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Polyhedron 036

Polyhedron mag

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0% found this document useful (0 votes)
105 views36 pages

Polyhedron 036

Polyhedron mag

Uploaded by

Edward Rey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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NETWORK ©1987 TSR, Ino. Al Fights Reserves RPGA™ Network Headquarters P.O. Box 509 Lake Geneva, WI 53147 Issue #36 Featuring * Pilgrim’s Pool The final chapter of a tournament module set in the land of Finnish Myth © On The Road to The Living City An encounter on the way to The Living City * Acquiring Culture How to add cultures to campaigns Convention Announcements OCTOBER FANTASY REVEL ‘October 31-November 1 Come tothe Paradise Village inn in West Bend, WI. for the Halloween weekend. Featured will be sevoral RPGA events, including AD&D Feature land Masters tournaments and. Chill, Call of, Cthulhu, Boot Hill and MechWarrior tourna: ments. The convention also will host a Saturday ‘evening Halloween party and raw liver toss. Cos fumes are encouraged. Special guest: Jean Rabe. ‘Other activities include several role-playing and board games. The gaming hall will open the eve- ning of Oct. 30. Pre-registration i $5 a day or $10 for the weekend. Onsite registration is $6 and ‘$12, Admission to the Halloween party is $6. All IRPGA members can receive a $2 discount on reg- tration costs For more information contact eth Polster, 1812 West Morgan Drive, Apt. 6, West Bend, WI. 59095 For hotel reservations, cll 414-334-2256, and mention you area gamer to re- ceive a room discount. SAN DIEGO GAMING CONVENTION ‘November 6-8 This threeday gaming convention wil be held at the exquisite Hotel San Diego, 339 West Broadway Street in San Diogo, Calf Events wil include a wide variety of roleplaying, board, and miniatures game tournaments, long with lage dealers room anda host of open amen Registration i $15 until October 30, or $20 atthe door Special wodsy and oneday registration fees are available atthe door. Write 1: SAN DIEGO GAMING CONVENTION, PO. Box '851424, San Diego CA $2108; o call: (619) 569-1685 between 8 Ast and 5a HOCK-CON XIV, November 7.8 ‘This year’s ROCK-CON gaming convention will bbe held at the Wagon Wheel Resort in Rockton, Il. Special uestsinchide Gary Gygax, Jim Ward, Tom Wham, and Lou Zocchi. Special features will n- ‘chide over 60 diferent gaming events, along with ‘dealers’ room with over 40 exhibitors. Other fevents include a miniatures painting contest {prizes awarded) and various miniatures competi tions. Admission for both daysis $5, with no addi tional gaming fees. Convention hours are 10 ast to midnight Saturday and 10 Aat.t0 5 rat on Sun- day. Write to: ROCK-CON XIV Information or ‘Game Scheduling, 142250 Hansberry Road, Hock: ton Il 61072, Please make all checks payable to Black Hawk Distributors, XANADU IV, November 13-15 ‘This scence fiction convention will be held at the Ramada Inn on Music Valley Drive in Nash- ville oan. Poul Anderson will be guest of hon ‘Asmall number of RPGA™ Network tournaments ‘will be featured, along with a fow events spon- sored by D.A.G.R, Memberships are $15 until Oc- tober 1: $20 thereafter. Write to: Willam Tracy, ‘lo XANADU SF Con, RO. Box 23281, Nashville TN 1372023281. PENTAGON II, November 14 ‘This one-day gaming convention will be held at the Whistler Ballroom and Grand Wayne Gallery in the Grand Wayne Centor located at 120 W. Jef ferson in Fort Wayne, Ind, An RPGA™ Network |ADS.D® tournament is featured, along with other AD&D® tournaments, miniatures battles, fantasy and science ieion role-playing games, a flea mar- ket, a miniatures painting contest, andthe award ing of door prizes. A dealers’ and manufacturers room are also available. This convention runs from 9 aM. to midnight. Write to: NIGA/ PENTACON, PO. Box 11133, Fort Wayne IN 46856; or call: Michael Durant at 219) 422-9964, NOVOCON 34D, November 21 “This one-day geming event, which is sponsored by the Ohio Gaming Association, will beheld from 10 Ai to midnight atthe University of Akron in Akron, Ohio. Numerous role-playing games and ‘miniatures competitions will be sponsored, along with an auction, a dealers’ room, and various other activities, Membership feos are $5 for the day, with no additional event fees. Write to: NEO- G5, Box 412, Cuyahoga Falls OF 44222 DALLAS FANTASY FAIR, November 27-29 Sponsored by Bulldog Productions, this comic ‘book, science fiction, and film supershow takes place at the Marriott Park Central, 7750 1-635 at Hwy 45, in Dllas, Tox, Guests incde Carole Nel son Douglas, Steve Erwin, Kerry Garamill, and ‘many others. Other features inelude a huge deal fers oom, a professional art show. an art contest, fn art auction, video rooms, a masquerade, nur ‘merous workshops, previews of upooming mo tion pictures, anda variety of gaming events and ‘open gaming competition. Tickets for this event fare $20 through November 1 and $25 thereafter. Write to: Bulldog Productions, P.O. Box 820488, Dallas TX 75982; oF eall: 21a) 349-8967. DRAGONMEET BALTIMORE November 27-29 ‘Sponsored by Games Workshop U.S, this sek fence fetion and fantasy gaming convention will bbe held atthe Marriott Inner Harbor Hotel in Bal timore, Md. Events include all types of games, with an extensive miniatures gaming schedule taking place over the length ofthis three-day af- fair. Gaming events are sponsored around the ‘lock, with 3 program of films and videos showing concurrently. A miniatures painting workshop is to held at no additional expense to registrants. “This workshop features artists spotlighted inthe Tabletop Heroes" section of White Dwarf maga ine, Registration for this event is $20. Oneday registrations $750 at the door: Write to: Timothy . Olsen, Games Workshop, 281 Park Avenue, Bal timore MD 21201; or call: (301) 752-1493, PELLOON '87, November 27.29 ‘This convention will be the first comics and ‘gaming convention sponsored inthe New Orleans fea, Held at the Clarion Hotel on historic Canal Street in Downtown New Orleans, PELL-CON '87 wil take place just blocks away from the ever- popular French Quarter: Guest artists from sev tral comic book publishers will be present for pane! discussions and autograph sessions. Other {Guests will include Ned Dameron, George Alec Ef Finger, Pat Adkins, David"Zeb” Cook, Mike Curtis, land Kirk Alyn. Game events featured include an ‘AD&D? game tournament, an ADED game trivia ‘contest, Pente, BATTLESYSTEM™, and BATTLE- TTECH® game competitions, anda variety of mi tures, Board, and role-playing games. Prizes will be awarded for most events. Other features in ‘clude a film and video room, a dealers’ room, and ‘2 2¢-hour gaming room. Registration fees forthe ‘weekend are $12 until October 1. Write to: PELI- CON '87 Convention Committee, 5200 Conti Street, New Orleans LA 70124. ‘TROPICON V1, December 4-6 ‘This science fiction convention wil be held at the Holiday inn Oceanside in Ft. Lauderdale, Fla. Guests of honor include George R.A. Martin and Gai Hennett. Panels, movies, trivia, videos, ks Inging, and gaming are featured. Registration is {$12 until Oct. 31, and $15 thereafter: Tckets for the banquet are $19 if purchased before Nov. 30. White to: SFSFS secretary, PO. Box 70143, Ft Lauderdale FL. 33307, UNIVERSE 88, January 1-3, 1988 “This game convention wil be held atthe Airport ikon and Towers in Los Angeles, Calif. Featured ‘events wil incide ver 150 game tournaments (fan tary roleplaying games, board games, war games, ‘and family game, an exhibition room, films, sem fara, and more, There wil ao bea full program of science fiction and fantasy events. Admision is ‘$1950 until December 5 an $25 atthe door Write to: UNIVERSE 88, Dept. D, PO. Bax 2577, Anaheim (CA 9280; or call: 215) 867-1140. CHIMERACON ¥, January 29-21, 1988 “This science fltion and fantasy convention will bbe held atthe University of North Carolina cam- pus in Chapel Hil, .C. Guests of honor include ‘Nancy Springer, Hugo and Nebula Awards winner (Orson Scot Card, Colleen Doran, Allen Wold, Lisa (Cantrell, and Mark van Name, Events include a ‘costume workshop and contest (costumed guests receive $1 off admission for Saturday registra tion, an Outer Limits Cantina Variety Show, fks- inging. gaming. panels, and more. Admission prices are $6 per day, $11 for two days, and $15 for all three days. Preregistation for all three days is $12.50, Write to: 15-A University Gardens, {Chapel Hill NC 27514; or cll: (919) 933-3003. GENGHIS CON 1%, February 12-14, 1988 Join the Horde as GENGHIS CON 1X moves to winter quarters at the Airport Hilton in Denver, Colo, This convention is sponsored by the Denver Gamers Association and the Colorado Miltary Historians. Events include all varieties of board, ‘miniatures, computer, and role-playing. games, ‘The everpopular game auction will make an- ‘other appearance this year Special gaming events Include competitions in VICTORY IN THE PA- CIFIC, TITAN, CIVILIZATION, KINGMAKER, and ADVANCED SQUAD LEADER. The Colorado Mil tary Historians will also sponsor one of the first ‘qualifying rounds for the WRG Ancients National Championships, Registration is $12 until January 51, 1888, and S15 thereafter, Write to: Denver Gamers Assocation, PO. Box 2845, Litileton CO #0161, ORCCON 11, February 12-15, 1988 ‘rout to you by STRATEGICON, the people who also brought you ORIGINS 85, this gaming conven- tion will be held atthe Lost Angeles Airport Hyatt Hoel. Roleplaying, wargame, computer game, and family boardgame tournaments are offered as well ss various seminars and demonstrations a fla mar- ket a game auction andlan exhibitors area Write: ORCCON 11, 0 DT, PO. Box 8399, Lary Beach CA 90808; or eal: 213) 420-3675. (CONTEMPLATION 88, February 26-28, 1988 ‘This science Fition, fantasy, and. gaming con- vention will be held at the Ramada inn in Colum- bia, Mo, Guests of honor inchide Jerry and Roberta Pournelle, and Larry Niven. JR. Daniels {sthe artist guest of honor and Keith Berdak is fan guest of honor Events include an art show and ‘suction, numerous panels, masquerade, a video room, a hucksters room, gaming events, and ‘more. Membership fees are $10 until December 4G; thereafter, fees are $14. Write to: CONTEM- PLATION, PO. Box 7242, Columbia, MO. 65205. POLYHEDRON. & About the Cover issue’s cover illustrates Loviatar’s Ladies, clerics in the featured module Pilgrim’s Pool. Cover art by Network member Gary M. Williams. 9 Pilgrim's Pool — ontents bby Robert J. Blake, Anita B. Frank, and Rex A. Zinn. This conclusion of the Maiden of Pain series is an ADESD adventure for 6 to 10 characters, tevls 8 to 10. Features 25 On The Road to The Living City — by Jean Rabe and Harold Johnson. It won't be long now before the gates of The Living City are within sigh. But there is still a section of road that must be traveled to reach it. And the road is not deserted. 28 A Gase for Cultures — by Randal S. Doering. Cultures play an integral role in many ADE&D? game campaigns, Randal illustrates a few of his campaign's cultures and includes suggestions how to develop your own. 5 Notes From HQ — by Jean Rabe 6 Letters to the Editor B Arcane Academe — by Jeff Martin. A clever lok at clerics 31. The Critical Hit = by Errol Farstad, A review of the ADE&D® game Oriental Adventures. 33 RPGA Network Tournament Winners List 34 Classifieds POLYHEDRON™ Newszine (the offical newslet terof TSR, Ine’s ROLE PLAYING GAME. [ASSOCIATION™ Network) is published bi monthly by TSR, Inc. The mailing address for all correspondence is: P.O. Box 508, Lake Gene- a, WE 83147. Telephone: (414) 248-3625. POLYHEDRON Newszine is mailed free to all RPGA* members. US membership rates are $12 per year (bulk mail delivery ony); foreign rates NEWSZINE, Volume 7, Number 3 Issue #36 Sylvia Deering Harold Johnson Kim Janke Roger Raupp Mary Ryan Contributing Arti Ray VanTuburg, Michael Lach Director Gamer Services: Harold Johnson are $20 per year (surface mail) oF $30 per year (Gir mai) All prices ate subject to change with: ‘out notice. Changes of address for the delivery of membership materials must be received atleast 50 days prior to the elective date of the change insure uninterrupted delivery. POLYHEDRON Newszine welcomes unsolict- cd submissions of written material and artwork. [No responsiblity for such submissions ean be sssunied by the publisher in any event. No submissions will be returned unless accompanied by aselfaddresied, stamped envelope of sui ‘Unless special arrangements to the contrary are made prior to publication, material submitted 10 the Publisher for publication in POLYHEDRON Nevszine are accepted solely upon the condition thatthe materials may be edited and published in POLYHEDRON Newsrine of used in RPGA* Network sanctioned tournaments, conventions, and events without cost tothe Publisher. Al other publication rights may be reserved by the author Except that, upon publication, the Publisher is {granted 2 ist right of refusal to purchase any ‘and all such publication rights offered forsale by the author. Solely for purposes of submissions for ppbliation in POLYHEDRON Newszine and {upon prior writen agreement, authors may be {granted a non-exclusive right to use TSR copy- Fighted material with proper acknowledgement hhowever, any use of such copyrighted material in the submission beyond the newszine without TTSR's further prior writen approval is prohib- ite. Tn the event an article submitted for publica tion in POLYHEDRON* Newszine contains material