of
the six dopplegangers of encounter H. The
‘eye withthe black moon is visible on his fore-
head. He is trying to obtain information on
the location of Fillindyl Feadiel’s grave
(encounter F). Ifthe sixth doppelganger from
encounter H_has not been intercepted, itis
sitting near the fire place, holding the tip of
lange metal pincers inthe flames,
‘The old seer of Feador knows the identity
‘of the four “traitors” who captured him the
previous night; however, he is not aware that
they are dopplegangers,
‘The bodies of six young elves are buried in
this cavern, near the fire place. On flat
stone, behind the grave area, a map of the
three paths to Selinar is rlled open and hel
with four stones. The devil swine is wearing a
zing of spell turning.
‘As the combat goes on,,there is a 10%
‘chance per round that one of the five lyean:
thrope patra arrives to report and to check
‘on the devil swine. They will try t0 surprise
the party. If any of these are captured and
questioned, see encounter F for their
I the party has not yet destroyed the six
dopplegangers, they attempt to sneak up 10
the party as they search the caveor as they are
interrogating the devil swine. One looks like
the elven lady that appeared inthe false omen
(Gee Encounter A), and the others, ike youn:
ager elves. Their goal is to fool the party and
attack them by surprise
any ofthese seven creatures is captured
and questioned, see encounter E. forthe pos
sible information that may be learned,CHAPTER 2: THE MAGIC RAINBOW
a tt ene nena ARR
Encounter Setting
‘The Magic Rainbow is a creation of an
ancient deity, now extinet and forgotten from
the knoven world, At the time of the Feadiel
ancestors, the old lan knew about the exis
ence of this creation. The Feadiel family was
fable to foresee where the rainbow would
land, with the help of Filindy!'s knowledge of
the stars. Thus, when the need appeared,
they were able to enter it and flee their home
land
"The Magic Rainbow is the common arch
of our skies; however, very few people know
that itis indeed magical and chat it ean reach
any place a traveler is seeking, whether real
fr imaginary, if its secret is learned. The
side of the rainbow isa dimension by itself
inhabited by powerful ereatures. Some have
heen placed in the rainbow by its creator;
fthers discovered the way in and settled
there, for a quiet existence, eventually mak
ing visitors pay them a fee to get back out
‘Wii all the areas described in this chap:
ter, the walls, floors and ceiling are totally
npervious to physical damage and to a mor~
tal being’s magic. Similarly, all apells cast by
‘mortal creature that are related to transpor-
tation (euch as teleport, levitate, fy, gate,
dimension door, pass-wal, etc.) do not func
ton - they automatically fail with a miserable
‘whining sound. The same limitation applies
to magical items with similar powers. If
‘magic is detected for, everything seems (0
radiate powerful magic
Op
ifthe option of such a rainbow is desirable
in your campaign world, use the following
guidelines.
The rainbow appears in very many places,
‘often for just afew minutes (1d6 rounds), but
it never lands tice at the same spot within
Jess than a century. If it lands in the same
region, it would be at minimum of 10 miles
sway from the previous spot.
‘An experienced astrologer (atleast a 10th
level magic-user or elf trained in astrology)
‘may predict where the arch will land, by
using an elven star map (such as the one
given to the party). The chances of success
are of 1% per level + 19% per intelligence
ppoint. If the astrologer's attempt misses
(Gecret roll) by more than 50%, the predic:
tion will be false. If the secret roll has suc
‘ceeded, the astrologer will finda spoc within
50 miles of his/her position where the arch
will land, and the exact moment from the
time his ‘computations end to six months
later, The time and location are determined
at random the following way’
jonal Campaign Setting
Time: 24100 days (at 1410 hours counting
from sunrise)
Distance: 1d10 + 2420 miles away.
Direction: 1dB (N, NE, E, SE, 8, SW, W, and
NW).
‘The calculation time takes 2410 hours;
‘case of emergency, the quickest
nan exact result ix by casting a
wish spell, provided one is available to the
character (sce the Appendix Section for the
wish spell) In no way can any spell cast by a
‘mortal being affect the magic rainbow.
Encounter Key
1. The Bridge of Light
‘The sun has been playing with the clouds
land the mist in the air for several hours
‘when a huge, multicolored arch slowly
materializes, A smaller bridge made of
scintillating light appears, arching over
the water, from the party's location to the
base ofthe rainbow, However, there does
not seem to be any opening’ where the
bridge meets the base
ough the rainbow and the small bridge
take about a turn to materialize oF to fade,
they only remain fully visible for 1d6 rounds.
Ifthe players seem to hesitate, say that the
rainbow is slowly fading away. The party is
still able ¢o walk on the bridge and enter the
base ofthe rainbow as it fades.
Ifthe PCs observe one of their party mov-
ing on the bridge, this adventurer seems 10
fade away as he approaches the base of the
rainbow
When the adventurer touches the shi
mering surface of the rainbow, which is
three-dimensional, he will actually be
ragged into it, The cross-section ofthe rain
bow appears cylindrical to outside observers,
Once inside, there is no way out other than
discovering its secret (see encounter 2 below)
2. The Spheres of Color
‘After crossing through the outer surface of
the rainbow, you appear in a huge trian-
‘gular room, much bigger than what would
bbe guessed from outside. ‘The room has
the shape ofa crystal prism, starting from
the floor of the room and extending up
into the sky, like an endless curving trian:
gular tube
Under your feet, the image of Selin
becomes smaller each instant, blending
into white and grey clouals, high above the
land. The vision of the clouds it soon
replaced by seven large, round spots
Appearing on the floor, exch of diflerent
color.
‘Most amazing is the presence of hun:
dreds of translucent spheres lating about
the room. All of them are as big as a horse
land have the same colors as the seven
large spots on the floor. They slowly fy
through the room, softly bumping. into
‘each other of against che crystalline sur
face of the inner rainbow, like motes of
Tighe
‘The rainbow has now left Selina The
characters are trapped inside the traveling
larch, high above the ground, until they dis:
‘cover ite secret. Only then does it land some:
where, The inside of the rainbow is
‘equivalent to an extra-dimensional space
Creatures with a total wingspan of more than
2 feet cannot fy in this area because of the
profusion oflevitating spheres. Astrong wind
created in this area causes all the spheres to
bounce furiously about. Although harmless,
this totally prevents any further spell casting
‘or physical activity until the wind ceases.
‘The levitating spheres are indeed magical.
Each of them is large enough to carry one
character and his equipment. A character
‘may ride any sphere by just climbing on it (or
‘mounts can be fastened to two large spheres)
‘Once this happens, the sphere starts going up
‘with is rider, into the prism of light, inereas-
ingly gaining speed, The surlace of the
spheres is sft, allowing the riders a firm grip,
Ifthe PCs do not think of climbing onto the
spheres, you may help them by having a
sphere pop out from the invisible Noor, under
character, gently carrying him upward
through the rainbow prism,
‘There are seven different colors, in this
order: red, orange, yellow, green, blue
indigo, and purple. The order ofthe color it
important in the mechanism of this
‘encounter, PCs may choose to ride the color
they want
‘After a few instants, each sphere with a
rider rushes from one end of the rainbow 10
the other, back and forth, asTong as theve isa
passenger on it. A rider cannot control his
Night along the prism. ‘The spheres donot
slow down, stop, or go backward in mid:
Aight
Both ends ofthe rainbow are similar, with
seven round spots appearing on the floor. The
‘iders must aim (roll against Dexterity) at the
spot corresponding to their sphere’s color
Every time they bounce on the right spot
their sphere changes to the next calCHAPTER 2: THE MAGIC RAINBOW
ted 10 orange, from orange to yellow, ete.)
When a purple sphere finally hits the purple
spot, the sphere bounces avway but the rider
instantly vanishes. He actually reappears in
area 3.
Ihe rider misses the right spot, the sphere
bounces back, with the rider, and changes to
the previous color (orange o red, red to pur
ple, etc.) By the same token, the sphere gains
more speed which penalizes the next rll
against Dexterity by 1 point.
