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Polyhedron 028

Polyhedron mag

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135 views28 pages

Polyhedron 028

Polyhedron mag

Uploaded by

Edward Rey
Copyright
© © All Rights Reserved
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POLYHEDRON Net wore Contents About the Cover This issue's cover shows an outside view of a domed cloud island, as described in mem ber Jeff Martin’s “Adventure in th Clouds” article on page 6. Cover art by Roger Raupp, Special Module Feature 9 The Great Bugbear Hunt — by Frank Mentzer. Originally written as Game Open Tournament for the GE RS hi n AD&D® ‘CON® South Game Fair in 1982, Module s become one of the RPGA™ Network's most popular tournament scenarios, This search for the party magie-user's missing spell hooks set the standard for wildemess adventures. Features ___ 6 Adventure in the Clouds — by Jel Martin, Need a new setting for adventures? Our cover story offers suggestions from a top-notch player and judge for develop- ing cloud islands for campaign use 15 ‘The Specialist Mage — by Jon Pickens, Our series of unofficial new spells far the AD&D® Game continues with new spell suggestions for the necromancer and guidelines for developing specialty magic-users of your own, Departments 28 Fletcher's Corner tournament from the coordinator of GE! Snowerystal Odessy 5 Notes From HQ. — by Penny Petticord by Michael Preytarski. NCON® Advice on putting together your own fame Fair's long-running POLYHEDRON™ Newszine (theofficial newale ter of TSR, Inc's ROLE PLAYING GAME ASSOCIATION" Network) is publi bi ronthly by TSR, Ine. The mailing addres fo fl correspondence is; PO. Box $09, Lake Geneva, WIS3I47. Telephone: (414) 248-3625, POLYHEDRON Newstine is mailed fre to all RPGA® members, US membership rates are $12 per year (bull mail delivery ely: foreign eates NEWSZINE Volume 6, Number 1 Issue #28 Editor: Penny Peticord Production: Sylvia Deering Erie the Barbarian im Linda Roger Raupp Contributing Artists David “DIESEL” LaForce Roger Raupp Bob Walers are $20 per year (surface mail) or $30 per year (Gir mail. All prices are subject to change with ‘ut notice, Changes of address fr the delivery of membership materials must be received at lest 30 day prior to the effective date ofthe change 10 insure uninterrupted delivery. POLYHEDRON Newazine welcomes unslic No responsibiliy for auch submisions can be assumed by the publisher in any event. No submissions will be returned unless accompanied by a seltaddressd, stamped envelope of slic Unless special arrangements tothe contrary are made prior o publieation, materials submited to the Publisher for publication in POLYHEDRON Newszine are accepted solely upon the condition thatthe materials may be edited and published in POLYHEDRON Newszine or used in RPGA™ [Network sanctioned tournaments, conventions, and events without cos tothe Publisher. All other publication rights may be reserved bythe author xcept that, upon publication, the Publisher is granted a frst right of refusal to purchase any and all such publication rights offered forsale b ‘the author. Solel for purposes of submissions for publication in POLYHEDRON Newszine and granted a non-exclusive right to use TSR copy Fighted material with proper acknowledgement bowever any usc of such copyrighted the submission beyond the newasine without TSR’ further prior written approval is probib ite. Th the event an article submited for publica tion in POLYHEDRON™ N ‘material copyrighted by TSR, Inc, to such an extent as to make i impractical to separate those tmaterials from the submission, TSR wil retain copyright ownership of the article upon submis: dion for publication, Howeres, TSR makes use of th mercial purpose beyond RPGA™ Network use TSR will py the author the then curren fee for ach product ce purpose Alleters addressed to the RPGA Network or to TSR, Ine and may be printed in whole or in part atthe discretion ofthe editor unless the sender specif cally equeats otherwise in writing will be considered as submissions Unless otherwise stated, the opinions expressed in POLYHEDRON Newszine ate those ofthe individual authors, anid do not reflect the opin ions of TSR, Inc, the RPGA Nework salt DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, ADVANCED D&D, ADSD, BOOT HILL GAMMA WORLD, TOP SECRET, DRAGON, and STAR FRONTIERS ae registred trade~ ‘marks owned by TSR, Ine. “TM” designates other trademarks owned by TSR, Ine. unless herwise indicated. ROLE PLAYING GAME ASSOCIATION, RPGA, and