copyrighted by ‘TSR, Ine, to such an fextent as to make i impractical to separate those materials from the submission, TSR wil retain Copyright ownership ofthe article upon submis: ‘on for publication However, if TSR makes use of the materials contained in the article for any product or com mercial purpose beyond RFGA™ Network use, “TSR will pay the author the then eurrent fee for such product or purpose ‘Al letters addressed to the RPGA Network or to TSR, Ine., will be considered as submissions tnd may be printed in whole or in part a the ‘iscretion ofthe editor unless the sender speci cally requests otherwise in writing Unless otherwise tated, the opinions expressed in POLYHEDRON Newszine are those ofthe individval authors, and do not necessarily reflect, the opinions of TSR, Tne., the RPGA Network, or ite staf. DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAG ‘ADVANCED D&D, AD&D, BOOT GAMMA WORLD, TOP and STAR FRONTIERS tered trade marks owned by TSR, Inc. "TM" designates ‘ther trademarks owned by "TSR, Ine. unless otherwise indicated. ROLE PLAYING G; ASSOCIATION, RP 2 tervice marks owned by TSR, Ine. MARVEL, SUPER HEROES, SECRET WARS, and al ol eharacters are trademarks ofthe Marvel 's Group. THE ADVENTURES OF SS" Game ina trademark of 1985 TSR, Inc. All Rights Notes From H A City By Any Other Name “The entrance sign to the Living City was going to read That name received the moxt votes in our Name-The-Living City-Content announced in sue no. 32 of the POLYHEDRON" Newazine, twas a wonderful name that hinted at mystery. And it fbcmuse there wil be plenty of mytry and adventure swaling character who cntet trough the bueding cys gates, Unter matey, we can’t name the ety Ravensgate, That isthe name of prods published by Ragnarok oerpries, So, wo could bave fSketed the neat highent vote getter inthe Name-The-Living-Ciy- Gontet, But no matter what that name wast woulda ave titer ou se, the map forthe Living Gity i nahed, and thax taven throughout it, So since we have to vay wil the raven theme pelo expert at HG ar ooking over Raven tomething-or-other names. We vil print the name ofthe Living Giry ina fature Notes From HQ column, However ityou area fan of contest, don’ expat, We wil have another Living Cty conta announced in bent rues Notes Proc HQeshumn, And the same ching won't happen with hat context that happened with Ravensgae Where is the City? ‘The Living City is located in the Forgotten Realms a ltde south of the city of Tantras and on the Fire River. The Living City is on ‘The Dragon Reach, an inlet of the Sea of Stars. There are moun: tains nearby, and there is so much land to explore. For Joe Tattended Glathricon in Evansville, In., a convention which I ama litle partial to since T used to be on the convention staf. However, the convention is special to me for many reasons, among them being the charity benefits the convention staff organizes. 1 ‘want to share with you a few of the events held this year at that convention in the hopes it may inspire other convention coordina- tore to sponsor similar activities. ‘Joe Martin of Henderson, Ky., was a very active member ofthe RPGA™ Network and worked very hard with the convention staff to help put on Glathricon. Even when he knew he was dying of Cancer he would show up at car washes that were being held to raise money forthe convention, shaming other club members who thought they had better things to do with their time For many years Joc worked ata local television station, and promoted the RPGA™ Network, local conventions and gaming hobby by taping interviews of gaming pros which were brosdeast throughout Western Kentucky and Southern Indiana “Jo died of cancer afew days before GEN CON? 19 Game Fair, 2 onvention he had frequented. His death leaves a void in the Network. He is missed very much “This year to honor him the Evansville Gaming Guild at Glathei- con sponsored the Joe Martin AD&D® Game Tournament for the “American Cancer Society. Each entrant paid $5, with all proceeds going to the loal chapter of the American Cancer Society. Several people played in the tour- rnament (ice, The tournament, “In The Village of Martinburgh,” was written by one of our regional directors, Rembert Parker, a former Evansville resident. In addition to the tournament, TSR, Inc., donated a few copies POLYHEDHON ofthe Manual of the Planes, which were auctioned to benefit the Joe Martin Fund, Several other convention attendees auctioned items and donated money to the fund. ‘More than $500 was raised. Besides honoring Joe Martin, the Evansville group demonstrated to the public that gamers and the gaming hobby are respectable, caring and deserving of a good image. ‘Also atthe convention, Network member Gary M. Williams, whose artwork graces the eover ofthis issue, drew a poster that was auctioned to benefit St, Jude's Children’s Hospital. This has become an anal labor of love for Gary, who at each Glathricon draws gamers’ charac ters on the poster fora $1 donation. The proceeds from the auctioned poster and all the $1 donations are always given to children’s charity. “This year more than $100 was raised. Network HQ urges other gaming clubs and convention commit- tees to consider sponsoring benefit tournaments for causes in their areas, There are few better things a convention committee can do than to hold an event which shows gaming in a good light. The RPGA™ Network has established a “charity category” in the point system to help promote this idea, All RPGA™ Network tourna: ‘ments held to benefit a charity are worth double the standard amount of experience points. However, we hope the members plays in these tournaments for the causes rather than the points Network member Reynolds Jones in Schenectady, NY, has pro- moted AD&D® Game tournaments to benefit AIDS research. “There probably are other benefit tournaments, but they have not ‘been brought to the attention of the RPGA™ Network, Thank You RPGA™ Netscork HQ is striving hard to make sure the POLYHEDRON* Newszines get back on schedule by the en ofthe yeas, to get toumaments to conventions and to implement dhe new point system. ‘This i all being accomplished through many people's efforts, and these people should be recognized for their work. Naney Krakofsky, a computer programmer/analyst for TSR, Inc., is responsible for developing the programs which will keep track of all the players’ and judges' points under the new and vastly improved system. Nancy, who has worked for TSR, Inc., for less than a year, has been “working out the bugs,” in the new system and carefully scanning the “tournament histor members. Nancy says almost all ofthe bugs have been dealt with, and members should be receiving their membership cards with ‘updated point totals and levels within the next few weeks. THQ thanks members Errol Farstad for his continuing “The Critical Hit” reviews and Jeff Martin for his thought-provoking ‘Arcane Academe” series. Keep up the good work! “Thanks must also goto game designer James Ward, who has been ‘working on varius aspects of Ravensgate. James isthe author of the fiat Living City tournament at GEN CON? Game Fair 20 and is an energetic creative force behind the entire Living City project. Several of our members have been writing RPGA™ Network tournaments for use at conventions throughout the country. HQ thanks them very much for their efforts and the good times they are providing those conventions’ attendees. However, there remains a great need for more tournaments. Network members wanting fruidelines for tournament writing should write to HO. “The POLYHEDRON* Newszine also remains in need of more submissions. There continucs to be regular writers for the newszine, bt there must be many more talented people out there who can dust off their typewriter keyboards and warm up their word procesirs Suggestions In the recent POLYHEDRON Newszine issue you mentioned in Notes from HQ some new programs that are being developed and also hinted at some new directions for the RPGA™ Network. You said that in later issues you'd be asking the membership to solicit their comments on these developments. I am sor, but I cannot wait that long considering the current problems facing the RPGA™ Network and POLYHEDRON™ Newszine ‘due to recent events, Tegan gaming nine years ago. Even though I knew about the RPGA™ Network, Twas unable to join until last year. The reasons why the RPGA appealed to me were that I'd be finding out what TSR, Tne., was doing, that I would be able to get gaming supplies at @ discount, and be able to tel fellow gamers about my ideas on role- playing games. In time I discovered that the RPGA centered around tournaments and conventions. So much so, that when T joined I discovered your gaming abilities ‘and ideas on gaming were judged by how ‘much you participate in Official RPGA tournaments and attending conventions. ‘This is an aspect of the RPGA that has never appealed to me. As one of my gaming buddies points out, “Just because someone does not participate in tournaments does not mean they're a bad gamer.” As I have interpreted from material on the RPGA, the current purpose of the RPGA was 10 keep role-playing game enthusiasts in touch ‘with one another so as to share ideas, com- pete in competition and expand on existing role-playing games, This is a great purpose indeed, but [have noticed that aside from cstablishing gaming tournaments and pub- lishing POLYHEDRON" Newszine (even though these are not bad) the RPGA seems to do litte in actual stimulation of gaming. Thave always felt that the RPGA needs to {go out into the community and encourage this purpose. Iti true that we cannot force people to play, but the RPGA should at least help gamers by finding/providing space for gaming (if needed), providing information where these role-playing games can be purchased and encouraging gamers to play new role-playing games (or versions like AD&D® Game Oriental Adventures) and modules. As I see it, TSR, Inc., makes the games, DRAGON® Magazine expands them, local stores sell them and the RPGA attracts the gamers ‘You mentioned Regional Directors for the Letters RPGA in the last issue of the POLYHEDRON™ Newszine. [think the RPGA could go further by having different levels of internal management, each having ‘well-defined purposes. At the top could be the Global HQ. This Global HO would take care of the processing of new members, the membership packages, and the neces sary legal matters. The Global HQ would also be responsible for publishing and dis- tsibuting POLYHEDRON™ Newszine. Below the Global HQ could be the Regional HO, which would take care of gaming conventions and regional tournaments. “These Regional HQs should have directors responsible for states (or the equivalent in foreign countries). There should also be one Regional Director totally responsible for the ‘Armed Forces. Below the Regional HQ. could be the Local HQ, which would take care of local gaming fairs, local tournaments and help (or he responsible for) the estab- lishment of gaming clubs and groups. The local HQ should be in charge of an arca the size of a county (or the equivalent in foreign countries), s0 as to be able to work more ‘efficiently with local community agencies land offices in obtaining the permission t0 use public (or school) property for holding, gaming clubs/groups/fairs. ‘As for gaming tournaments or "turnics” as my friends call them, [ always thoughe it might be better if the RPGA had! levels of competition like that of high school or col- lege sports. Starting at the bottom you could have club tournaments done by a gaming club, Then the winners of these tournaments would go on to compete in the local tournament done by the Local HQ. "The winners of the local tournament would then go on to compete in a state tourna ‘ment. And then on to a regional tourna- ment, and then possibly on to a global tournament, The tournaments could judge and award prizes according to the rules established by the RPGA to the following. participants: judges, players and teams. ‘As for funds for these programs and activities, [have always believed that local stores which sel role-playing games, along with the producers, like TSR, Inc., would not mind contributing monies to the RPGA, since the RPGA would be encour- aging gamers to play the games and products they sell, In this way, the member ship will not have to pay for most of the bl. Thave noticed in the past that most gamers like to play role-playing games, but when they have to pay to play, their purse strings get tight, hope these ideas are helpful to you at HQ iin the expansion of the RPGA. Drew Martin Rockville, MD ‘Thanks for your interest in the direction of the RPGA™ Network. [wil ry to answer as many ‘ints in your leter as possible. First, [don't believe the RPGA centers around tournaments. Tiurnaments are only one aspect of cour Network. However, itis perhaps the most visible aspect, and an ever increasing numberof gaming, comic and science ition conventions are requesting an increasing amount of RPGA- sanctioned tournaments, Some ofthese tournaments hove received news coverage. And, wnquestionabl, the presence of tournaments at traditionally nn- _gaming conventions is increasing the public's ‘nowledge ofthe gaming industry and the RPGA™ Network “As the RPGA™ Network embarks on more projects, U belive you wil see there is muck more to the Network than tournaments. For example, as Ravensgate, The Living City, eoolves and the rwsleter becomes available, Tam certain the RPGA™ Network