Ifthe PCs do not think of controlling their
spheres, nor of bouncing off the spots in the
proper sequence, then have their spheres
bounceon any colored spot, choosing the col-
ors at random. Make sure that you describe
the effects ofbouncing tothe players. Eventu
ally, a purple sphere wll hit a purple spot and
its rider disappear.
‘The rider i allowed to jump in mid-flight
from one sphere 1o another with a succesful
Dexterity check. Ifthe attempt fails, the char
acter falls on another sphere determined at
random. A rider ean do so in order to ride a
slower sphere, thus restoring his chances to
hit the right spot, or to change to a color
closer to purple.
a character remains on the same sphere
from the beginning and the speed penalty has
reached his Dexterity score, the sphere
explodes ina violent fash of light. The same
thing happens if the character inflicts x0
much as I point of damage tothe sphere. The
victim takes 2420 points of damage and fall
‘on another sphere determined at random.
Unconscious characters keep on tumbling
forever from one sphere to another, unless the
body is removed by some visiting creature, If
a party member tries to recover an uncon:
scious vitim, he must do so while riding his
own sphere, and roll against Strength to grab
the body from a nearby sphere
3. The Petrified Omens
Read the following boxed text to the PCs
‘who successfully hit the purple spot with their
purple spheres
‘The spheres of color disappear and you
now stand in an oval room, The walls, the
floor, and the domed ceiling seem to be
made of pure sold light, softly glowing in
varying color patterns. Atthe other end of
the room stand three oddly shaped
statues, each radiating a bright aura. The
detail on the statues is incredibly precise,
despite te fact that they seem to be made
ofaconglomeration of different creatures
‘The statue on the let glows a red aura
‘There appears to be a Fighter's torso
swinging a huge two handed sword at
three tervfied humanoids. Between them,
the head of another creature appears, with
two long antlers
The middle statue has a yellow aura,
and seems 10 be made of a confusing
crawling mass of short arms and legs,
beards and round stocky bodies,
‘The statue on the right side displays a
blue aura. It appears to be a beautiful
woman with four tentacles on her back.
‘The bottom part of her body seems feline,
with eight clawed paws rather than
humanoid legs.
‘AL the base of each statue is written a
short sentence. For the red. statue:
“Through the red will blood be shed.” For
the yellow statue: “Through the gold
‘burns infernal fire.” And for the blue
statue: “Through the blue, rest for eter-
nity.” Beyond appears a passage with a
shimmering curtain of white light.
‘The curtain of light at the opposite side of
the room has no effect other than to block the
view into the next area,
Each statue is a conglomeration of several
creatures, victims of the rainbow's secret,
‘They have been teleported here, and turned
into stone as a warning for other intruders
(Gee area 4 for more detail). If the party
attempts to turn back to flesh one statue, all
the creatures within that statue are revived
and separated unharmed.
‘The first statue, with the red aura, con-
tains a mujina. He was chasing three hapless
lores when they entered the red alcove in area
4. They were teleported to this spot and fro-
zen in ther final pose. The mujina was a spy
sent by Moorkroft before his original assault
‘on the Elven Land. He managed to follow the
Feadiels up into the rainbow, but apparently
did not have ax much luck (see Encounter
Setting),
If the party turns him back to flesh, he is
eager to join the party and resume his final
‘mission — destroying the clan. ‘The ofcs were
rebelling followers of the mujina. They did
‘not want to enter the rainbow and the mujina
was about to setle the discussion in a most
traditional way. The other creature isa rust
‘monster that wandered in from area 4b,
"The second statue contains a party of even
‘of the most greedy and avaricious dwarves,
‘When they read the world “gold” atthe base
of the yellow statue, they went berserk and
‘charged into the yellow alcove in area 4,
fthey are turned back to flesh, ther
short scuffle punctuated with a series of
ime gp first..no, me...I got here before.’
your elder, I have right of way...Don't
ppush..", until one of them realizes they are
being watched. The dwarves are not hostile,
they are usta poor sample oftheir race: loud,
rude, greed, hot tempered and not particu.
larly bright. They are willing co join the party
until the elves reach the Elven Land, From,
there, they choose their own way. The
clwarves, all Sth level, are brave fighters, but
they often prove to be more of an embarrass:
ment, particularly when it comes down to
pride and treasure. They have a tendency to
{go berserk at the idea of gold or gems of any
sort (gold dragons and amber golems will do
—areas 4b),
‘The third statue, with the blue aura, con:
tains a young, preity Sth level female thief,
Aurora, with two pet displacer beasts which
she can mentally control. She i the vietim of
‘a vampire’s charm. Her task isto seek a new
land and fresh blood for her undead master
She wears an amulet that, if the command
‘word is spoken, summons her master. When
the word is spoken in reverse, the vampi
sent back to his original land, She attempts to
call her master at a moment the party is most
vulnerable, more likely at night when most
are sleeping.
If she is turned back 10 flesh, she tries to
befriend the party and be as helpful as she
‘can, until her duties must be performed. She
‘otherwise follows the party as long as she can
without her secret being discovered. Aurora's
favorite weapons are bolas, but she also has a
short sword and a magical whip + 2
4. The Hall of Khroma
‘Three corridors enter this large square hall
from the same side. As shown on map 2, the
corridor on the left has two red curtains of
light. ‘The one in the middle shimmers with
‘wo similar curtains, but ofa golden hue, and
the corridor on the right has two blue cur-
tains. The curtains block the view beyond,
All three passages are connected to each other
in their middle section, and lead to the larger
hall (area 4) beyond the curtains of light. The
party may safely cross the curtains of light;
hhowever, keep track of the last wo curtain
colors each PC passed through. Their true
funetion, as is explained at the end of this
‘encounter, is related tothe hall beyond, Read
the following when the party enters area 4
In the middle of the room stands a small
square platform covered with metal mir-
rors. The sides are slightly slanted. The
ceiling of the room is a large, night blueCHAPTER 2: THE MAGIC RAINBOW
‘dome covered with amall reflecting mir-
rors, all in the shapes of stars, moons, and
‘On the walls six alcoves have been
carved: two on the left, two om the oppo-
site wall, and three on the right. Their cal-
ors, from left to right, are red, orange,
yellow, green, blue, and purple. The
inside of each alcove seems to be covered
with tiny scintillating gems: rubies in the
red aleove, amber in the orange, topazes
in the yellow, emeralds in the green, sap-
phires in the blue and amethysts in the
purple
‘The curtains of light in the corridor are
part of the mechanism to exit the magical
rainbow. The relationship between the col
red curtains of light and the aleoves is the
key tothe rainbow's secret. The last two cur
tains a character crosses determine which
aleove should be used next. For example, if
character passes a yellow curtain and then a
red curtain, the corresponding alcove is
orange (yellow + red ~ orange; yellow +
blue = green; red + blue ~ purple).
If the characters understand this mecha
nism right away, then they can avoid many
dangerous encounters. The guidelines given
below explain what happens according to the
choice of each PC.
Chosen Crossed
Effect,
Yellow + Yellow Yellow A
Red + Red Red A
Blue + Blue Biue A
Yellow + Red Orange B
Yellow + Blue Green B
Blue + Red Purple B
Any other combination a
Effect A: The character is immediately tele-
ported into the statue corresponding to the
thoice of colors (see area 3). The character
turns to stone and becomes part of statue (no
saving throw). If the party observes the
statue, they see features of the new victim
mixed with the other creatures already there.
Effect B: An invisible force gently pushes the
character out of the alcove. A bright ray of
the same color as the alcove fills that space
and is reflected to the center ofthe room,
Ifthe green, purple, and orange rays have
been triggered this way, then the three other
aleoves alo project their colored rays on the
side ofthe platform in the middle ofthe room.