GEN CON are service marks owned by TSR, Inc. MARVEL SUPER HEROES, SECRET WARS, and all Marvel char are trademarks ofthe Marvel Comics Group. THE ADVENTURES OF INDIANA JONES” Game i trademark of Leas, Lid, ©1985 TSR, Ine All Rights Tonue #26 Notes From H If this i your first issue of POLYHEDRON* Newszine, Id like 10 take this opportunity to welcome you to the RPGA™ Network. The newszine is your means of communication with over 9,000 other gamers worldwide. In it, we publish articles donated by members, lub news, official rulings on game-related questions, and tourna: ‘ment modules. If you have an idea that you would like to share with the rest of the Network, write it up and send ic HQ, This is your chance to speak out! Convention News ‘This past quarter, RPGA Network tournaments have been held at the following game conventions across the United States: Convention Location WINTER FANTASY 1985 Lake Geneva, Wisconsin) Palm Bay, Florida Chattenooga, Tennessee Parma, Ohio Fayetteville, North Carolina Auanta, Georgia Manhattan, Kansas Ikhart, Indiana Toledo, Ohio GAMEKEEPERS TROPHY MINLCON 5 PHOENIXCON 1.0 IMAGICON V. ‘THE BRIGADE SPRINGCON BASHCON "86 CONCAVE 7 MILCON IL TRECON IV MACON OPUS I NEO-CON V CAPC COASTCON 1X LAECON | BATCON V, CONQUEST IV AnArkon IT MISCON I ‘TRISTATE CON ., Wisconsin Raleigh, North Carolina Macon, Georgia ‘Akron, Ohio Columbus, Ohio Biloxi, Mississippi Lafayette, Indiana, Batesville, Indiana Lansing, Michigan Tittle Rock, Arkansas Missoula, Montana, Cincinnati, Ohio ‘On the whole, the tournaments were very well received both by players and by judges. HO has not yet received results from. CHATTACON, TRI-CON IV, GOASTCON IX, BATCON V, MISCON I, and TRISTATE CON as of this printing; prizes and experience points will be awarded to the participants as scon as the results are in and verified Frank Mentzer and I were unable to attend GAPCON as sched tuled due to illness; we apparendly acquired the Norther Ohio Flu during our visit to NEOCON V in Akron «wo weeks before. Our sincere apologies to those who were hoping to talk with us in Columbus; hopefully we can try again next year. Frank also attended AnAtkon IIL in Litle Rock, and LAF-CON I featured TSR's Jon Pickens and Harold Johnson. I had the pleasure of attending WINTER FANTASY 1986 and MILCON Il, slong with Jon, Harold, Frank, and numerous other famous people from the ‘southeastern Wisconsin area, ‘Only one advertised tournament did not occur; we at HQ aren't certain whether the convention which requested it occurred cither ‘A representative of CIDCON, a first-time comics convention in Charleston, South Carolina, arranged for an RPGA Network tournament and a guest appearance by Jeff Grubb — then our contact disappeared, and we could find no one at the site with any information on the convention. We assume that it was cancelled (On that subject, T would like o say that the RPGA Network is happy to accomodate those members who run conventions by arranging tournaments and passing along requests for guest appearances to TSR designers. But please be responsibie in making such requests, and do not abuse the privilege. Conventions request POLYHEDRON ing guest appearances from TSR employees are expected to pay for the quests food, lodging, and travel expenses to and from the com ances must be in siting and should be sent wo the RPGA Network Include as much derail as possible. Acecprance of such offers Is fase your int-ehoice person decines If this 8 your fis try at feat the next ie, butik doesn’t bring the axendance you prizes inthe form of ncrchandive and/or membership extensions, pls membership extensions for judges, Your convention may wish to provide additonal prizes for Network-sponsored events, but HQ. ‘shauna no responsiblity for thos, m0 beware of fale oes, So fax swehave only received one complaint about auch an offer, DEN CON Tin Fords offered the winner ofthe RPGA Network tourna: ment a boat, but reporsessed it alter a dispute over results. To the brs of our knowledge thas not yet beer awarded Tn other convention news, che saul ofthe RPGA Network AD&:D® Game Tournament held st Origins "5 have finally come in, so we wil be updating memberships and awarding experienc pein ar soon as we ean proces the data, Those metsberships Sthich have expired while awaiting updates for that convention will be reinstated, backdated to lst July when the tournament decarrd Likewise, using the pre-egitration is from lst year's GEN GON Game Fain ee have reconstracted mos of the tourna: ment data which was