becomes known for this project. In addition, the POLYHEDRON" Newszine, ‘another vital aspect ofthe organization, is getting ‘back om schedule and will stay on schedule. You say the RPGA™ Network does litle to timate gaming. This is changing. The Net- work's viblity at scence fiction conventions is ‘making non-gamers more aware of the hobby, and publicity ve are receiving in book store necusleters fand in TSR, Inc.'s new bi-annual newspaper that will be available at hobby shops and other locations is helping. In addition, many Network members ‘and clubs within the RPGA are working to interest ‘others in gaming and to pul gaming in a good light (please refer to Notes from HQ). "And as for helping people find places to game- Will, that i a dificuld mater, bul one we be addressing i future issues ofthe POLYHEDRON™ Newszine as our cub program develops. We will be making suggestions to clubs about how to find places to play and how to attract ‘more member Your suggestions about Regional Directors and ‘your proposed various levels of internal manage- ‘ment are interesting and well thought out. How ‘exe, the RPGA™ Network curenly does ot have enough members to warrant such a system. Your ideas about various levels of competition - local, state and regional have merit. Along that line now, the Network has various levels of tournaments Regular, Masters and Grand Masters - for players twho have reached certain lees by participating in -eoral tournaments il Jean Insue 136 On The Living City David Axler’s ideas on the Living City (presented in POLYHEDRON" Newszine no. 32) are interesting. The presence of limestone elif and caves overcomes a ‘major problem I was worried over. A coastal city must have a very high water table or the third level of any dungeon ‘would be flooded. Giving us a chance to go sideways and down make for a tremendous amount of room to put in dungeons, But there are some major problems as well. The most serious is that we are trying fora generic city here, one that ean be used in most any campaign. When we give it uunique features like high clifls right on the coast on a major river, we are in danger of making it unusable in many campaigns. We should really stick to a normal, flat coastal city ‘And the geography would almost certain- ly send any geographer into convulsions. A major river that flows at a rapid rate cuts through even hard rock at a rapid rate. ‘Through limestone, the rate would be all. the faster. Thus we find that all major rivers low through nearly flat ground. We are not talking about any Mississippi here either. My guess is that with a drop of 3 to 500 feet in three miles, a Mississippi would carve ‘out a mile of rock every year, down to the tea level in short order. Still, we do not need co change that much to make it reasonably possible and retain the advantages of those cliffs. our model ‘would be a city on the Red Sea with a trade route connecting it to the Nile, Instead of a major river, the tiver would be a relatively minor one, augmented for travel purposes by canals and dams. Most boats would have tounload in the harbor. A few small ones could manage to go upriver a ways beyond the city, but most travel at that point must be on land to a major river system which has no easy connection to this body of (On the legal system, we will want a pretty wide open town. A town with a strong legal system ie dull and precisely what we don’t want. We want a situation Where the PC ean provide the law, oF lack of it. The better parts of town will have stronger law, of course, but the legal system will be weak? Nor do we want harsh punish- ‘ment for captured criminals. The PC is {going to be that (accused) criminal all too foften, and we don't want to kill him off in some dull trial when he ean be eaten by a dragon instead David Carl Argall La Puente, CA ‘Thankyou fr your thghts on The Living City The city is located in the Forgoton Reems. The rcv geography and legal system is being devel- Shed. In ation tothe city lf there wil be a ‘onsideable amount of land the RPGA™ Network car decop. This is going tobe avery exiting ‘rot forthe Network, ard one — which n many respats — will help pul the RPGA™ Net POLYHEDRON ‘work literally on the map. However, the success of this entire project will depend on howe much the Network members get incoled. We willbe pubs lishing guidelines for submissions within the next fe iss, Jas On A Soapbox Thhate to sound preachy, but this topic is close to my heart and it seemed to be some- thing you should hear. Tn recent years, we have all gotten a lot of enjoyment froma the role playing game industry. There are fantasy games, super- hero games, science fiction, horror, espio- nage and humorous role playing games. However, despite this wide range of themes that we can enjoy, the topic that still gets the ‘most attention is Fantasy Role Playing, and ‘one game in particular. A major reason is that the supporters of Fantasy Role Playing are a very vocal lot and write letters, articles and answer magazine surveys. In general, the fans of other themes and games do not “The result of this is often the demise of a favorite role playing game, because the company does not see any customer interest or suppor. “Two cases in point, Several fans of STAR FRONTIERS? game have complained recently about the lack of new products. Frankly, TSR, Inc., has no plans to create more products in the future since there ‘scemed insufficient fan interest. There have been few letters, sparse articles or requests submitted to your favorite gaming maga zines, and a recent DRAGON® magazine survey showed a decided lack of interest in anything not fantasy oriented among those ‘who took the time to respond. Case two. The GAMMA WORLD® {game was revised and returned to the mar- kket after a year hiatus when enough demand was heard from the public for the game. However, now that it was released in 1986, response has been decidedly lackluster and frankly we can all anticipate its fate if response and interest doesn’t pick up. "Now it seems to me that these games do not realy suffer from lack of fans. T have received dozens of calls and inquiries and frankly more than 1,000 (yes, I keep count) messages of praise for the new GAMMA. WORLD® game system, However, those quick to offer a word of support are slow to put it in writing, of to respond to surveys, ‘or to encourage their friends. We don’t see new articles supporting these non-fantasy role-playing games frankly because no one takes the time to write them oF letters requesting their presence in a favorite mag- like fantasy role playing. It is still the ‘easiest type of game to get into, But I really enjoy science fiction, pulp heroes and hor- ror adventures when I can find a game. But there just isn’t che support product for these ‘games, because we the consumers don’t let the manufacturers know of our interest Enough harranguing. Here's something we can do. If we realy want to see excel- lence in role-playing, lets become vocal Write the manufacturer of your favorite game, or encourage your favorite gaming ‘magazine to support something besides Fantasy Role Playing. Or better yet, write antcles. And best yet, talk to your friends and local hobby store, sharing your interest fad increasing support for other games Here's specific campaign to fight. ‘The GAMMA WORLD® game is back- the game rated the most popular science fiction game in a recent DRAGON® maga- zine survey. You asked for the game, and it ‘was returned. But since its release, the core of fans have remained silent. Ifyou like the game and want to see more or better sup, port, you have to tell the company and gaming magazines! ‘A recent review of sales shows that 62 percent of those who bought the GAMMA WORLD® game also bought subsequent adventures. That is a ful 20 pereent higher support than for any other role playing game. But total sales remain low. Obvious- By there must be a loyal following out there Bot we have received almost zero carre- spondence. Look, Fantasy Role Playing games grew from fans introducing friends to the game and through those fans’ written support, magazine articles and tournament participa: Tr the role playing marketplace is ever going to grow to encompass new themes, it will only happen when fandom gets i {ogether and starts writing and offering the same support given to Fantasy Role Play- ing Harold Johnson Director, TSR, Inc. Consumer Division Arcane Academe by Jeff Martin Why do you like to play the ADVANCED DUNGEONS & DRAGONS® game? I enjoy it because itis an escape, and the game allows me to be creative, Also, I think I enjoy it because ‘can play the game fairly well. IFT thought 1 ‘was a lousy player, I doubt my ego would allow me to continue playing. Why does Jeff Martin think he is a fairly good player? T copy. I have had the pleasure ‘of DMing and playing with some top-notch players during the past several years. I have ‘vast mental library of ticks, tactics and strategies these top-notch players have unknowingly constructed. It is from their skill and creativity that I draw. Whit will follow in the next five install: iments of Arcane Academe is a collection of these tricks, tactics and strategies. The first four features will be broken down into character class groups (clerics, fighters, ‘magic-users and thieves/monks). The last part will encompass magic items and mis- cellancous concerns, Thope this listing will aid the novice and expert player so they can better enjoy their AD&D® game. Also, I hope the listing will inspire players to think more creatively. “This makes for better gaming for all of us. The Cleric Tam a firm believer in the traditional form of the AD&D® game—you know, the type of game where each player acts as a specialist in a task force. Each class has its ties and responsibilities. The fighters should lead, the clerics should support, etc ‘A group is more efficient and harmonious ‘when everybody understands the role they are to assume. Conflicts will arise when these roles are violated ‘The cleric player character class is sup portive in nature, although clerics can use their offensive power if the need arises. As the adventure unfolds, cleries should be looking for ways to restore and augment the power of their group, ARMOR: Although plate mail and plate ‘armor offer better AC ratings, banded mail is an effective and cheaper alternative. Its ‘AC rating (AC 4) is only one worse than plate mail, and the base movement rate of 9” it affords characters can be very vital compared to the 6” movement rate for characters wearing plate. Magical banded ‘mail armor should be a well sought after item because it affords characters a base movement of 12" WEAPONS: The footman’s fal is a prime choice for a weapon proficiency. Its damage is excellent, and its “to hit” adjustments ‘verses armor type are superior to most ‘weapons, SPELLS: Below is a brief listing of some of the more interesting and effective uses for clerical spells ‘Animate Dead Monsters: A cleric can catry a set of bones with him until needed. The bones can be slid under a door, passed through a portculls or thrown over a wall “The spell can then be cast, and the skeleton can be ordered to open a door or raise & lever. ‘Command: Commands to “jump” or “swim can be useful near cliffs and haz ardous waters. Continual Light: Besides other obvious uses, this spell can be used to mark a fleeing monster, impress a group of savages and ‘construct fake magical swords. ‘Cure Blindness: Note that this spel can ‘cure far-sightedness and near-sightedness. ‘Datet Lie: The reverse ofthis spell can be 1 powerful way of getting past a guardian or a single powerful monster Detect Magic: Only one inch thickness of ‘metal will block this spell. Dispel Magic: This spell can be cast on a single magic item to make it non-magical for one round. Carpets of fying and figures ‘of wondrous power are good targets for this spel. Endure Cold/Heat: This spell is superior to resist cold/heat because all magical cold/ heat damage is negated for one round. It is good to use against cold/heat-using mon: sters that have but one charge with which to attack you. Feign Death: This spell can act as a slow poison. And itis proof against all energy- draining attacks. Glyph of Warding: Ie is a good idea for levies to become familiar with glyph rnames. When the party encounters glyphs it is the cleri's responsibility to know how to disarm them. “Hold Parson: Uf this spell is thrown at the front of a group of charging monsters, the sudden immobilization may cause problems for the monsters in the flank ‘Protection from Evil: The revere ofthis spel, rotetion from good, will hep ou all good and cel enchanted creature. ‘Silence 15' radius: This is useful against ‘monsters which use sound to detect shapes ‘or movement. The spell can act as an im bility oF blindness spell (the first being cast ‘on the PCs, and the latter being cast on the monster). ‘Speak With Animals: This spell is very effective in information gathering, and it ‘ean be useful against charging steeds. ‘Sticks To Snakes: Sneaky players can turn captured poisonous snakes into small sticks of wood, These can be placed in strategic Jocations throughout an area or on a person before a melee to aid the party when the actual combat takes place ‘Tingues: The revere ofthis spell will inflict havo if ie cast inthe area of afore’ command ing officers ‘The Druid ‘Asa sub-class ofthe cleric, the druid should Took to support and enrich the power of the adventuring