‘A column of white light then rises from the
platform. At that particular moment, any
character stepping on the platform, into the
‘column is teleported to area 5,
Effect C: Ifa character has chosen a series of
colors that do not match at all like blue
yellow portals, and then any alcove other
than green; of, red + red and then any alcove
other than ted), the character isinstanty tle-
ported to the’ area corresponding to the
Alcove's color (areas 4 a)
For example: a character chooset red +
blue and then goes o the yellow alcove; the
characteris teleported to the “Goldenland,”
area 4c. If the PC manages to come back
from that area, he may freely return to that
area, using the same process
Ifa character passes more than two portals
before going to an alcove, only consider the
last two. If magic is detected, the portals, the
alcoves, and the platform wil radiate a strong
aura, The gems in the aleoves are tiny and
attempting to remove them would destroy
them. Up to three characters may stand in
‘one alcove,
4a-f. The Lands of Colors
‘The characters must reach the second ped=
cestal appearing on the opposite ride of the
‘cavern in which they arrive. It teleports thera
into the alcove they originally entered.
‘These areas are part of parallel worlds
where everything is based on their respective
colors, or variations on therm. For example,
in Searletland (sce area 4a), the sky, the grass,
the trees, and the creatures living there are
red, For a campaign setting, use the regular
D&D ® Expert campaign map if the party
decides to venture into these worlds, Ignore
the cities and the people normally appearing
fon the map. Anything of white color remain=
ing over an hour in these parallel worlds
becomes the same color as the world. I the
DM wants to expand his campaign to those
‘worlds, creatures and intelligent inhabitants
can be created, provided they are of the cor-
responding color. Ifthis option is not desired,
then remind players of the urgency of their
‘quest and that parallel worlds ean wait
4a, (Red Alcove) Searletland
‘After blinding lash of crimson light, you
appear to be standing on top of a pedestal,
inside a huge cavern. The floor, the walls,
and the vault are made of clouds as red as
blood, turning to shades of pink and fire
‘under scarlet sunrays. ‘The light enters
from a large cavern mouth, opening onto
afield of rust clouds. On the opposite side
fof the cavern stands another pedestal,
similar t0 the one on which you stand
Behind it, absolutely immobile, a gigantic
statue of reddish metal is staring at you.
Tn the middle of the eavern lies a mound
of salmon tinted coins and glitering
rubies, :
‘The keeper of this cavern is in reality Fos-
far the red dragon, brother of Sulfar (see
Chapter 1). It is currently invisible, and
sleeping on top of the hoard. The elves in the
party should not be able co use their infravis:
fon since there is light coming from outside.
Foslar secretly followed the mujina into the
rainbow (see area 3), After finding this plac
it decided to setde down, thinking that this
must be the native land of its kin, It totally
forgot about the Feadiels,
The huge red statue was the original
guardian ofthis place. It used to bea gargan:
tuan version ofan iron living statue, but Fos:
far managed to immobilize it with the help of
its pet, a rust monster (the ancestor ofthe one
found in area 3). Since then, the statue has
been 1ove alts joints rusted si
Allit les head and watch tres
passers approaching, which produces hort:
ble creaking sound. It can see invisible
creatures, Inevitably; this awakes Fosfar
Fosfar’s Spells: ;
First Level: Charm (x2), Darkness (x3)
Second Level: ESP, Invisibility (x2), Mirror
Image
‘Third Level: Dispel Magic, Hold Person,
Slow
Fourth Level: Curse, Wall of Fie
‘The dragon first obterves the party, then
casts ESP and Mirror Image spells while itis
invisible, Next, it waite until it can roast a
‘maximum number of characters with its
breath weapon. During the ensuing melee
with survivors, Fosfar attempis to prevent
characters from climbing onto the second
pedestal by using Slow, Hold Person and
‘Wal of Fire spells. Fosfar eventually bestows
44 Curse on the last PC leaving the cavern,
However, the dragon does not follow the
characters once they have teleported back
into area 4.
‘The party may release the giant statue by
hurling oil asks on the statue (10% chance
per flask, cumulative). When free, the statue
immediately starts wildly punching at theCHAPTER 2: THE MAGIC RAINBOW
dragon, If the dragon is reduced to less than,
hall of its hit points, it flees through the
cavern opening, If characters are stil in the
wvern at this time, the statue turns against
them, trying to smash them with is ist,
"The characters have the option of leaving
the cavern through ts opening. However,
this lair is on clouds, three thousand feet
above ground. The area below would corres-
pond to Glantri City in the original party's
‘World, Most ofthe land below is infested with
giant red ants and rust monsters.
“The dragon's hoard contains 10,000 gp,
5,000 pp, and 200 rubies at 50 gp each,
4b, (Orange Alcove) Amberland
‘After blinding flash of eoppery light, you
appear tobe standing on top of pedestal,
inside a huge cavern. The floor, the wall,
and the stalactites hanging from the vault
fare made of smooth bronze stone, as
smooth as amber.
On the opposite side of the cavern
stands another pedestal, similar to the one
you stand on,
‘Strange ochre tinted sunrays Gitering
through the cavern mouth glisten on the
back of three eerie amber lions. "They
slowly turn their heads in your diretion,
‘The three creatures are amber golems
They immediately
bl
ight the parry, shethy
ot aul at Tonal
ch
et fraginenty weight in
The ava bey
pon 10 he Vi
Ty's wurll Ochs jellos area
nd many qa eats ul
4c. (Yellow Alcove) Goldentand
ah fang stalactites as te
jes. A crushec ame lion proalares
th Talos HA gp
clouds, turning to gold and honey shades
under the sunrays. The light entering
from a large cavern mouth opens onto a
field of topaz clouds. High brass pillars
from the sides as though they were
supporting the cloud dome. On the oppo-
site side of the cavern stands another ped-
‘esta, similar to the one you stand on,
Tn the middle of the eavern is a man
with blond hair, copper skin and a long
citrine robe.
‘The man, who calls himself Aurik, is a
large golden dragon polymorphed into a
hhuman shape. He does not attack te visitors,
unless they seem threatening or hostile
‘The golden dragon knows Fillindyl, for he
hhad met the ancient elf when the Feadiels
‘came (o this world. Ifthe party manages to
prove they belong to his clan, he lets them go
to the next pedestal. If questioned about the
solution to the rainbow's secret, he kindly
‘explains that he may not give out the answer,
for he was himself created as part ofthe ari
fact. However, if the party insists, he says
that the art of creating new colors from sim-
ple ones often opens many doors.
Aurik wears a ring of three wishes. See the
Appendix section on the use of the spell of
that name. The item appears asa golden ring
three pearls embedded in it, A peat! dis-
appears each time a Wish is cast, Once all
*Aurik’s Spelt:
First Levels Charu,
i Maxie Missile, 5
Secund Level: Deiex vi
Thied Level: Cliinevame, Diet Mh
Hatd Person «sh, Protection ss. No
Mi
. Fourth Level: Dinucnsion Daw, Patt
ables the entrance pedestal by casting a dispel
‘magic on it.
‘The dragon's cavern isin the clouds, above
the area known as the city of Specularum in
the original party's world, The area below is
widely contaminated with yellow mold,
4d, (Green Alcove) Jadeland
After a blinding flash of emerald light,
You appear tobe standing on top of a ped-
estal, inside a huge cavern, The floor, the
walls, and the vault are made of shiny
jadelike stones, turning 10 pale green
shades under viridescent sunrays. "The
Tight enters through a large cavern mouth,
‘opening onto a malachite forest. On the
‘opposite side of the cavern stands another
pedestal, similar to the one you stand on.
In the middle of the cave, a huge, loath
some, and rubbery humanoid creature
stands up as it sees you.
‘This creature, which calls itself Grand:
Glaugue (pronounce "“gran’-gloak”), isa
gargantuan troll whose stupidity is as monu-
mental as its boredom, It immediately
charges one party member ut random, in
‘order to capture him, His intentions are to
lock all the characters up, one after the other,
into small scparate cages, like song birds, 20
they can entertain him. All prisoners are
tinned al spieeauiqment (50% hance the
7
the toll cats the charseters wl reba
act anda actly gains his poi
team pyscal anne. Only fie aac
fre ut pts Kl Any i
thre severe ein ts ay. 1 es
Je. (Blue Alcove) Azureland
. nuapyrear pol ape
tit | esta inside age eavern. The HaCHAPTER
"HE MAGIC RAINBOW.
the opposite side of the cavern stands
another pedestal, similar to the one you
stand on,
Tn the middle of the cavern lies
large
blue dragon atop a mound of aquamarine
tinted coins,
This large blue dragon, answering to the
name of Sappho, is the keeper of this eave.