lost, Membership updates should be going The City Project Some time ago, I proposed that we in the RPGA Network combine bur efforts and ereate a fantasy city. The legal aspects of the project hhave not yet been completely resolved, but we do plan to start taking submissions as soon as we receive the official go-ahead. We haven't any details to give you on submission procedures yet, but TIL keep you posted in this column For those of you who have recently joined us, the proposal is that teach member wishing to contribute to the project may send in as ‘much or as little as desired, including taverns, shops, colorful NPCs, townhouses, street encounters, and so Torth. All submissions will be combined and rewritten for consistency by HQ, and the final version will then be published. Each contributor will be ini: tially credited in print and will receive a free copy from the first printing. [n that way, we will have a fantasy city that we ean all Lse, and we will all have contributed a litte something to i White Rabbits AAs of the date we go to press, the Newszine is still behind schedule getting through production, but we're making excellent progress toward catching up. We expect to be back on track by August. All corrections have been made on the membership directory, and it should be at the printer within a few weeks. The computer program to process tournament data has temporarily taken a back seat tothe computer needs of GEN CON® 19 Game Fair, but we sill hope to hhave it done within the nest month or two. Membership extensions for tournament winners and judges have been released, but the experience levels listed on the cards have nat yet heen updated. We expect to issue new cards to all those with tournament experience before GEN GON 19 Game Fair, Levers should be going out athe same time to let you knaw your exact point totals, “Til next issue, Penny Petticord N inant 5 A a = 4 AMONG THE CLOUDS by Jeff Martin Acrial adventures are few and far between, Since fight capability is usually a prerequi site, adventures in the sky are typically shor’ in duration — often consisting of a few encounters with wandering flyers and not much else, Aerial combat takes place in three dimensions and is often hard to visual ize, much less resolve. But recently a mod- ule appeared in which part ofthe adventure took place on a cloud island (UK7, Dark Clouds Gather). A cloud island is an excel: lent setting for extended airborne adventur ing, providing a solid footing, interesting terrain, and encounters with a wide range of creatures which make their homes there including cloud giants, storm giants, silver dragons’, cloud dragons’, and many others, But what exactly IS a Cloud island, and what kind of adventures can be designed for one? I have expanded upon the material given in Dark Clouds Gather and come up with my own concepts of the origin and nature of cloud islands. While not official rules expansions, these suggestions may help you to develop your own ideas for play 6 ‘The Origin of Cloud Islands ‘There are several theories about where the first clouds islands came from and why they were created. Cleries claim that various sky deities created cloud islands to provide places of shelter and safe breeding grounds for fantastic flying creatures, Mages, on the other hand, maintain that cloud islands consist of elemental material escaped from the elemental plane of air’ or possibly some hitherto undiscovered para-clemental vapor plane’. This material rises and collects together in a manner similar to the forma tion of normal clouds. A few renegade illusionists claim that cloud islands can be created magically, with permanized modifi cations of some well-known spells such as solid fog’. If either of these latter theories is Correct, cloud islands are still being formed. The main proponents of all three theories claim that the terrain features found on some cloud islands were added later by various beings. Some sages claim to have lunearthed records describing the first migration of cloud and storm giants to the cloud islands and detailing major construc tion projects that were carried outon some of them (not all of which were castle work), before the giants finally ascended to avoid a future foretold cataclysm. However, the authenticity of these papers has not bee proven. It seems equally likely that one oF more deities may have added the terrain, as Composition Cloud islands are composed primarily of a mixture of air, water vapor, and suspended water droplets held together by some