group. These characters also have the added responsibility of their nature beliefs, Although their power rests in the outdoors, a clever druid can use his power to aid a party in the darkest dungeon, ARMOR: There is not a large selection ‘Some DMs will allow druids to wear metal ‘armor, but they cannot east spells or use any other druidic abilities while so armored, WEAPONS: A spear is @ good, cheap, all- purpose weapon for a druid. SPELLS: ‘Barkskin: Various immunities may be granted to the druid because his skin actue ally becomes as hard as bark Geremony: Rest eternal will make sure slain opponent stays dead, Conjure Fire Elemental: & patient druid has ‘8 good chance of summoning an efreeti. A ‘druid has a four percent chance of summon: ing an efreeti each time the spell is cast. ‘The efreeti ability to grant three wishes could be used to restore, regenerate and resurrect party members (Cure Disease: This spel takes only one round to cast, The clerics version of this spell is cast in one turn. Druids are the only hope for party members attacked by green slimes, rot grub, ete ‘Detect Magic: See the clerical spell. Dispel Magic: See the clerical spel Enlangle: This spell is especially nasty when east on the plants on cliff faces and underwater plants. eign Death: See the clerical spel Fire Trap: This spell can be cast on small vials before an adventure. These vials can (continued on page 33) Ineue 136 PILGRIM’S POOL The Conclusion of the Maiden of Pain Series by Robert J Blake, Anita B Frank ‘and Rex A Zinn An AD&D® Adventure for 6-10 C haracters Levels 8-10 17 TSR, Ine. All Rights Res POLYHEDRON ® Prologue: The opening of the Book of Fate precipitated a conflict whose out- come will decide the supremacy of one nation, either yours of Kalevala or your enemy, Pohjola. The first event depicted in the Book was the resurrection of the evil hero, Urho, who was destined to lead the Pohjolan armies, To thwart this, you recovered Mord- vin, Urho’s sword, from its dwarven guardians, dealt with murder- fous ice dwarves and a treacherous cleric, and solved the Ice Maze. {in the end Urho was slain with his own weapon, the sword bursting from the evilness ofits former master. The situation worsened as the conflict spread (o the outer planes. Dispatched by Ukko himself to save his son and the artifact he ‘guarded, you discovered the teleport was wide of the mark and had placed you in the midst of a wintery wilderness. Aided by a myste- rious metallic shard, you raced to beat an army of pohjolan ice ‘dwarves bent on stealing the artifact. Overcoming the many obsta- cles the dwarves put in your way, you did manage to rescue the {god's son and precious relic. “Your land of Kalevala is beset on may fronts, the latest a revolt of the serfs tormented by pohjolan agents. Journeying to the hot bed ‘of the revolution to rescue Torval, the missing serf leader, you tuncovered layer after layer of treachery, but finally effected his rescue at a lonely tower, guarded not only by warriors, but assas- "The discovery of assassins in Kalevala increased the fear that the nation would be hurled into further turmoil by the loss ofits king, land the annual publie ceremony to awaken the Great Bear from his ‘winter's sleep would make the king a very vulnerable target. Quick thinking and the realization that treachery extended to the highest levels saved the king from the poisoned cup prepared by the king's chief advisor. ‘Ever since the opening of the Book of Fate the weather has been anything but normal. With only occassional breaks of sunshine, tain and snow, even hail, have been the norm, yet the temperature has stayed abnormally high. Flooding caused by melting in the snow-capped mountains has washed away many a river village. Even now the roiling clouds look as if they are preparing to vent themselves upon the hapless earth. ‘One of the clouds detaches itself from the maelstrom and begins a slow descent to earth. From out of its mists comes the familiar, ‘weary form of Uriel, Air Maiden of Ukko, who has warned you of the past evils predicted by the Book of Fate. “Look once again upon the evil of the Book and observe what is fated co happen ulness you can prevent it!” “The whirling mists slowly coalesce into an image from the Book, revealing a cavern, its walls covered with a luminescent slime. In the center of the cavern is the Pilgrim's Pool, its once clear waters pitch black, polluted and corrupted, poisoning the roots of the Great Tree itself. Your vacant eyed, unmoving bodies lie scattered about its shore, ‘She speaks again as the image blows away upon the mists: “You ‘must travel down the River of Truth, through the Frozen Moun~ tains, to the Pilgrim's Pool. Once there, the Pool must be purified using the means you have at hand before it will be safe to enter and, proceed to the Path of Purification.” ‘Remember, no one can drown in the depths of its clear waters. Your bodies must be cleansed of the aura of evil you acquired through the actions of the undead-bole before your souls can be ‘upon the path. Hurry, for it is eo days journey to the Pool and the ‘changes will soon be irreversible!” Finished, she enters the cloud land rises once again into the sky. Notes for the DM “The pohjolan forces have been greatly aided in their attempt t0 overthrow Kalevala by an act committed by two thieves who were briginally part of the party. While on a rescue mission to save a comrade being held hostage, these thieves inadvertently opened an evil artifact of great power: the Book of Fate. ‘Opening the Book set certain events into motion, the least of which was the deaths of the thieves. Each page shows an evil event which is fated to happen. It is only through Ukko's interven! ‘via his Air Maiden, Uriel, that the party has been able to gai enough information to try to prevent these disasters from happen- ing, or at least modifying them so that any deleterious effects are not catastrophic. "Now the players must journey to the Pilgrim's Pool and purify it using the water in the vial from the undead-bole. They will be hhampered along the way by climatic conditions and a series of illusions east by the pohjolans. lin their previous adventures, the players acquired an aura of evil by being sprinkled with water from the undead-bole. Krow Alig ‘ment spells cast upon them will show them as being evil. They must bathe in the pure waters ofthe pool to remove it and halt the change of their alignments to evil. They must then proceed through the pool to the Path of Purification. “The party has two items from previous adventures: a wooden vial bearing the crested wave symbol of Ahto, which contains purified water from the undead-bold; and a black, non-reflective mirror bearing the closed eyes symbol of Untama, obtained from the Rune Reader. “The skiff the party will be using is 16” long by 8° wide, allowing the party to sit in four rows. Iti steered by a rear tiller, and may be poled along using the two stout poles on board. Encounter #1 Iusions Having obtained a small skiff, you are now ready to begin your journey. The high priest of Ukko's temple has told you that while the river winds, it does not branch. One must only follow the river to reach the pool. “The early-morning sun tries to burn through the mists reveal- ing a swollen river, rushing to the southern sea. The morning starts with no unusual occurences, but later branches in the river channel appear. These lead off from the main body of water, but the central waterway is readily apparent. ‘As the sun finally buns through the clouds, a piercing cry accompanied by the sounds of splashing fills the air. the eerie cry of a cavorting loon isa familiar addition to the day. The river feurves abruptly to the southwest, passing a log-jam and a pool ‘on the southeastern bank, ‘This is the first of a series of illusions cast by evi forces to obscure the true path ofthe river and prevent anyone from making their ‘way to the path of purification. The main body of the river original- Ty continued down the southeastern fork. The direction of the flow was changed by the ice trolls in Encounter #2, under the direction of Kiska, a 12th level illusionist. Rocks, boulders and debris have bbeen rolled into the river creating a dam which has diverted the body of the river to the southwest. In addition, Kiska has cast a Permanent Iilasio creating the image of the log-jam and pool. Tfany member of the party states they are looking for the loon, he will notice it passing through the log-jamm as it swims down the river. It will be obvious to whoever is looking that the loon is pass- ing through the logs; not merely swimming around them. If the party does not notice the loon and discover the illusion, proceed to Encounter #1B, Ice Ilusion. Otherwise, continue below. “There is still a small channel open which flows down the original path, however, this path is not large enough to allow the safe pas- Sage of the skiff. It is possible forthe party to portage the skiff past the dam by using the rocks of the dam as stepping stoncs. Any character walking on the stones must make a dexterity check or fall ‘onto the rocks, then into the water, A character will suffer 146 ‘damage from the fall, and, if wearing metal armor, risk drowning. Tetakes a combined strength of 70 to carry the skiffand supplies. IF half of the characters carrying the skif fail their dexterity saves, they will fall and the skiff will be dropped. Those characters carry ing the skiff who made their save must save again or fall as the skiff is dropped ‘The skiff will loat to the shore just a few yards ahead of the portage point and can be retrieved easly Innue £36 Encounter #1B Ice Illusion “The river slows somewhat after rounding the bend. Reflected sunlight gleams off the snow-covered hills, creating mini rainbows over the spring falls. Pieces of ice of assorted sizes float aimlessly alongside the skiff. ‘Up ahead, three larger blocks of ice appear to be circling in an ‘eddy just beneath the sloping mouth of a snow-covered cave Bits of Flotsam, washed into the river by the flooding, flow through the pool and continue down river. ‘Suddenly, a dull hud is felt and heard as the skiff enters the pool, followed quickly by the lifting of the bow from the the ‘water. All forward motion ceases as heads raise from the water limbs uncoil from the floating blocks and icy hands drag the skiff toward shore. Coming out of the cave mouth are three large, near-transparent creatures, who begin throwing large balls of ‘The creatures in the pool and on the shore are ice trolls, living in the cave and preying on unwary travelers. The three trolls in the water will pull the skiff out of the current, trying to tilt and rock it to.cause characters to fall into the water. The water only is three and a half feet deep, which will cause any character in i€ to fight at ~2 to hit. The dwarf and gnome will be unable to melee while in the water. "The trolls in the water will attack the nearest party members, trying to drag all of them into the river (succeeding on an unmodi fied "to hit” roll of 20), Each troll on shore will throw one ice ball (18) per round for three rounds. Then they will move into the water and enter melee, attacking any characters in the water in preference to those in the skiff Ice Trolls: 6; AC 8; MV 9"; HD 2; Hp 9, 11, 12, 14, 14, 15; ‘THACO 16; #AT 2; D 1a8/ie8. Encounter #2 Otters’ Delight ‘The morning's problems behind you, the journey continues. ‘The warmth of the noonday sun is partially offset by the breeze created by your progress down the swiftly-flowing river. Lunch has passed uneventfully, and it seems as i litte will break the afternoon quiet. This proves not to be the case, however, as great, furred creatures surge through the waters ahead, creating a disturbance in the previously calm river. Several ofthe crea: tures have separated from the group and are now swimming toward the skiff “The creatures are a family of five giant otters playing in the river near their den. Three of the otters are now swimming up the river to investigate the party, The remaining two otters will climb on shore and watch the party's actions. “The largest otter is a reincarnated cleric of Ahto named Sergi, who serves as both guide for pilgrims and guardian of the river. As is his normal practice, he cast Dela Beil as the party approached. Detecting the party's evil aura, he sent his children ahead 10 ‘observe their actions. While they check out the party, he will cast ‘Sell Immunity on himself, giving himself immunity (o Speak With “Animal, ‘Once the party is within range, he will cast Cloudburst, centered over the skiff in order to momentarily distract the party. ‘As if out of nowhere a sudden storm appears over the skiff, ‘drenching everyone, ‘The otters will swim around the skif, but they will not attack the party unless attacked first. One of the younger, smaller otters will tty to climb into the boat, but can be easily rebuffed by a smack on. the nose or any such action. ‘These creatures are investigating the party's intentions under the pretense of playing. Tfattacked, these three otters will try to capsize the skiff. If all POLYHEDRON three otters hit AC. 5 or better on the same round, the skiff will ‘capsize and the party will be dumped into the river. They will then try to drag any players they catch underwater. Any player charac- ters wearing armor risk drowning. All characters will be subject to the otter’s normal attack. A character in the water melees at ~2 to