‘The chances she is sleeping are as normal. If
Sappho wakes up, she snifis at the intruders,
waiting 0 seeif they are hostile or not. Ifthey
are, the dragon. attacks the party by first
using her lightning breaths. Once she runs
‘out of breath weapons, Sappho becomes hys
terical and uses her three Web spells at first
‘opportunity. Each time one character is
‘rapped, the dragon attempts to pick up the
PC, fly out and drop it beyond the clouds.
‘Sappho's Spells:
First Level: Charm (x2), Darkness, Ventil-
‘oquist (x2)
Second Level: ESP, Mirror Image, Web (3)
Third Level: Clairvoyance, Dispel Magic,
Hold Person
If the party doesn’t appear to be hostile,
she agrees to let them cross her abode, in
‘exchange for which each character must offer
her one magic item of her choice. For that
purpose, she enjoys literally emptying each
PC's pockets and bags to make her choice,
and satisfy her curiosity.
Sappho is extremely vulnerable to compli:
‘ments on her beauty and may accept some
antfact that will supposedly improve her
‘appearance, Perfumes, powders, make-up
fand even 4 well played phantasmal force
might get the party out of that situation with:
‘out loss of magical items
‘Otherwise, if a PC refuses t0 give up the
item Sappho chose, she enters into a blind
rage and concentrates her anger on that char-
acter. The dragon's hoard contains 8,000 gp,
4,000 pp, and 300 sapphires at an average of
40 gp each,
The area below the clouds corresponds 10
the city of Norvik in the original party's
World, It isthe land of frost giants and creas
tures of the ice.
AL. (Purple Aleove) Violetland
‘Afiera blinding fash of purple light, you
appear tobe standing on top ofa pedestal
inside a huge cavern. The walls and the:
vault are made of rough stone, like un-
polished amethyst, On the opposite side of
the cavern stands another pedestal, siti
lar to the one you stand on.
Strange violet tinted sunrays brighten
the mauve sand dunes, forming @ round
hhalo at the center ofthe cavern
Despite billowing lavender dust clouds
near the entrance, you can see two purple
skeletons on a narrow ledge. There is no
fother activity in the cavern, It seems
deserted and inhospitable
Suddenly, you a faint shriek near the
vault ofthe cavern. You realize the vault is
creeping with thousands of small purple
boats
Under the sand live two purple worms,
‘The length ofthe cavern Irom one pedestal to
the other is 300. Ifthe party decides to cross
the cavern on foot, walking on the sand, there
is one chance out of sx (roll 1d6 for every 10
feet the party advances) that the «wo purple
worms feel the vibrations and attack from
below. The purple worms always surprise the
party on their first attack, since they try ©
engulf a vietim by attacking from under the
sand.
fa character attempts to ly the thousands
cof bats start screaming and shrieking, iting
allover in the cavern. They are harmless and
fly out within the round. However, the noise
alerts the purple worms, They are big enough
to rush out from under the sand and try to
‘swallow the fying characters in mid-air.
The ultra-violet rays coming from outside
are poisonous. Their reflection into the
cavern should cause the party to save against
Poison, each round, oF take 146 points of
damage.
“The skeletons are the remains of two mem:
bers of the original Feadiel family. As they
‘tempted to explore this cavern, they real
ized the danger lurking below the sand,
Exhausted, badly wounded and sick from the
ultra-violet rays outside, they quickly died. If
the party searches theit bodies, they find
note saying: “Praise the stars, for one day we
shall return to our Sanctuary. The 12 keys
shall be reunited and our brothers awaker
The area beyond the cave would corres-
pond to the Thyatis city in the original p
ty’s world. The purple worms have no
treasure
E. The Exit
“The room, the blinding light and the daz~
sling colors fade away and you appear,
foutside, on a bridge of light similar to the
first one. You have returned to the world
where a golden sun shines in a blue sky,
where grass is green and the earth brown.
After stepping into the column of white
Tight (see area D), the party is teleported «
the final exit. The party appears at area A in
the Elven Land if they entered the rainbow
from area Cin Selinar. Otherwise, they
appear in Feador, if they were returning
home. The magical rainbow disappears and
will not return to this spot for atleast another
century.
Tf the dwarves are still with the party, they
decide to leave the PCs and go on by them:
selves. Being with elves is not what they have
‘been striving for in their lives.CHAPTER 3: THE ELVEN LAND
Encounter Set
‘The land of the ancients i a remote realm,
bordered on the north by a huge swamp-
forest, on the east and southeast by a chain of
high mountains, and on the west by an
‘ocean, The south is open to vast steppes.
“Most of the realm is covered with forest; how:
‘ever, Moockrofi IV keeps several areas open
where he has established permanent garr
Shortly before the invasion of Moorkroft I
the elves hid their Tree of Life atthe center o
their clanhold, beneath the surface of the
ground. An architectural trick enables the
tree to have direct slight despite its unnatr
ral location
The forest was originally divided into four
areas called Fetzirah, Beriah, Atziluth and
Asiah, the four archaic terms for Water, Ais,
Fite, and Earth, The encounters which fol
low are based on the 12 elven star signs. After
a few encounters, the players may discover
the connection between
the star map that was given to them at the
beginning of the Tf the players
think about using the star map, it should help
them prepare for some encounters. The
trance to the sanctuary is enchanted and
requires the reunification of 12 magical keys,
presently in the possession of various erea:
{ures of the forest. ‘The magical writings on
the star map should help the party ander
stand they ought to be looking for “12 keys to
encounters and
the stars
The party may cther arrive inthis forest at
the crystal dome (area A) if they just left the
agic rainbow (sce previous chapter), oF
directly inthe Tower of Light (see
In the first case, encounter A should give
them sufficient clues on what to do next. In
of
meeting Moorkroft (whom they do not
yet), who will give them a false mission, So in
cither eas, the party will have cues on where
to go and what to look for in this forest.
Movement is the same as in Selina. If the
party takes a direction leading them off the
give them clues about potential prob-
Jems (dark and dangerous swamps, high
mountains with glaciers and murderous
dlifs, unbearable temperatures, lack of food,
etc.) If they persist, they eventually reach
their Kingdom, after a six-month trek 10 the
southeast, Their recurn tothe Alfeim should
‘only be possible with some manipulations
such as an omen, a helpful guide, a prankish
sprite, or some other nicans.
Random encounters will ecur on a roll of
30 or leas on a «100 every six hour period
(20% during nighttime). The random
encounters and monster tables are located on
the inside of the module cover. Some of the
random encounters could be use to help the
players better understand what has happened
ancl what they should be looking for. A pris
‘oner may reveal some detail about Mookrof,
a woodland being could tell about “legencls
land folklore,” ete. ‘That information would
ly reveal enough for the party 10 clearly
‘understand what they should do next, such a8
finding the 12 keys, or finding a lost sanct
ary, destroying an evil lord, etc. You may
intervene with those encountersif you feel the
players are drifting from their goal or are
12
hhaving difficulties.
Most of the programmed encounters
appear ina designated hex on the map; how:
fever, forthe sake of playability, assume th
they may oceuria that general area, when the
rmioment scems the best for the party to make
that encounter.
Fi
al Battle Option
‘The end ofthe adventure will see the final
baatle between Moorkroft’s army, the PCs’
forces and woodland alles (ancient elves, and
creatures of the forest). The party may pre
pare their forces, starting from this chapter
Their army forces vary depending on the par:
ty's course of actions, More details on that
imatier are given in the Appendix section
The party may gather help from several
‘encounters, For centaurs, oes, and griffons,
see the end of encounters C, B, and F. For the
ancient elves, see chapter 5. Other creatures
may be rallied for the battle from random
encounters. If the party manages to befriend
these woodland ereatures, allow the party to
‘maintain contact and call for their help atthe
‘moment of the final bat
‘Ar the Dungeon Masters option, the ran-
dom creatures likely to join the elven army
are the treants (1d20+5), the sprites
(1100x10), the pixies (34100 + 15), the blink
dogs (3d8x10) and the unicorns (348%10).