hie “The severity ofthis attack will be mitigated by the intervention of Sergi, who will drag any unconscious characters to the safety of the shore, relieveing them of their weapons and belongings in the proc Ir the party attempts any spell casting, Sergi will cast Silene 15° Radius in the center of the skiff. He will then cast Hold Person on three characters, avoiding the cavalier or paladin as targets. This will be followed by Spiritual Hammer at the cavalier types. His next action will be the Command “Sleep” on a character. The otters will keep attempting to capsize the skiff until they are successful Tf the party insists on attacking the otters, the otters will melee the party as best they can, However, Sergi will have his family retreat before they suffer serious damage. Any otter down to 50 percent of his total hit points will retreat. Giant Otter 1; AC 5; MV 9"//18"; HD 5 Hp 28; THACO 15; #AT 1; D346. ‘Young Otters 3; AC 5; MV 9"//18"; HD 3; Hp 15 each; THACO 16; #AT 1; D 1d6 +2 (Once the characters are safely ashore, the otters will surround them ‘and keep them pinned down. Any character attempting to move, gesture or take any physical action will be knocked down by one of the otters, Sergi will ask in common why the party is traveling down the river. He talks while he searches their belongings. Sergi reluctantly will allow the party to leave and continue down the river ‘when he discovers the vial or mirror. He will not provide them with any useful information because of their evil aura. Ifthe party does not panic and attack the otters, these three will follow the skiff down river to the point where the other two otters are waiting. When the party reaches this point, the largest otter will swim out alongside the skiff he will hail the party in common and order them to beach on the skiff on the shore. Ifthe party refuses to come to shore, all the otters will try to capsize the raft and melee as above. [fone of the larger otters and any one of the smaller hit AC 5 or better on the same round, the skiff will capsize Ifthe party comes to shore peacefully and talks with Sergi, he will tell them that he isthe guardian of the river and must know the ‘purpose of their journey. He will mention his disbelief of any pro- {essed good intentions. the party freely tells Sergi ofthe evil aura they acquired and shows him one of the items bearing the gods’ symbols, he will cast ‘Detect Lie and have them repeat their story. If e determines they are telling the truth, Sergi will tell them he is a reincarnated cleric of ‘Ahto who has been living as an otter for the past five years. This is his family, and they have been acting as guardians and trying to keep the river open to aid pilgrims on their way to walk the Path of Purification. During the last few months many evil creatures and, people have been in this area, while the number of pilgrims has dropped to almost nothing. He also will tell them that, due to the flooding, the path of the river bas changed and that he suspects that magic is somehow involved in these changes. He is not sure of the details of these magic changes. he will not agree to join the party under any cir- ‘cumstances, nor will any other members of his family, claiming that ‘even though the party has told the truth, he has an obligation here. He will allow them to leave after returning their gear, telling them {as they go that he will commune with Ahto for guidance in this Encounter #3 Calm Waters Here, the party should realize they are confronted by a Pamanent Mason spell. The spell was cast by Kiska, obscuring the rapids and on Pilgrim’s Pool 14 Hex Equals 1.25 Miles Movement Rate 48 Hexes Per Day 4 Hexes Per Hour Rab earn T Trot BP Rocksitogs Arrows Indicate Current Flow 1 Hex = 60" {alls from view. This illusion creates the appearance of calm, placid water without the roar of the rapids. The effectiveness of this illu: sion is enhanced by the fog which rises every evening, “The evening fog has begun to make its nightly appearance. ‘While the surrounding waters look no different than they have on the rest of your journey, the skiff has begun to move swiftly. ‘Soon, itis being dragged along at an almost uncontrolable pace, yet the river appears calm and placid, Ifthe party tries to make its way to shore, allow it, but describe it asa very arduous and tiring process. Then proceed to Encounter #38, Otherwise, continue below. ‘The world seems to reel as the relatively smooth river transforms to the reality of surging rapids! Torrents of water wash over the skiff as it races through the rapids. Boulders loom ahead and to either side as a resounding crack fills the air. All hope seems lost, as the tiller breaks against one of the many river rocks. ‘The hapless skiff is buffeted mercilessly by the seething waters, its sides groaning ominously as it crashed from rock to rock, Ahead the river crashes over a 10' fall "The skiff seems to drop out from under you as it passes over the falls, and you find yourselves momentarily airborne before plunging into to icy waters, The raging waters buifet you before washing you, somewhat the worse for wear, ashore. Characters who go over the falls and fail a save vs. petrification lose 10 percent of their remaining hit points. Those who save lose 5 percent. In addition, characters are subject to drowning. ‘The skiff will continue down the river the better part of an hour's walk before being washed ashore. It will be relatively undamaged, POLYHEDRON Encounter #3B Revelations Any party that walks or sends a scout ahead along the shore before the skiff proceeds too far into the rapids will be able to discover the illusion. ‘The character at the head of the party will tumble down a rocky incline paralleling the rapids, taking 146 damage unless he has successfully disbelieved (+4 to saving throw). “The illusion also can be revealed by Detect Magic or Detet Illusion. If the attempt at disbelieveing is successful or the illusion dispelled, the river will be revealed in its true form, a violently rushing river| and rapids Ifthe party returns to the river without discovering the illusion, they will be eaught by it. If they successfully discover the illusion but try to ride the rapids anyway, they will be unable to successfully navigate the rapids. Encounter #4 Around the Campfire Having passed the illusion at the rapids, the river is revealed ‘once again in the faint moonlight. About 300 yards distant a faint glow, as if from a campfire, may be seen. ‘The glow is from the campfire of Yocon, a 7th level gnome illusion- ist, and his party of five female fighters. They have been sent out by Kiska to check the integrity of the illusions and traps set for unwary pilgrims. ‘Yooon and his group were alerted to the party’s presence by the noise they made while crossing the rapids. Yocon has cast Phantom ‘Armor and Wraithform upon himself, He will observe the party while in Wraithform and will stay upwind of the characters as they approach his camp. The five fighters are sitting around the eamp- fire, acting as if nothing is wrong, Ifthe party moves to attack the fighters, Yocon will wait until the party has started their attack, at which point he will return to nor- ‘mal form and east Fog Cloud 10' behind the party. I'they try to sneak up on the fighters and observe them, he will cast Feg Cloud 10’ behind them once they seem to have settled in place to watch, ‘The cloud will begin to move toward the party. ‘Whatever circumstances have lead to the casting of the loud, one of the fighters will yell, “Lookout! I's Cloudtit” ‘The fighters will then pretend to try to hold the party in the path of the cloud, while actually allowing the party to move out of its path. They will try to keep the party away from Yocon’s hiding place and will fight to the death. ‘While the party isin melee with the fighters, Yocon will sneak around to the southern end of the campsite and will take cover ‘behind the boulders there. He will then cast Improved Phantasmal Fore, creating the illusion of Bighy’s Clencad Fist which he will have strike random party members, hitting as a glancing blow, doing 1d6 dam- age. Spell casters in the midst of casting or fighters using missile weapons will be the preferred targets. He will maintain the illusion lant it is dispelled or disbelieved by 50 percent of the party. Blindness will be cast next with a fighter as its target. This willbe followed by a Continual Light on the eyes of another fighter. His next ploy will be to cast two sapphire Chromatic Orb spells. His final spell will be Color ‘Spray cast at a random character looking in hs direction, He will then enter melee using a dagger and will fight until killed. Yocon AC 4; MV 9"; Level 7; Hp 17; THACO 19; #AT 1; D 1-4 Female Fighters 5; AC 6; MV 9" ; Level 5; Hp 27, 30, 93, 39, 36; ‘THACO 16; #AT 1; D 18. Encounter #5 Help From A Friend eis running out. Only one day remains before the changes in the Pilgrim's Pool and yourselves become irreversible! Yet another hazard presents itself as the flooded river turns into sluggish marsh. Though the high priest mentioned no such bog, here it is nonetheless. No longer is the path clear and easy (0 follow, it now meanders through countless rivulets and streams among the weeds. It seems as if all will be lost. 13, Ifthe party observes the flow of the water for atleast two turns, the characters will notice one of the rivulets seems to flow a bit more rapidly than the others. If they follow this rivulet it will lead them to the entrance to the Pilgrim's Pool If the party manages to find the entrance to the pool by this or a similar method, go to the pool encounter. Ifthe players spend too Jong trying to solve this puzzle, read the following. Its late afternoon and the path to the pool has yet to present itself. There is so litle time left before the changes become irre- versible, ‘A great splashing noise can be heard in the distance, rapidly ‘moving toward the skiff. A sleek, dark furred shape is racing through the water, headed in your direction. ‘The creature is Sergi, the reincarnated cleric they met earlier. He ‘will explain to the party that he has been trying to find them. Sergi has been sent by the Water Dwarf to help guide the party through the swamp. The dwarf explained to him that even though this party falsely detects as evil, they are actually the best hope for Kalevala and should receive his aid. Sergi knows the way through the marsh and will escort the party as far as the entrance. He will not accom- pany them into the pool complex. Encounter #6 The Pool “The rivulet meanders through the weed-choked swamp, winding around gnarled, twisted trees. All goes well until the skiff comes to a sudden stop, run aground in the shallow waters. [Any character who enters the water and attempts to pull the skiff along will suffer two points of damage a round because of the icy ‘As you continue onward, you notice a foul odor pervading the still air, The watery trail leads to a small cave, the source of what is now a virtually overpowering stench. Yet, this must be the entrance to the Pilgrim's Pool; inscribed around the opening are the symbols of all he Kalevalan gods, barely visible beneath an algal slime, ‘Water trickles down the floor of the cave’s slightly sloping passageway. A faint glow emanates from the thick slim which ‘covers floor, ceiling and walls. Foul, heavy air restricts both, visibility and breathing, while the presence of an almost palpable cevil can be felt by all. Finally, the narrow tunnel begins to level off and widens slightly. It leads into a large, high-domed cavern with stalactites land stalagmites scattered throughout, all covered by this lumi- nescent slime, Visible ahead is a blackness so devoid of reflection ‘sto appear as nothingness. Can this abomination be the Pil sgrim’s Pool? “This is indeed the Pilgrim’s Pool, corrupted to such an extent that it now radiates an almost overpowering, magical evil. The slime covering the walls also detects as evil and magical. This sense of evil will grow stronger the farther into the pool complex the party pene TThe cavern and pool are roughly circular, about 100" in diameter, while the pool itself is 80" across. The dome of the ceiling is 60° above the center of the pool. There is only one opening into the cavern. The slime covering all the surfaces in the cavern will give off enough light that humans will be able to see without an addi tional light source: ‘Any character looking directly into the pool for more than a ‘moment will have their spirit sucked out, leaving him or her an ‘empty shell. A character is allowed a save vs. spell at ~3. Any character affected will bole into a stiff, upright position, a look of total shock on his face. The character will then collapse on the ground, “...his eyes as much a void as the pool or the dark mirror, ‘wide open and unseeing” 1a Ifother characters look at the pool, they will see the horror stricken image of the trapped character sinking into the pool. The only way to restore a character is to hold the black mirror in front of the face of the effected character, ‘The party must pour the magically pure water, which they are ‘carrying in a wooden vial bearing Ahto’s symbol, into the pool in ‘order to purify it. This effect will be only temporary, but it will last long enough that the party may enter the pool and swim thorugh the tunnel leading to the Path of Purification, If the characters dither for more than five rounds, the corrupted pool will attack. If the party pours in the magically pure water, read the following: ‘As the contents of the vial touch the surface ofthe pool, the ‘water begins to writhe and churn violently. Suddenly, a great spout of pitch black water erupts from the center of the pool showering everything in the chamber. Amazingly, the water that falls is not the dead black water that was in the pool, but pure, clear water. Where it touches the floor and walls of the cavern, the slime washes away and is replaced by healthy, green lichen. the atmosphere changes from one of corruption to one of vibrant health, (On the third round after the pool is cleared it will begin to redarken, at arate of 10/ every other round, starting at the bottom and outer perimeter of the pool and then leading toward the center. “The pool will be black again on the 12th round after the vial is emptied into the pool ‘The feeling of eestasy that came with the purification of the pool is short-lived. Not long after the waters cleared a faint circle of black water begins to reappear around the perimeter of the pool As the blackness returns, the slime begins to reassert itself upon the cavern walls. It does not appear as if there is much time left before the pool is once again completely black. Anyone entering the pool is able to breath and move freely as if above water, There is no danger of sinking due to armor or any ts of being trapped underwater and drowning. Ifthe characters enter the pool, proceed to Encounter #7. Otherwise, continue with the following. {Jets of black water begin to shoot throughout the cavern. The jets seem to havea life of their own, striking and grabbing at your clothes and body, trying to pull you into the pool. At the ‘same time, the slime starts to grow at a phenomenal rate, soon filling the only entrance into the cavern ‘The pool will try to draw the characters into its depths. All party members must save vs. spell at ~ 1 or be dragged into the ‘pool by one of the water jets. The penalty to their save increases by one with each round until all of the party is pulled into the pool. As the party members are pulled into the pool, they will hhave to face the Vodyanoi in its waters, ‘YVodyanoi 3; AC 2; MV 6"; HD 8; Hp 47, 56, 62; THACO7 to 16; #AT 3; D 344(X2V/1410. Encounter #7 Taking the Plunge isso smooth as to ‘The shift from breathing air to breathing wat be unnoticeable. Movement is almost as free as on dry land, and visibility is good. The darkness of approaching taint is moving inexorably toward the center of the pool from the sides, tis only @ matter of minutes before all will be corrupted once again. ‘Swimming on, several large shapes can be seen moving through the black waters. Just as the tunnel mouth is reached, three huge shapes begin to swim toward you. Without hesitation they attack, the characters retreat to the surface and get out of the water, they are only postponing the inevitable, ‘These are the Vodyanoi. Refer to their statsties above. Eliel 7th Level Dwart Female Fighter Ability Scores STR: 17 +1 hit/+ 1 dam, + 50#wt, Dre 13, BBLG 13% INR 10 Wis: DEX: 15 -1 AC bonus GON: 16 + 2ipiie $8.95, RES 96 CHA: 12 COM: 9 homely Description Mater Blacktown ‘igament Dela Combat Data THACO: 14 AC normal: | AC rears 5 2 Spline +1 Shield ‘2 Weapon Proficiencies: falcon (specialist), toate axe, hand ase, dagger Mika 6¢h- Level Male Half EI’ Ranger Ability Scores 18155 + 2hiy #8 dam, +125¢w", Drs 4, BBLG 2% ib 15 +1 ST bonus 17 +2 resetiona/missles, ~3 AC bonus 14 SS 88, RES 92 15 15% reactions 17 goodslooking, 17% reactions, fascinate females WIS 8 or less Description Age: 49 Height: 59" Weight: 356 Hait/Eyes: Gold/violet ‘ligament: NG Deity: Micke; Combat Data ‘THAD: 16 AC normal: 2 ac ‘Armor type: Louher +3 it Pointe 41 ‘Weapon Proficiencies: Long sword, short bow Bino ‘h-Level Female Human Cleric Ability Scores 12 + 1001, Dis 1-2, BELG 4 17 +387 bonus, +2.ach LI, 12 spells, #1 13 spell ry 16 +2 hp/e SS.95, RES 96 16 + 25% reactions 17 good-looking, * 178 reactions, fastinate males WIS 8 or less a Highs 9°77 Weight: 1308 Hisle/Byes Blond/green ‘Alignment: LG Deity: Ubko Combat Data ‘THACO: 16 AC normal: 2 AAG rear: + ‘Armor type: Chain +2. Shield +1 Hit Pointe: 59 ‘Weapon Proficiencies: mace, hammer, sing NPE. Ss NPP? Saving Throws Poison, paralysis, death 7 Peafacion, pelymorph Hn Rod, stall wand a Breath Weapon 6 Spells 2B Juhani Eemil ‘Tivo Female Human Thiet Magic User (2/6) ThcLevel Elven Male Magie-User Teh-Level Male Gnome Thief Ability Seores Ability Scores Ability Scores STR: 10 Drs 1-2, BELG 4% 9 Drs 1-2, BB-LG 17% STR: 9 Drs 1-2, BELG IS " 8 INT 10 9 4 Wis: 9 DEX: 16 +1 reactions mises, ~2 AC bonus 4 DEX: 17 +2 reaction/misiles, ~3 AC bonus GON: 15 +1 hpidie 88 91, RES 9F 17 + 2hpiie 88 97, RES 98 Gon: 9 CHA: 16 4.35% reactions CHA: 8 COM: 20 Beau 30% reactions, fscinate average COM: § homely males WIS 15 or les, fascinate Females a WIS 10 or less Description Deseription Deseription ‘ Se Age: 29 Weight: 904 Height: Height: 5 Siver/black Welaht: 20 Weight: 1308 Hiair/Eyex: Brown/brown Hair/Byes: Black/brown Dey Tima a ment: C Delly: Toni Combat Data Combat Data spent ‘THAC®: 19 AG normal: 4 AC normal: 2 ‘Armor type sng of protection #3 AG rears? AG rears 4 Points: 36 ‘Armor type: Leather +1 ‘Armor type: Hit Pointe: 38 i Weapon Proficiencies: dager, art NPE : Weapon Proficiencies: dagger, short sword, dub imgtt NPE" Saving Throws Wea ~~ - Saving Throws BEES a Poison, paralysis, death » Savi Rod, staf, wand ° Petrfaction, polymorph in Saving "Khrows Breath Weapon 3 Red, sa, wand B Poison, paralysis, death 13 Spell 0 Breath Weapon 5 Petrifacton, polysorph u Spell 5 Rod, staff, wand Breath Weapon 13 Spell a POLYHEDRON hdd +2 race bonus where applicable hdd +3 Dexterity bonus where applicable Racial & Professional Skills Attacks: 1/1 Languages: common tongue, lawl good Spellefday: 5 342 Equipment Magic Items: chin +2, shield +1, mace of Usruprion, potion of fire resistance symbol, iron tations, leather backpack, indetbox, 100sp,2 small sacks, 15 rope, ling, 20 bullet, 3 vials holy vrater, 6 torekes 1967 TSA Ine Al Fight Reserved, Saving Throws m8 u Poison, paralysis, d Petsfaction, polymorph 12 Rod, sta, wand 13 Breath Weapon 13 Spells ir hdd +3 Dexterity bonus where applicable Racial & Professional Skills Attacks: Special Abilities: Normal half-elven ab tadamage vs giant class creatures, normal Fanger tricking abilities. Bow hit at point blank (up 10 30) in Equipment Magic Hteme: leather +3, ong sword +1, 6 arrows +1, periapt of proof against polson +1 [Normal Equipment: shore bow, 35g, spear, 90 ‘wine skin, 3 flask of, leather livor, ub, tinder 1967 TSR, ne. Al ls Reserved Saving Throws Poison, paralysis, death 10 Peuatication, polymorph Rod, staff, wand 1 Breath Weapon 2 Spell 3 SRidl +4 race bonus where applicable Addl +1 Desterty bonus where applicable Racial & Professional Skills Attacks 3/2 or 2/1 Special Abilities: Noxmal dwarven abilities Languages: common tongue, normal dwarven, languages Equipment Magic tems: splint * 1, rng of water breathing bilan, on of heron” Normal Equiptocet: 2 large socks, 70g, tine Die enh! thekpec, faction, 9 hand xc, ron tation, winskine small pouch 1987 TSA ne. Al Ritts Reserved Raci Attacks: 1/1 Spe {yquages: normal grome languages & Professional Skills ‘Thieving Skills PP OL FT MS HS HN CW RL 63 67 60 6) 58 33 7935 Equipment Magic Item: leather +1, dagger +2, potion of climbing, potion of healing, gloves of tievery Normal Equipment: shor sword, 12 caltops, sonal wooden box, 6 daggers, 2 clubs, 6 ion spikes, hammer, leather backpack, 2 large sacks, 530" rope, grappling hook, 50 gp, waterskin, iron ration, tinderbox 1967 TSA me Al Fights sere 16 Languages: common tongue Spellsiday: 422 ‘Thieving Skills PP OL FT MS HS HN cw Rl 34 25 1S 10 8 — Equipment Magic Items: bracers ACE, wand of fie (10 ‘harges), potion of extrarhealng. girdle of many ‘pouches, slippers of kicking Normal Equipment: 2 large pouches, leather backpack, 10" pole, ron rations, sal, waterskin, tindetbox, spell books, spell eomponents, hooded lantern, 3 asks il, 1dpp, thieves’ tools, # day gers Spell Book Level 1 Spells (Memorize 4) Dancing Lights Detect Magic Feather Fall Hold Portal ‘Magic Missile Read Magic Shiela Sleep Level 2 Spells (Memorize 2) Detect Invsibilicy Koock Levitate Level 3 Spells (Memorize 2) Fireball Hold Person Lightning Bolt 1087 TSA, nel ges Record Racial & Professional Skills Attacks: 1/1 Languages: common tongue Iiday: 422 Equipment Magic Items ring of prorction, +3, Cloak of Hsenkind, Sera’ Ouluke’s Freceing Sphere Normal Equipments G daggers 12 or apes, Sestcrkin, Spell book, leather backpack, 20 dart, “spell components, inderbox, GOgp, silver mirror iton rations, 2 large pouches Spell Book, Level I Spells (Memorize 4) Dancing Lights Detect Magic Feather Fall Hold Portal ‘Magic Misile Read Magic Shiela Sleep Level 2 Spells (Memorize 2) Continual Light Deteet Invisibility Tnvinilty Koock Levitate Level 3 Spells (Memorize 2) Fireball ld Person Hold Pe Hold Person Lightning Bole 1087 TSA, ne AN Rigs Reserve, Vaino 61h-Level Male Human Palain Ability Scores STR: 16 41 dam, + 354wt, Drs 1-3, BB-LG 10% rr 16 2ST bons 15 “1 AC bonus 15 +1 hpidie S891, RES 9¢ 18 +354 reactions 15 goodslooking, * 15% reactions fascinate females WIS 7 or Test @ 6" Weight fe Balbyen hack gey ‘ligament: LG Deity: Ukko Combat Data THACO: 16 AC normal: AG reared ‘Armor type: Chain +1 Shickd +2 i Point 42 Weapon Proficicncies: I. lance (choice), long swort (choice), horsemens's mace (choice), = sheet Soe NPP? Minn: 6th-Level Human Female Cleric Ability Scores 15+ 200m, Dre 1-2, BBALG 7% a 18 +4 ST bonus, ¢2cach LI, L2 spells, + Leach 13, Lt spell 5 1 AC bonus 15 #1 hpatie S891, RES 9¢ 17 +308 reactions 15 good-looking, + 1686 reactions, fascinate males WIS 8 or fess Deseription ‘ligament: LO Deity: Hmatar Combat Data ‘THACO: 18 AC normal: 1 AGrears ss ‘Armor type: Chain +2 & Shield Hit Pointe Weapon Proficiencies: fai, haromer, staf NPE Saving Throws Poison, palpi, death 9 iieation, polymor 2 Rosa wand 5 Breaih Weapon 5 Spelt a Redd +1 Wisdom bonus where applicable POLYHEDRON Aleksis. 61h-Level Human Male Cleric Ability Scores ceil eae eee Description Combat Data THACO: 18 AG normal: 2 AC rears + ‘Armor type: Splint & Shield +1 Hit Pointe: 02 Weapon Proficences:hamine,osnen's Nop! Alvar Level Human Female Cavalier Ability Seores 17-41 hivédam, + 50604, Des 1-3, BB 16 13% 10 0 15-1, AC bonus 16 +2 hpidie 98.95, RES 96 14 310% reactions 19 beautiful, 28% reactions, fscinare males WIS i4 oF less, fascinate females WIS 9 or less Description Dey: limacar Combat Data ‘THAD: 16 Plate Mail & Shield 5 ‘Weapon Proficiencies: me lance (choice), long sword (choice), horsemen's military pick (choice), hhorsemen’s fail, broad sword NPP. Players’ Background “The ad entre you are about to play is set in the ‘Mythos fom the LEGENDS & LORE ‘Tome. A brit overview of the mythos is provided here for the benefit of those players not already ilar with t, All of your Charocies are ax- sumed to understand its well, 30 this shoul also be considered background material for each PC “The mythos is based on the continuing battle of two lands, Kalevala Land of good) and Pohjola (and of eit). All Kalevalans know that Pobyol i of divided more or ese equally between the two factions All your characters are Kalevalane, and reside in the Eapital ety of Kita, Kalevala's protector sa creature called the Great Bear Each spring the king conducts a ceremony before a eave inthe wilderness 1 awaken the creature {rom hibernation 40 i may resume itt patrol ofthe border between Kalevala and Pok sola, — eerterrereet an. “The following isthe common knowledge each PC thas about the others ELIEL once met the Water Dwar, a servant of the deity Abo. She has become quite smitten ‘with him and kaiow makes her home in cave Bear the ves in order to horior him, She haa frequently adventured with Mikay and they arc sery close friends. Elie went adventuring with Toive in her younger days. They are stil ends, though not a close as they used to be MIKA isthe son of Remil’s sister, and he kes his uncle very much, He i also very cove to Ele, ‘even though he cannot understand her obsession With the Water Daf, Being «ranger and wor shiping Mielikki, he dstikes anything or anyone that would do her to forests or ores creatures INO and Juhani are halfsisers, Her fther was slain and she and her mother were abducted by ‘marauding baruit when Eino was to years old ino eventually escaped, but her mother did not Eeeively orphaned, she was reared by clerics of Ukko, and became one hersell Eino and Jubani Ihave just recently been reunited. Eino is marr to the valiant paladin Vaino, and enjoys a close relationship with her husband, JUHANT is Bino's half sister, the issue oftheir ‘mother and the bandit chieftain who abducted her Juhani’s only family, until recently, has been Toiv, a kindly gnome who took the infant Juhani into his care and instructed her as best he could A few months ago the two journeyed to Kittala, ‘where the halssters were reunited EEMIL’ sister (Mika’s mother) insited that he keep a watch over her son. He does this, even though the boy i fully capable of taking eae of imme a7 ‘TOIVO was a member ofthe raiding band that ab- ducted Juhant's mother Sing that the young, Ju fant was considered.