They would only join the party if approached
ina friendly manner, or ifthe party is able o
perform some useful yervice for the creatures,
such as getting rd of a local foe, curing dis
ees, breaking curses, etcCHAPTER 3: THE ELVEN LAND.
Encounter Key
A. The Crystal Dome
Go now. Follow the four paths, and do not
waste time, for I am so weak.
All the surrounding area seems to be cov
cred with endless ruins. In most of the
available space, between what must have
been once gorgeous buildings, oaks and
bushes have grown, giving the scene a
feeling of desolation,
‘You stand on a set of concentrie cireular
steps. The platform at your feet is made of
crystal, as are four half-crumbled pillars
It seems their purpose was to hold a small
crystal dome that has since crashed
around the platform.
Four paved roads, partially covered
with weeds and bushes, leave this area in
four different directions. At the beginning
‘of each a metal slab is embedded, now
‘covered with rust and dirt. You all have
the definite feeling of being observed.
i the party scratches the rust and the dirt,
off the slabs, they are able to read the follow-
ing words:
North sab
West slab:
South slab:
East slab:
If they observe the platform more closely,
twelve round depressions, the size of large
‘medallions, are visible in the steps. They are
placed in groups of three, each group facing
fone of the paths. If they detect magic, the
platform radiates a strong aura
The platform is the entrance to the Sanctu-
ary. The Tree of Life is located directly below.
To enter, the party needs the magic word, or
the 12 keys, The word is not available since
the only person to know it, the last
‘reckeeper, is now dead. If the 12 keys are
placed in the depressions, the party sees an
ethereal sec of stairs, going down below the
round, ‘The stairs end up in area 4, in the
Sanctuary (see chapter 6)
If the characters do. not figure out what
their next step should be, choose one charac
ter at random to have a “vision” caused by
the Tree of Life. Using telepathic abiliti
the magical ree shows that character 12 large
‘medallions with symbol. The chosen charac
ter has the feeling that they must be brought
back to this place. Another character could
receive the following mental mestage:
Yes, my child, you are very close.
Look at the base of the platiorm. There,
_you will insert the keys and find my roots.
‘The whisper, a mental message, comes
from the Tree of Life below the platform. Iris,
hharmless and tries co instruct the PC on what
to do next. It does not respond to questions,
B. The Manticore
Flying high above the bill are three large
winged creatures. Your location on the hill
seems to be the center of their circular
Aight pattern,
‘The three creatures are manticores hunt-
ing for food. If the party comes out of the
woods near the higher point on the hill, the
Imanticores make several swooping attacks
before landing, Once on the ground, they
launch a series of spikes in an attempt to force
the party back to the forest. A fourth one is
hiding in the woods, a short distance behind
the party. Once the party runs down to the
forest, the fourth manticore starts launching
its spikes at close distance. This should sur-
prise the party. The following round, all man:
ticores take off and observe their prey. The
four monsters avoid adirect melee ifpossible.
‘Ifthe fight urns against the manticores, oF
ifit seems the party still moves toward the top
Of the hill, the manticores fee to their lair
where, if Cornered, they fight 10 the death
‘Thelairison top ofthe bill, na small eavern
‘The manticores are always in their lair dur
ing the night. Thelaircontains the creatures’
treasure, along with a small silver chest. The
“Manticore” key is inside,
"The party also finds a dusty elven skeleton,
Twas placed there inthe creatures’ absence
bby Moorkroft’s lackeys in order to confuse
potential intruders. The corpse belongs tothe
“Treekeeper, who died of her wounds after
Moorkroft’s tortures. An old looking parch-
‘ment written in elvish was placed near the
body. It reads as follows:
“Aer Drealized my activities in the forest
were about to be discovered, I ran to my
‘hideout on this hil.
‘Tknew that if stayed any longer, my
secret would have been discovered. I am
ill, my wounds are not healing and my last
13
‘hope for our clan remains in the White
‘Tower. The spirit of our lord still controls
the upper levels ofthe palace and protects
the forest. But, as Tam weakening, he will
need more help, If by any chance a pure
Ineart finds this nore, go 10 the White
‘ower and call the lord in che throne
room. Confide in him and he will guide
Ifthe party exarnines the skeleton, they see
thar the left arm is broken in several places, as
‘well as three fingers on the right hand in a
‘way that would have made it impossible 10
write anything. ‘The bones of the legs clearly
show that the body belonged to an old person
with bone deformities (arthritis more likely)
Since i takes some climbing to get to the lair,
she could not possibly have gotten there by
herself. To discover this, the characters have
to remove the clothes from the skeleton,
©. The Eagle
‘On top ofa large rocky peak isa strange
round wooden structure, made of t1ee
logs. No windows, no doors, nor stairs to
reach the top of the peak are apparent
‘At the bottom of the rocky outcropping
are piles of elean white bones, none of of
clvish origin, The bones seem to belong to
some wild animals commonly dwelling in
the forest
‘The structure is roe nest. It contains five
uunhatched eggs. The nest also holds small
chest with the “Eagle” key to the Sanctuary.
Ifthe party limbs up into the nest, there is
25% chance per round that the owner spots
the party. Its large roc. ‘The bones are the
fold remains ofthe roe's previous meals,
The roe fearlessly attacks until the party
climbs down the peak. ‘The roe's tactics con-
sist of making a dive alongside the cliff in
‘order to pull off one character (chosen at ran-
dom). The roc automatically succeeds in the
attack if it hits AC 5. It repeats this attack
every five rounds, which i the time i takes to
fly to the boundary of the forest and drop the
character on top of a thick tre. The damage
for the fall amounts to 2d10 points of dar
‘age. Due to the shock, the character should
roll against his Constitution score at -4 oF loseCHAPTER $: THE ELVEN LAND.
consciousness from the shock, Vietims
remain unconscious for 3a hours, in the
branches of the tree they landed on.
‘The surviving characters have the option
to organize a rescue party to recover the vi
tims hanging in the trees. Each party mem:
ber shoule roll against his Intelligence co find
fan unconscious victim when passing nearby
(and if he was looking when the victim was
dropped in the forest,
‘The party could beftiend the roe by bring-
ing a large quantity of food. A stack of fresh
deer, boars, and wild turkeys should do (or
‘monsters fom random encounters in the for-
x). Allow each PC to catch one sch animal,
witha roll of on adL0, for each hour spent
hunting. Once they ple up the animals, the
roc fies down and starts feeding on the fresh
‘meat. Ifan elf gets close, the roc realizes that
the “vistors” are friendly (as opposed to
“Moorkroft’s hateful humanoids).
‘Once the roe becomes friendly, it becomes
‘evident that the creature understands the
elven language. Unfortunately, it can only
answer by shaking its head or nodding.
When asked if it knows about medallions, it
nods and looks up toward its nest. The PCs
may eventually ride it above the elven land
for a few reconnaissance fights, and even
‘obtain a safe shelter in the nest. Part of the
nest is covered with a crude roof to protect the
‘eggs from the excesses ofthe weather. The roc
agrees to give the medallion to the party if
they show they have the ““Chimerae” key to
the Sanctuary (see encounter D). There may
be a lengthy “conversation” between the
party and the roe before the players finally
Understand what to go after. Of course, the
pty ail can attempt to take the medallion
by force, but that means they have to kill the
roc. The ereature feels the presence of the
medallion. Ifsomeone attempts to steal it, the
roc gets hold of the “thie’s” foot and shakes
the character until the medallion falls out
‘At the end of the adventure, ifthe party is
not able to use the magic rainbow or
Moorkrot’s portal, the (friendly) roc agrees
to fly the party back home, as a reward for
destroying the chaotic mage. For campaiga
purposes, this could be developed into
another adventure, sine the light could take
‘weeks if not months
Rallying the Rocr: ifthe party later thinks of
calling upon the roc's help, the creature flies
to the mountains and finds help from others
fof its kind, The community of rocs there
agrees to join the party's wari the party frst
destroys a black dragon that has been causing
some trouble lately. The rocs do not know
‘where to find it (otherwise they would have
attacked it already). Their request is to find
the creature and bring it back, dead or alive
= or at least some vital part of its body prov-
ing itis dead.
‘What the rocs do not know is that the
dragon is in fact an artifact belonging to
Moorkroft: a rod of the wyrm, [cis this creax
ture that has caused the roes difficulties dur-
ing the night. Once in a while, Moorkroft
sends i out to fetch toc eggs, as potion ingre-
ddients. The party must find Moorkroft before
they can recover the wyrm (see Chapter 4),
‘Once the party completes that mission.
flight of 1410 + 10 large rocs returns withthe
party and assists them during their combat
D. The Chimera
‘Ac the top of a steep rocky slope, you
slimpse the heads of three creatures
‘Quickly retreating into a cavern,
‘The heads are an illusion cast by a magical
stone inside the cavern, The stone has the
shape of a chimera statue, facing the entrance
‘of the cavern. The stone feeds on the fear it
instigates in other creatures, by causing
nightmares and horrid visions to appear to
thote who enter the cavern,
Read the following when the party enters
the cavern:
‘As you observe the interior ofthe cavern,
you feel the chill of fear crawl up your
spine. A stone statue of a horrid monster
stands in the cave. Absolutely immobile,
its three heads seem to gaze at you. You
realize there are a lion, a goat, and a
dragon head. Suddenly you fel dizzy and
‘your knees grow weak under you.
Roll 1d6 for each character. The result in
‘cates which head is affecting each character:
1-2 for the goat head, 3-4 for the lion head,
land 5:6 for the dragon head. What the PC
‘can do is explained after the three nightmare
descriptions
Goat: read the following text to the victim:
‘Your vision blurs and it fels as ifyou have
bocen sleeping for along time. You are sit
ting in a large room, ata table along with
4
1 series of creatures wearing long, red
robes, Two hors point out of their hoods,
revealing their goatlike faces. One ofthe
‘ereatures points at you, accusing you of
transgressing the law. Shortly thereafter,
you feel hands pushing you toward
‘wooden chopping block, near one of those
creatures wha is raising a large axe.
Lion:
‘Your vision blurs and i feels a you have
been sleeping for a long time. You wake
up in a lang corridor, At one end a dozen
large lions rush in your direction. One the
fther end of the tunnel is a opening lead
ing outside
Running out, you suddenly arive in an
arena. The voices of hundreds of bebold-
cers roar the word “Kil... Kill.” Twelve
lions appear at the gate behind you, the
slow of hunger in their eyes
Dragon:
‘Your vision blurs and i feels if you have
been sleeping for a long time. You are
alone inthe cavern and your fellow adve
turers are gone. In front of you sts a huge
black dragon. After a short cynical laugh,
it preprares to breathe.
In all three cases, the characters can’t
really do anything physically (spell casting or
fighting). Ifthey do s0, they will face a slow
doom as the creatures seem to resist damage.
Ifthe PC resists a nightmare for more than 10
rounds, shift that character to one of the
remaining dreams, Fach time a PC shifts 10
another nightmare, he loses 1d¢ points of
Constitution.
When the vietim he wakes up with
16 points of Constitution less. The damage
is not permanent and may be regained at the
rate of three points per day, Ifall the Const
tution points ofa character are drained, the
character dies immediately. A character can:
not be the victim of more than three dreams
‘The nightmares last as long as the victims
keep resisting
During the nightmare, however, the char
acters who make a strong mental effort free
themselves from the nightmare or illusion
‘may roll a saving throw vs. Spells. If success:
ful, the character wakes up and no damage
taken. Otherwise, things go as described
above. 1d6 rounds after the character wakes
up, he may be the vitim of a second or third
dream (ifany dreams remain for that charac:he saves vs. Spells,
tatue drains 10 points or more, it
creates a spectral chimera which attacks any:
‘one in the cavern, preventing him from
harming the statue, It is equivalent to a nor
mal monster, except that itis translucent and
spells do not affect it. If not destroyed, it
remains as long as the statue is left
tantouched.
‘The “Chimera” key to the Sanctuary is
embedded on the statue's dragon forehead.
Removing the key instantly destroys the
statue and awakes the vietims with no further
damage. The statue itself is impervious t0
physical damage.
E, The Centaurs
‘Asyou follow the path, you hear the famil-
iar sound of arrows’ whizzing past the
party to thunk into trees. You realize there
are two groups of creatures, half-men,
halhorses, on both sides of the path,
shooting arrows and spears,
‘The creatures are centaurs. They did not
mean to attack the party. Two factions are
Fighting each other over a decision the clan
‘master did not make.
Several weeks ago, Moorkroft vis
tribe after they had a memorable feas
took advantage of the situation to kidnap the
tlanmaster’s son. Since then, the clanmaster
faced the dilemma of whether he would attack
the white tower or accept the mage’s author-
ity over this part of the forest. Because of his
hesitation, two factions divided the tribe:
those eager to attack the tower and those fear
ing violent retaliation from the black hordes
garrisoned around the forest.
‘The centaurs began their fight when the
party walked right in between the two fac-
tions Ifthe party counterattacks, all the cen
taurs concentrate their fire on the
“Strangers,” and thea resume their quarrel
‘There are 30 centaurs on each sie.
the characters win the fight, the centaurs
‘of both factions automatically become their
enemies, including any other centaurs the
party may encounter later in the adventure.
‘The centaurs would never join them later in a
‘war against Moorkroft
the characters fee or surrender, the fight
‘comes to a halt and the centaurs surround
them. They are suspicious about these visi
tors, since none have ever seen an elf before.
Intrigued, they listen to what the party has to
say instead of fighting each other
Realizing the party has nothing in com
mon with the black hordes, they let the char
‘acters speak to the clanmaster, who explains
What the problem is. It becomes obvious to
the party thatthe tribe hates the master of the
white tawer. If the party mentions they are
seeking round medallions, the clanmaster
ys thar he has one ofthat sort, but he only
gives it to the party if they retrieve his son
currently imprisoned in a large white tower,
southwest of this place. Another 30 centaurs
escort the elanmaster.
Rallying the Centaurs: Ifthe party success-
fully retrieves the young centaur, the entire
tribe befriends the elves and agree to fight
beside them against the black hordes, later in
the adventure. ‘They are able to call to arms
most of the tribes in the Elven Land:
434100 + 100 adult centaurs.
F. The Griffon
If the party crosses this vast area, read the
following text:
‘As you walk through this large grassland,
you feel a low underground rumble,
{quickly increasing into a loud roar. Sud-
denly, one of the party members is thrown.
into the air by a violent column of water
‘Bushing out of the earth,
‘This area is one of the rarest geological
phenomena of this world. Walking on this
area creates and amplifies powerful vibr
tions causing geyserlike activities, The geyser
holes are not visible because they are covered
with alayer of limestone and grass, sulficient
to resist the weight of several men. Hoxtever,
when the water erupts, the crust breaks and
whatever stands on itis thrown into the air
and tumbles atop the liquid column for 2d6
rounds. At the end of that period, the victim
falls (othe ground, taking 16 points of dam-
age.
‘As the party moves, there is a 30% chance
per round that each character will be the vic
tim of a geyser, unless he stays absolutely
motionless, levitaces, or Mies.