‘ slave. (even though the daughter ofthe bandit chet), Toivo took her into his care (his own ideas about personal freedom ob viously weighing heavily in this. decision) and Trained her in the ways of thievery. Later shen she tcahibited an aptitude for magic, he did not dis ode her infact, he encouraged her to pursue her lent. Tivo and Ele adventored together in their Younger days andl were cose tends. Ei!’ infat tion with the Water Dwarf has caused the two to dite apart. YAINO is wedded to Fino. He isa poor paladin, sworn to poverty and the service of Ukko, but fgood husband. He often advises Alvar about het Drofesion and her life ALEKSIS isa divout cleric who sees his service to his deity, Mili, a» more important than adver: ture. He has, however, infrequently adventured twith Mika and Ele whencver hie clerical duties fave allowed. He fees expecially close 1o Mika through ther shared faith andlove of the forest and MINNA and Alvar are sisters, cousins to Vaino, Minna gets along well with her sister and admires Naino very much, She is altogether too proper a lady to allow her admiration to develop into any thing terious. Minna wears a magic girdle that ives an indication of her general sate of health {ind helpe to heal her wound. ALVAR is Minna’s sister Like Vaino, she has taken {vow of poverty, Vaino is her mentor in many ‘ways, he provides hee with guidance about her pro- Fession and her way of life: Their relationship is srcly busines, however Saving Throws Poison, paralysis, death 9 Peusfacton, polymorph 2 Rod, staff, wan rey Breath Weapan 5 Spal 4 Kad +1 Wisdom bonus where applicable Racial & Professional Skills ‘Attacks: 1/1 Speladay:9 52 TRaqung%: Common tongue, neural good Equipment Magic Hem: shield +1, stafFmace, dust of appearance (22) Normal Equipment: splint mai iron rations, feather backpack, 2 fate ofa, holy symbol Aduarter stall 6 torches, 2 vials of holy water, 2 far haramers, mal poh, 40, waterkin, Tinderbox spl, components 1987 TSA, ne. A gts Roser Saving Throws Poison, paralysis, death u Petnfication, polymorph 2 Ros, staff, wand 6 Breath weapon bs Spell 4 SRad +2 vs lusions Add 31 Denterty bonus where applicable Racial & Professional Skills, Attacks: 3/2 or 1/1 “ ‘Special Abilities: Immune to fear, radiate pro- tection from fear aura in I" radius, 90% resistant to mind affecting magic (aleep, charm, hold, te), 90% unlikely tobe thrown from mount, ‘509% unlikely to take damage if thrown, weapon and shield pary, can function at negative hit, points Tanguages: common tongue Equipment Magic Items: miliary pick +1, chime of inter ‘ruption, potion of super heroism (4 fevel/20 hit ‘point for 8 rounds) Rormal Equipment: plate mail, shield, ong ‘word, 2 large pouches, Under box, 6 torches, ‘Nine skin, 2 iron rations, medium lance $1987 TSA, ne Al ghs Rewer, Saving Throws Poison, paralysis, death u Perrfaction, palymorph 2 Rod, staff, wand 3 Breath Weapon 5 Spells 4 ‘Add +2 vsillusions *Add +1 Dexterity bonus where applicable Racial & Professional Skills Attacks: 3/2 0 171 Special Abilities: Detect evil up 10 6", immune twalsease, affect undead ar Sr level eri, heal 10 point of damage once = day, cure disease once per eck, protection rom evil 10 immune to {ean radiate protection fom fear aura in fads, 20% vestan fo mind fing magi Glep, charm, hold, ete), 90% unlikely to thrown from moun, 90% unlikely wo take dam lage thrown, weapon and shield parry, can finetion at negative hic points Languages! Common tongue, lawful good, elf Equipment Magic Items: chain #1, shield +2, long sword +1 flameton [Normal Equipment: long sword, horseman’ mace ight lanee, 2 vials of boy water, holy symbol, tinder box, iron rations, large poueh, 2 ep, 6 torches 1907 TOF ne. igs Reserved. Racial & Professional Skills Equipment Magic Kem: chain +2 staff of withering 21 charges, hammer * I, girdle of Timatar", the north “The Gide of Hnatar indicates the wearers health by appearing bright silver when worn by a healthy person, or tari shades of tarnish ex tending fo black depending on how grievously Injured or sek the wearer becomes. The gidle has the added ability of restoring 3 hit pots per dda tothe wearer, provided he is damaged but sai alive Normal Equipment: holy symbol, spell com tren candles, 3 hammers, Tear backpack, 6 torches, 3 vals of holy water, gp cof 1087 TSR, ne A Rh Roser Iasue 136 If the characters continue to swim down into the poo, it will tke them five rounds to reach the tunnel “The tunnel scems to extend for miles, ewisting and turning through a tangle or roots and rock. Finally, the tunnel begins to take an upward turn and you soon find yourselves surfacing in a tist-filled area. A strange light is dimly visible, glowing eerily in the distance. Where ever you are, you know that you're no longer on the prime material plane. You've made it to the centrance to the Path of Purification! ‘The opening to the path appears to be the gaping mouth of a giant bear. It is impossible to decide whether the bear yawns in sleepy contentment or snarls in fury: Its paws extend and curve around glowing busties. Passing over the tongue of the bear, the throat gradually becomes a normal passageway of stone. The floor, walls and ceiling are smooth and dry. A shallow depression runs along it as i worn away by the scores of pilgrims who have come here in the past. A glance behind reveals a solid wall of mist, completely blocking the passage out. Further investigation reveals that the corridor continues up ahead. The furrow in the floor deepens. An inscription can be seen in the wall: WELCOME PILGRIM! HOPES AND. FEARS, DESPAIR AND DREAMS AWAIT YOU HERE. ALL IS NOT AS IT MAY SEEM HERE. YOU MUST. ACCEPT YOUR FAULTS AS WELL AS YOUR STRENGTHS. BUT HEED THAT ACCEPTANCE NOT LEAD TO CARELESSNESS. THUS THE BATTLE TO CONQUER ONESELF CAN TAKE MANY FORMS. Encounter #8 Feline Fury “The monotony of travel down this path is broken as you round the bend. A loud snarl and hiss is hard, as a large dully-glowing, ‘wraith-like feline with glowing red eyes leeps through the mists and vanishes ‘The feline is a Helleat, serving Loviatar by guarding this path. Ic is invisible in the presence of light. All attacks against it will be at ~# ifany light souree is present. Tt will attack the rear of the party and fight unil killed. Tf the party attempts to force the Helleat back into the mist by ‘moving toward the cat, they will succeed and the outline of the cat will become visible. Subsequent attacks will then be made normally. Helleat AC 6; MV 12"; HD 7 +2; Hp 44; THACO 13; #AT 3; D 1d4+1/1d4 + 1/246; SD invisibility, 20 percent magic resistance, ‘immune to Charm, Sep and similar spells. Encounter #9 Behold! ‘The corridor continues as before, except that now there is an iron portcullis barring the passageway: Floating in the air, ‘behind the protculls, is a beholder, which speaks as you “approach the gate. “To pass beyond this point you must pay my price! A magical item from each who would pass is my fee for safe pastage. Death is your alternative” ‘The beholder and the protcullis are illusions being created by an aboleth, that has caused itself to appear to be invisible. If the party agrees fo the “beholder's” demands and pays the fee of a magic item per character, they will be allowed safe passage down the corr dor. The aboleth will then gather the loot, drop the illusion of the beholder and portcullis and allow the party to pass. Ifthe party refuses to pay and retreats, the aboleth will not atack ‘or cause the beholder to pursue them. However, if the party attacks the beholder, it will respond by stating the magical attack it will ‘make, and name the characters to be affected -“Vaino, your flesh will car to stone.” This will be accompanied by all the appropriate POLYHEDRON audio and visual effects. "The ‘*beholder’s” attacks will be as follows: 4, Anti-magic ray 2. Slow at the first six characters, 3. Flesh to Stone at a prominent fighter 4. Cause Serious Wounds to a fighter 5. Death Ray at @ magic user or cleric. If the party continues to attack, the aboleth will cause the “behold- cer” to float away, calling out to the party, “You will pay for this assault! Ifthe party manages to dispel or successfully disbelieves the illusions, the aboleth will melee to the death using its tentacles and slime. Aboleth AC 4; MV 3"; HD 8; Hp 56; THAGO 12; #AT 4; D. 1d6(X4); Special Defense - slime. ‘You have continued on, exhausted, coming to a large room with five tunnels leading from it. Off against the far wall, near one of the tunnels, something lies crumpled, Ifthe characters investigate the entrances to the tunnels, they will feel breezes blowing through four of them...but not the one by which the crumpled skeleton les ‘As the characters progress down the correct tunnel, read the following. ‘Once again, Uriel, air maiden of Ukko, appears before you and tells you of more revelations from the Book of Fate. She says its final page depicts the Great Tree rising through the Ethereal Plane, its top mingling with the outer planes while the base disappears into a swirl of fog. Earth and Kalevala are vaguely discernable through a heavy mist encasing the roots. "The Great Bear, she says, can clearly be seen entangled in the roots. The huge creature is apparently trapped in a magical sleep as well, evidenced by its fitful, but ineffectual strugglings. ‘Water from the Black Pool can be seen feeding the tree's roots, clearly illustrating why Pobjola has gained so much power: those that control the ‘Tree control Earth’s destiny. Now she shows you a vision, an inner view of the trunk of the ‘Tree. At the base is what appears to be a workshop. Drow, turing their elvish knowledge of wood to the service of evil, work pieces of the Tree into weapon shafts. Farther up the trunk, a forge, manned by duergar smiths, fumes smoke through a ragged hole blasted through the side of the Tree. The dwarves forge black iron weapons for the final battle with good. Stil within the trunk, near the leafy canopy, is the greatest desecration ofall. Priests have counseled for ages that the exist= tence of Ukko's shrine within the body of the Great Tree is the salvation of Kalevala, yet the grim, dark scene spread before you shows that Ukko's clerics are no longer there. Fires, chains, implements of torture and the ivory-robed females in attendance serve notice that Loviatar, the Maiden of Pain, controls Kaleva- la’s most precious artifact. After a time the scene shifis, the structure of the Tree dissolv ing into a seething maelstrom of colors, then coalescing vision that exudes an air of finality and doom. You see your~ selves lying slain upon a bloody battlefield, your broken bodies trampled beneath the feet of a phalanx of drow and duergar. The horde marches implacably onward to the gates of Kitalla, brand- ishing weapons which flame black and red in their evilness. So the thread shall run, The end of your lives, the vanquishing of good, the demise of Kalevala. “Brave adventurers,” Uriel says, “behold the pain and bond- age of your gods, for the vitality and life of the Tree is no longer theirs. H-chosen for the trial ahead you may be, but you are the best hope, the only hope, of my Master and your people “Therefore, enter the body of the Tree and destroy the drow land duergar and their evil works, collecting the means by which they labor so that their knowledge may be destroyed forever. Free the Bear with gentle Mieliki’s hidden sweetness and lift the evil bindings, that He may once again guard the border with Pohjola And finally confront Loviatar’s Ladies and drive them from the shrine so that it may once again serve Ukko and Kalevala. Do not allow the final scene to become realty. The hopes of the gods anc the prayers ofthe people ride with you. Fare thee wel!” Encounter #9 Stoney Acid As the characters continue down this tunnel they will see a dim portal ahead. The air is cold with a touch of winter in it, and they area beyond. The tunnel opens into a roughly circu- lar area 180 feet in diameter and 10 feet high. ‘The chamber frozen. And a door is visible on the far wall. The walls are honey- combed with small holes at irregular intervals two feet above the floor. A two foot high, six inch thick stone wal circles 2 large bon- fire 70 feet in diameter in the center of the cavern. However, the fire is frozen in mid-blaze, The ceiling is composed of individual stones. From the nitrous smell, and the occasional plop, sizzle, hiss of droplets striking the Noor, itis apparent the stones are precari- ously mortared in place by barely-frozen acid. ‘The temperature here is about ~40 degrees. The characters may move freely about the area. They have one round of action before they discover what the holes are. They players may recognize this as trap and may want to tigger it before entering the room. A dwarf or gnome om ealydtemine what he outcome of ich acon woul be sible door is a false door. The characters must find the real exit hilden behind a sceret oor However Ebon and Graylock, the drow magic users from the next encounter will complicate this by casting Flaming Spheres into the chamber through the holes and directing them toward the bonfire. These attacks begin on the sec fond round. The spheres are six feet in diameter and move at a rate of 10 feet per round and can be extinguised by the same means as any normal fire ofits size. Each drow may cast a total of three spheres. After each is cast, the magic user must point at the destina- tion to keep the sphere moving. Both drow will point to the frozen bonfire until the trap is triggered or the sphere is extinguished. When a sphere is doused or smothered, the caster will move to the next location and cast another. Once the trap is triggered the remaining spheres will be directed at individual characters for 244 points of damage if contact is made. SPHERE RELEASE POINTS. Ebon Graylock 2 1 1 9 6 16 fone of the spheres crosses the wall, a Dispel Magic is cast in the room, or any character crosses or walks atop the wall, the bonfire ‘will become a real flame and will quickly melt the acid mortar above. The characters then will be showered with a mixture of stones and acid. Lit torches and the like are safe to use as long as they do not cross the wall, Any magical fire used within the wall will break the spell on the fire. Falling stones do 2d points of damage and fall at the rate of 6 per round. Determine targets randomly. A saving throw vs. death is allowed, which can be modified by dexterity and shield, to avoid suffering damage from the stones. When the acid shower starts, ‘each character must make a saving throw vs. poison each round or take 2d points of damage. Encounter #10 Drowish Woodshop “The secret door opens into @ wooden tunnel, a passage which appears to have been made by some large insect, as its course ‘meanders aimlessly and the walls look roughly chewed. POLYHEDRON “The shaft empties into an open area, Its exact size is enig- ‘matic due to the dim and fitful light, but your senses tell you it is large. This is the workshop seen in the Book, but it appears work has ceased, as all the tools and work-in-progress are lying about the place. Apparently, there is an alcove in the left rear of the chamber, for a dim light can be seen there through an open- ing. Barely visible about 90 feet away are three drow. ‘The drow are alert to the party's presence due to Ebon and Gray- lock's involvement in the previous encounter. They have sensed that this invasion isa serious threat to Pohjola's domination of the Tree, and are leaving to join forces with the clerics who will be encoun- tered later. However, the drow are being delayed because they frst ‘must pack the scrolls from which they work. To buy some time, they have devised the following tactics: Ebon will lure the charae- ters into the chamber, retreating to Area B, which Gwendolyn has illuminated with a light spell as an additional lure. Once the charac- ters reach the alcove entrance, the spell will be cancelled by dark: ness. Then, four fighters and Ebon will engage the party at the entrance to the alcove. Once the party is engaged, Graylock, (wo ‘more fighters, and two weasels will attack the party from behind, EBON: AC 4; MV 12"; F6/MUG; Hp 30; #AT 1; THACO 13; D 1d6 + 4 MR 62%; Sv/wand 7; Sv/spell B Spells: first level - Greae, Taunt, Magic Missle, Magic Missile, second level - Web, Acid Arow; third level - Dispel Magic, Lighming Bolt GWENDOLYN: AC 4; MV 15"; F8/C7; Hp 41; #AT 1; ‘THACO 12; D 146 +1; MR 66%; Sv/wand 9; Sv/spell10 Spells: first level - Command, Command, Cure Light Wounds, Protection from Good, Light; second level - Hold Person, Resist Fre, Silence, Speak With Animals, Spiritual Hammer; third level ~ Dispel Magic, Payer; fourth level - Sticks fo Snakes VADA: AC 4; MV 15"; F5/C6; Hp 25; #AT 1; THACO 13; D 146 +4; MR 62%; Sv/wand 11; Sv/spell 12 Spells: first level Comand, Comand, Comand, Comand, Sanctuary, second level - Hold Pason, Resist Fire, Silence; third level - Prayer, Dispel Magic GRAYLOCK: AC 4; MV 12"; F5/MUS; Hp 20; AT THACO 16; D 1dl +1; MR 56%; Sv/wand 9; Sv/spells 10 Spells: first level - Magic Missile, Magic Missile, Magic Missile, Megic Missle; second level - Héb, Web; third level - Haste 6 FIGHTERS: AC 4; MV 15"; F6; Hp 27 each; #AT 1; THACO 13; D 16 +1; MR 60%; Sv/wand 11; Sv/spell 12 2WEASELS: AC 6; MV 15"; HD 3 +3; Hp 24 each; #AT 1; ‘THACO 15; D 246; SA drain blood for 246 per round 7 VIPERS: AC 5; MV 15"; HD 1+3; Hp 7 eact ‘THACO 18; D 143; SA poison for 1d8 Innate drow abilities for the above NPCs are Levitate, Faerie Fie, Darkness ancl Dispel Magic. ‘Asa general rule, the drow will use Darkness or Dispel Magic( to douse any light source the party produces, Faerie Fie to gain a +2 tohit bonus, and Leoitae to lift an opponent to the ceiling, then drop him for 2d6 points of damage, plus a one round delay in that character returning to combat, Any drow's action may be replaced by use of an innate ability if circumstances warrant it ‘Due to the poor lighting, the small alcoves and the exit are not apparant to the player characters unles a Light or Continual Light spell is cast in the area. The light from Area B at the beginning of this encounter is not strong enough to reveal any other openings. In either case, the characters may note the position of visible openings before darkness descends again. Those characters without infravis- ion will melee at ~4 to hit. Any drow fighting in light are ~2 10 hit. Drow within an area of darkness are 80% invisible to infravis- ‘Gwendolyn and Vada are busily packing the nine instructional scrolls while «wo of the fighters stand guard. They will continue until they have finished the task (nine rounds, one scroll per round), preferring not to fight as long as others can protect them. ‘The characters will want these scrolls, but cannot get to them before dealing with the drow. Ifcither Ebon or Graylock and three of the fighters are dead, ‘Vada will finish the preparations while Gwendolyn joins the fray. AT 1; an Frozen Fire Encounter #1 X Hole In Wall 'S Secret Door Exit B False Door Encounter #2 e v o F w Entrance Encounter #5 1 square equals 10’ A number is a duergar of that level 7 am as Work Positions [ee] [eee Poot Battle Positions ‘Once the serolls are secured, Vada will strap on the pack and exit through the secret door, follow the passage around to the other secret door (which should be behind the party now), and flee through the exit, Vada will only enter the fight ifthe party breaks through before the packing is completed. Her attacks are stritly melee with her mace ‘After the preliminary actions are completed, Ebon and his two fighters will go to Area B to join the two fighters already there. The four fighters take a position across the mouth of the alcove, while Ebon positions himself just behind them, awaiting the characters’ approach, ‘The storage procedures for the scrolls are very elaborate, provid= ing protection during travel as well as against tampering, Each scroll must be inserted into its proper case, then warded with an clectrical Glyph Of Warding (14 points of damage, 7 ifsave vs. Spells is made). The cases are then stowed in a specially partitioned pack which is sealed with an energy draining Glyph Of Winding(lose one ‘energy level if save vs. Spel is failed). This glyph cannot be placed uuntil all the serolls are packed, so if the characters are able to defeat the drow in less than nine rounds, the pack will not be sealed and. contains only those scrolls (sealed with electrical glyphs) packed before the interruption, Recovering these scrolls is part of the victory conditions, as men- tioned in Uriel's speech (...collecting the means by which they labor so that their knowledge may be destroyed forever.) therefore itis imperative that the characters get to the clerics before they can escape with them, The characters need not go through the packing procedure, nor open the sealed case or individual tubes. Eight of the scrolls and all nine of the containers are in plain view on a table to start with; the ninth scroll is hidden behind the con= cealed panel, and will not be removed until time for its packing. Ifthe characters vanquish the drow, determine how many scrolls are left unpacked (nine minus the number of rounds that have passed). Ifthe players ask for a description, tell them how many Scrolls and tubes still ie on the table (there will be one more scroll ‘eae than visible scrolls) ‘fthey inquire of visible clue as to the correct scrolltube combi: nation, they may learn that each scroll bears a unique symbol that is repeated on one of the cases. If they attempt to open the sealed pack (assuming they caught the cleries after the packing was com- pleted) or any sealed tube without speaking the name of the appro- priate glyph (ifa cleric asks, he recognizes it), they suffer the ‘damage or effect indicated above. Encounter #11 Honey For The Gods ‘A loud humming is soon evident upon leaving the shavings of the woodshop behind, a deep vibration that throbs through boot soles and into the body so that even the hands tingle. That this ‘wooden tunnel is leading to the source is obvious, as the volume of sound steadily increases. ‘The passage widens a bit, then abruptly ends at the start of, of, all things, a gigantic honey comb. Honey drips freely from ‘exposed chambers, and a mass of a jelly-like substance is also ‘evident. Massed at the hive entrance are six giant bees, but not the normal amber and black you may be familiar with. No, these are marked with bands of light and dark green. They are studying you, not attacking. “To the left is another chewed tunnel which shortly exits the trunk onto a bough. Through this opening another sound makes itself known: the grunts, growls, and snarls of a bear. ‘The bee hive is home to a colony of Mielikki’s bees, marked as such by their coloration, While belonging to her, they (like the Great Bear and the Great Tree) are neutral beings, freely dealing with adherents to all alignments if they have the ability to commu- Ifeither Gwendolyn or Vada escaped from the woodshop, they and any other drow will be allowed to pass through the hive by lasing Speak With Animals, In this way the remaining drow will make their way to the shrine area, Ifboth the drow clerics were killed in a POLYHEDRON fight with the player characters, any fleeing drow would be killed here by the bees If the characters desire, they may freely collect some honey and. royal jelly. Any character eating any of either may talk directly with the bees, The royal jelly may also be used as a Potion of Extra-Healing 3d8-+3 ifallis taken at once, or 1d8 iftaken in thirds. Enough may bbe collected for two doses. The honey and royal jelly will be quite useful later, so itis wise if the characters use litle, ifany, on them= selves. "The exit to the outside and the snarls ofthe sleeping Bear are readily evident here. Ifthe characters choose to ignore this and, desire to continue on through the hive, they may. If they do so now, the bees will not allow them to go back through the hive later. “Thus, this isthe characters’ only chance to free the Bear ‘The only way a fight can occur here is ifthe characters insist on attacking the bees. The six bees at the entrance are soldiers. Ifa ‘melee develops, they will be joined on the next round by the remaining six soldiers, then the workers will swarm, 10 per round for the next four rounds. The area is quite large (40 foot cube), and there is plenty of room to fill the air with angry bees. They can only sting once, therefore they only have one attack '40 Workers: AC 6; MV 9°/30"; HD 3 +1; hp 18 each; #AT 1; ‘THAGO 16; D 1d3; SA poison (save or take 2d points additional damage) 12 Soldiers: AC 5; MV 12"/30" ; HD 4 +2; hp 25 each; #AT 1; ‘THACO 15; D 1d8; SA poison (save or take 3d4 +1 points addi: tional damage) Encounter #12 The Great Bear “The opening in the trunk is natural, like a limb broken away. Not far below is another limb, and far below that, in the ethereal ‘fog, is the Great Bear, snarling and struggling, even in his sleep, against the grip of the massive roots and rootlets of the Tree. tis clear the space amidst the roots is the Bear's natural den, but any notion he is just hibernating is foolish since it is long past time for him to be patrolling the border with Pohjola. Also, the roots seem too tight in their embrace, straining almost Climbing down the trunk of the Tree is quite easy, as the bark is tremendously rough, with countless nooks and crannies large ‘enough to hide a man-sized being. ‘The Great Bear can be clear- ly seen now, held helpless in the grasp of the Tree's roots. It is also quite evident, from its growling and thrashing, that the creature is very angry, even though itis asleep. ‘The characters should free the Bear and awaken him, but they must determine some way to do this at a distance if they are not 10 be severely injured by the creature after he is freed. Casting a Renece curse ot feeding the bear some of the bees’ honey or royal jelly will break the sleep spell in two rounds. Speak With Plants or ‘Remove Curse will allow the roots to straighten and release the crea- ture, Note that one Remove Curse cannot perform both tasks, Cutting fr burning the roots is not allowed If the characters are within 120 feet of the bear and not hidden from view in some manner when he is freed, he will attack them ‘The Bear is enraged at being trussed up, and will view these puny humans as his tormentors. Ukko will summon the Bear at the beginning of the third round afer itis freed or after two characters are slain, The characters will hear a booming, thunderous voice, then see the bear charging toward them, but vanishing just before ‘making contact. “There is no where to go from here but up, back up to the hole leading to the bee hive. So the players must either climb back up the tree and continue, or end the adventure here. The bees will allow them to pass through the hive whether or not the Bear was freed in this attempt. “The Great Bear: AC 0; MV 36"; HD 20; hp 165; #AT 3; THA CO 7; D 5d12/5d12/8412; SA hugs for 10d12 additional damage on a paw hit of 18 + 2a

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