15
CHAPTER 3: THE ELVEN LAND
‘As you battle against the water, a flock of
large flying creatures appears in the sky
‘Afier a short preliminary observation,
several of them initiate a swooping
A flight of 16 griffons was hunting for prey
when it saw the party. Used tothe phenome:
thon, they swoop down in an attempt to cap-
ture whatever has been caught on the
‘waterspout, and then fly back to their lair on
the north side of the voleano,
‘There griffons have been magically
affected by the ancient elves. All of them,
including their direct offspring, are bound 16
bbe loyal steeds for eves. ‘They understand a
limited form ofelvish. Upon arriving at their
nest, they recognize the nature of their prey
and not harm them. Ifthe party asks for a
round medallion, an old grifon scratches the
ground and uncovers the remains of several
‘creatures, half:man and wolf, They attempt
tomake the party understand that the medal:
lion isin an enemy camp and that they want
the party to ride them and lead a raid against
the camp.
Ifthe party accepts, the griffons lead the
PCs to a collection of worn special saddles,
hharnesses, and long cavalry lances for the
party 10 Use. Once mounted, they make a
swift but careening flight 1o the ean
‘of the volcano (tee encounter N). Ifthe party
‘successflly storms the camp, they are able to
retrieve the “Griffon” key to the Sanctuary.
Rallying the Griffons: Ifthe camp is success:
fully stormed, the griffons agree to fight in a
‘major batle later in the adventure, They can
rally up to 5d10 normal grifons (+ the 16 of
this lair) from the local mountains for this
purpose
Riding the Griffons in Combat: Flying
‘mounts of this sort requires more skill than
riding a simple warhorse. Unless the PCs
hhave already received such a training in their
campaign world, use the following guide-
lines.
‘The rider should be able 10 control the
mount; however, if hit (at least 5 points of
‘damage in one blow) while fying, the charac
ter should roll against his Strength or falloff
the griffon, Before the character hits the
ground, the griffon dives and catches the
rider iit its AC 5, One such attempt is pos
sible for each 300 feet of altitude, If not
‘ordered otherwise, the grifons will fy at 300
feet, Any other rider nearby could attempt to
“intercept” the falling rider by first makingCHAPTER 3: THE ELVEN LAND
an initiative check. If that fails, the rescuer is
too far away; ifthe roll succeeds then proceed
as above.
If the rescue maneuvers fai, the falling
rider hits the ground, The vietim should save
versus Paralysis at-5 or die on the spot. Ifthe
save is sucessful, the character survives with
‘one hit point left and 1-2 broken bones (at
random: a leg, an arm, a rib, et.)
When hitting a target during a swoop
ack with a lance, the rider +5.and
inflicts triple damage to the target. When
using misiles, the rider hits at ~3 because of
the speed and wings movement, There is no
further change for melee weapons, except
that anything shorter than a sword is unusa-
bile from the back of a griffon. During a
swoop attack, a griffon can only use its (wo
front claws.
Spel casting is possible when flying on a
ariflon, providing the griffon is not engaged
in melee and the spell caster has not sustained
any damage during that round,
G. The Warrior
Standing above two rocks, a 30 foot high
metal statue of a wrestler seems to stare
‘down at the narrow path winding between,
its legs. The statue is absolutely motion
less; however, a slight reflection occasion-
ally glitters on its forehead,
‘The statue is a bronze golem and will
awaken ifit is touched. It relentlessly pursues
all the creatures visible atthe time it wae acti-
vated, attempting to step on them along the
path. ‘The small abject shining on is forehead
Inthe “Warrior” key to the Sanctuary. When
it is removed, the bronze golem is instantly
destroyed
‘The House
In the middle of a peaceful clearing
appears a small cottage with flowers grow-
atthe windows, and a white fence. [na
‘ree, near the house, adazen multicolored
birds gently sing a familiar tune, and one
can hear the voice ofa young maiden sing-
ing in the house,
the party met the dwarves in the rainbow
and they successfully came out with the party,
add the following description:
Seven backpacks apparently of dwarven
make have been let on the lawn, near the
sate
‘The ereature in the house is a medusa. If
someone peeks into the house, the medusa is
‘on the other side, staring back at the intruder.
Ifthe party atacks the cottage, she summons
an invisible stalker with her ‘magical ring
‘This item can summon one invisible stalker
perday, She then turns invisible with her see-
‘ond ring and attempts to surprise the party as
they fight the summoned creature. The
medusa’s gaze doce not affect the characters
when she is invisible. Once every two rounds
she appears in front of a character, gazes at
him, and turns invisible again the next
round. Once in a while, the stalker and the
medusa switch positions to add to the confu-
sion. Sh ng the “House” key around
her neck,
If the dwarves found in the rainbow (see
chapter 3) made it to the Elven Land, and
provided they eft the party, they are alin this
hhouse, turned to stone. Ifthe party restores
their bodies to flesh, the dwarves are grateful
and propose their services for the remainder
of the adventure. Of course, the idea of being
with elves does not enthuse them all that
‘much, but their pride is at stake. ‘They feel
they owe a debt tothe party... at least for the
1. The Lizard
‘A small fountain can be seen on top of a
low hill. Pare crystalline water trickles
down from the fizard heads all around the
center of the fountain,
The hill and the fountain are permanent
illusions used to conceal a tyrannosaurus rex
construct sleeping underneath them. The
back of the large creature serves asa base for
16
the “hill
The animated constructs designed to keep
trespassers away from this spot. If someone
steps on the “hill”, the constructs wakes up.
with aloud roar. Anyone on its back falls off
immediately. The monster then attempts to
grab one character at a time and throw him
‘away (100 feet) from the fountain, ina ran-
dom direction. As with the bronze golem, the
“Lizard” key is embedded in its forehead.
If the party runs back to cover, the con:
struct lies back down into the chasm and
remains motionless until disturbed again.
Shortly after, the illusions of the hill and the
fountain remateralize and conceal the mon-
J. Justice
(Only elves are able to see this scene. Men
and other races eannot normally see or touch
the scale and gold below.
(On top of this rocky hill stands a strange
plate mounted on a vertical pole, the size
‘fan elf, and glowing with an eerie golden
‘aura. Above the plate isa needle pointing
‘aa graduated gauge.
Lined up atthe base ofthe pole are 10
‘open pouches, visibly containing large
‘A voice suddenly says: “The pouches
contain 10 ounce gold crowns, however,
‘one them has 9 ounce coins instead. Ifyou
‘an find which bag contains the lighter
coins, in one single weighing, the key to
Justice shall be yours!”
Leaving an item on the plate causes the
needle to indicate the item's weight on the
‘graduated gauge; no counterweights are nec-
Ii the party manages to find the answer to
the clue, the seale disappears, leaving the
“Justice” medallion on the bare rock of the
vit
Ita character gives the wrong answer, the
voice answers “Think harder and try again in
‘a week!" The PC or NPC who gave an
answer is no longer capable of secing or
touching the scale, nor does the magical seale
“listen” to his voice for a week.
Coins or pouches taken more than 10 feet
away from the scale teleport back to the base
‘of the scale, Anyone who attempts to damageCHAPTER $: THE ELVEN LAND
the scale i randomly teleported to another
‘encounter (within this chapter).
Aceach new attempt at guessing the right
bag, the pouches change their order, levitar-
ing as they shu to their new positions.
Solution to the Problem: Take one coin from
the frst bag, two coins from the second, three
from the third and so forth until you take 10,
coins from the 10th bag. Put all the coins at
the same time on the scales,
fall the coins weighed 10 ounces the total
weight would then be 550 ounces. Subtract
from this toal the actual weight appearing on
the scales. The result indicates which bag has
the lighter coins
Example: assuming the fourth bag contains
the lighter coins; 10 + 20 + 30 + 36
(instead of 40) + 50 +... + 100 = 546,
580-546 = 4 (bag #4),
the party does not guess the solution, the
scale disappears totally, However, the party
may be allowed to try again 146 days later.
The solution to the problem can be obtained
in the Arithmetice Treaty, in Moorkroft’s
library (See Chapter 4, The Tower of Light),
K,
‘As you follow the shores ofthis lake, you
see a man wearing black armor desper
ately erying for help as a snake-like crea
ture, made of water, drags him into the
lake
The creature in the water is an sndine
The ancient elves summoned her to gird the
Nymph’ key, until elves ela it
The man being dragged into the water isa
wyvern rider from one of the camps
(encounter N). His steed was not perfectly
tamed he lost control of it and was thrown,
He was on his way bat
this location. If the characters rescue him
from the undine’s grip, he attempts to run
away or fight back, completely panicked at
the sight of elves.
the characters let the undine drown this
sman, oF if th
find an excuse for their inter-
vention, the undine is willing to speak, as she
sees these are elves. Otherwise, she claims the
‘man in black armor. She says heis an agent of
evil, She does not have the “Nymph” key
‘She believes the narwhal (encounter M) took
it from her. She is particularly upset about
this and does not understand why the nar
swhal did it since they used to be goed friends
So, aaa chip, she stole a key back
from her ex-friend. She did not get hers back,
bbut found the narwhal’s instead! She returns
that key to the narwhal only if he apologizes
to her. In no case does she willingly give the
key to the party
ibe party asks where to find the narwhal
she tells the party 0 go south and then follow
the river tothe ocean,
IF the party has already
7
anything, she then agrees to meet the
whal in the ocean, and make peace with her
old friend,
L. The Hydra
A strange, moldy construction ri
the reeds and the grey-blue trees of this
foggy swamp. From a distance, it looks
like the wooden structure of
tured ship.
As you get closer, you see that large
round spots of bushes and marsh vegeta:
tion have been totally burned around the
The construction is the rib cage of a
ancient huge enchanted hydra, If the party
digs the rest ofthe skeleton out, they discover
the 12 heads, the tal, and the legs of the crea
The hydra was slain recently, despite
fact there is only a bare skeleton left (sw
denizens took care ofthat). tix apparent that
there ita round hole on one of the heads, or
responding to the size of the medallions the
party is tying to recover
hydra wasan ancient one, much more
‘and intelligent than its present rel:
To play a trick on the undine andCHAPTER 3: THE ELVEN LAND
‘weaken her relationship with the narwhal
(encounters K and M), the hydra managed to
steal the undine’s medallion (the “Nymph”
key to the Sanctuary), leaving false evidence
that the narwhal did it. Unfortunately, the
hydra met Moorkroft shortly afterward. He
slew the creature for some spell components,
‘and discovered both the “Hydra” and the
“Nymph” keys. Since then, Moorkroft has
requrned to the Tower of Light (chapter 4)
with the two medallions.
the party searches the area, they find his
‘boot prints and the tracks left by his wyvern
steed, as wel a his staff (a rod ofthe wy).
‘The latter has a familiar shape ifthe party has
‘already met the mage: the print ofthe staff in
the ground is sar shaped.
M, The Narwhal
Past the limits of this dense lush forest
extends a beautiful beach of white sand.
‘The large swells of an ocean endlessly
cover the green waves with white caps,
before they crash on the shore
‘On the dry sand lies a large black row:
boat, overturned and attached to a
wooden pole, Far beyond the waves, the
ridge of a lonely island rises above the
“The creature dwelling in these waters ie a
narwhal. Ie will attack the party if they use
the black row boat on the beach. The tactic of
the narwhal consists of ramming the boat
‘with its sharp hora, in order to sink the boat.
"The boat can take up to 50 points of normal
damage, after which it sinks. Then the nar-
‘hal tries to impale swimmers in the water.
‘The boat belongs to the mage’s army and was
abandoned here after the latest intervention
of the creature, Ifthe boat is sunk, or if the
party is using another mode of transport,
there is a 30% chance per round that the
creature recognizes the elves in the water. In
that case, the attacks end and the narwhal ls
tens to the party's plea
‘The narwhal has no key! ‘The undine
(encounter K) stole it from him and he does
‘not know why; since they were good friends
the party has not met the undine yet, the
creature sends them to the ste of encounter K
totalkto the undine and see what happened.
the party already met the undine, then
the narwhal probably suspects the hydra is
involved, especially since he has not seen it
for several weeks. In that case, he sends the
party toarea L, on the border of the swamps.
‘The island is nothing but a rocky, jagged
peak pointing out of the ocean. If the party
searches it, it finds the remains of wo soldiers
in black leather armor. One has a big, round
hole in his chest. The other (who dragged his
wounded friend out ofthe water several years
‘ago) has an ivory scroll case hanging from his
belt. It contains an order of mission to hunt
for a narwhal and bring back its horn to the
palace. Itis signed by Moorkroft IV. Both
were abandoned by their platoon after the
nnarwhal attacked them,
N. The Wyvern Camp
Eleven of these camps appear on the map.
All these encounters are similar
Dozens of large barracks surrounded by a
palitade overlook the local plain, from the
top of a small hill. Above the camp, large,
winged creatures apparently mounted by
riders fly in concentric patterns, some of
them landing at the camp, others leaving,
for some unknown mission, From the
idle of the camp rises a high pole with a
large dark flag, The symbol isan eye with
a black moon behind it.
‘The camp belongs to Moorkrofi’s army. It
is roughly square, with a watch tower at each
comer. I contains 5-8 wooden barracks and
‘wo stables. ‘The garrison is normally
manned by one hundred ores and twelve
wyvern riders. These are avengers, 5th level
‘chaotic fighters, trained for combat on their
wyverns; they fight with spears, long bows,
and nets. When the party arrives, there are
ores in the camp, with eight wyvern riders.
The others are gone on patrol missions along
the mountain border. Anytime a rider is
killed, his wyvern flees the battle area and is
considered lost. The wyvern riders are not
subject co rules affecting the PCs on the back
‘of their griffons (see notes in encounter F).
"The garrison's tas isto keep watch on the
neighborhood to prevent raids from the
mountains, or unwanted visits from the
south. Anyone approaching in the open,
without prior precautions, is automatically
spotted, Most of the ores are armed with
short swords and long bows. The camp it
under the command of a fire giant escorted
by 12 hellhounds
the party approaches the camp while ly:
ing on their griffons (see encounter F), the
\wyverns and their riders immediately take off
18
and attempt to engage the party in aerial
‘melee. They first use the nets to entangle the
sgriffons’ wings or pull the riders off their sad
dies. Then, each wyvern rider attempts to
melee one PC on a griffon, while the others
shoot arrows atthe griffons, The wyverns can
ture their tale while lying, mostly in an
attempt to poison the griffons. The
remains on the wall, shouting orders. ‘The
party could attack him in swoop attacks,
Ifthe giant and all present wyverns are
killed, there is a 40% chance per round the
corcish units will fee to the mountains (or
south, for the southern garrisons). If the
‘camp is destroyed or the remaining garrison
hhas led, consider the fugitives and the patrols
‘as “destroyed.” They do not appear for the
remainder of the adventure.
Furthermore, each time a garrison is
destroyed, there is a 25% chance the other
‘camps are alerted by spies or messengers. In
that ease, since the troops have orders not 10
enter the forest, all the troops retreat either to
the south, or tothe mountains to form larger
fighting corps (including their patrol units)
©. The White Tower
High above the trees rise three towers
‘Their fine slim architecture and their
white shining stones remind you ofthe old
elven construction styl.
‘A.wide quiet river lows on bath sides of
the magnificent castle. An elegant bridge
arches over the natural moat, to a huge
igate carved from oak. Around the lower
part ofthe castle appear high stained glast
Windows and smaller watch towers
Above the first battlements, three large
flanked by two smaller ones.
flags bearing elvish runes
and symbols fly in the breeze.
Familiar armor of elven design appears
atthe batdements,
‘The elven guards seem to be mere empty
shells, They are in fact empty armor that has
bbeen enchanted. They mindlessly defend the
castle ifit is atacked or if ordered 10 do so by
the mage himself. Otherwise, they remain
absolutely motionless
‘The party can safely advance acoss the
bridge in order to enter the castle, If they
openly try anything else, the enchanted
armor attacks by shooting clusters of arrows,
‘The only way to open the gate isto slam the
metal door knocker three times on the door
‘The double doors then open inward to free
the passage. The gate Is enchanted and
requires at least 100 hit points to destroy