Unknown means. This cloudstu resembles the material of a normal cloud, but remains together somehow instead of combining with the atmosphere. As described in Dark Clouals Gather it has no weight, and may exist a8 solid, quid, or gas, m any combi nation whieh befits the cieurnstances, Cloudstulf tends to repair damage to isl by seeping gradually ito hoes and refling them. Tecan be manipulated magi cally through the use of various spells which affet mist or vapor, and some creatures Issue 128, accustomed (0 using it (uch as giants oF dragons) seem to he able to manipulate i physically th were wo ck In Ssther ease, intelligent doudedwelling crea tures use cloudstulf a the basie building tnaterial for castles and other structures. Gnve formed into'a desired shape, the cloudstul tends to remain in that shape ‘unt isrupted oF intentionally reformed. Pieces broken off ofa cloud structure dissi- pate rapaly into the vapor state, though the tnateral remains with the load faland and {bes not leak out inta the atmosphere ach cloud island consists oft sturdy, one-inch thick floating platform componea of solid cloudstulf surrounded by swiling Spor ofthe ame material. The platform Moats near the top ofthe loud island. Ts nd ts texture fs Hard and grainy due to the tiny crystals of ice tapped within it. Tes rough suriace provides sure footing even when wet. The Dlatform is sturdy bu porous, permitting Sir and water vapor from the atmosphere 10 passthrough freely “The swirling vapors of cloudstuff sur- rounding the platform give the island the appearance ofa normal cloud. The mists fare usually white or gray, but can take on a purple or black colori storm conditions fxist around the sland, The mists are ofthe Same materials the rest of the cloud island! ‘Normally the mists rise to about thre fect above the cloud platform. Howes ‘vapors can also be constrained into set Shapes, magically or otherwise. ‘The most Connon manifestations of this ate massive unas of mist, 10° to 100" tally along the perimeter ofthe loud island, which sefve to Ehild its unusual eauves from casual inspection. ‘Within the mists, visi timited vo 21-8", as per the abscurement spell, Above the mist ayer, visibility nereaset 10 100 yards. Normal vision ranges apply ata Incight of 20" above the platform; however, vision is stil limived as described when lating down into the vapors. Due to this Timited visibility all combat within the clovdstull is penalized as per the haze cantrp, and the chance ta hide in shadows! nted by 5% Appearance Cloud islands resemble normal curmulus clouds, or in some cases, dark storm clouds, However, continued observation reveals that they do not change shape as they dift along, as normal clouds do, ‘Cloud islands are usually oval or circular in shape, but any appropriate form is posi ble. The actual size of a cloud island can vary ng from -1 mile to 10. ¢ largest islands only e ground, and their campaign use should be well considered, for they are likely to be inhabited by creatures powerful enough to defend them from con- ‘ue “Terrain features, such as hills and stream beds, can be built up on an island from cloudstuff by certain creatures. Cloud and Horm giants frequently build castles and other structures in this manner as well Movement Most inhabited cloud islands are stationary, staying at the same altitude and location the POLYHEDRON allows creatures using those islands for lars or breeding grounds to locate them without difficulty after an absence However, a few cloud islands (10%) do have movement. Of those, 65% have a pre-set pattern, circular, oval, spiral, oF tht. Mobile cloud islands move 6" unless propelled by outside forees or gale force winds. The remaining 39% are free-floating, drifting withthe breeze in the direction of the prevailing winds, Such drift ing cloud islands are usually uninhabited, meandering across the world with loose patterns of air currents, until intelligent ‘loud-dwellers anchor them at set locations and develop them for habitation. ‘Cloud islands are normally found at an alticude of 2,000-20,000 feet (1d10 (000), nat those which move automatically Adjust their akitude in order eo avoid colli sion with high terrain such as mountains Weather Most cloud islands go through natural weather cycles of about 14 days, picking up atmospheric moisture as normal clouds do, and becoming gradually darker until they resemble stormeloudls. Finally, this collected ‘moisture is released 38 rain, hail, sleet, oF ‘even snow as prevailing atmospheric condi tions dictate. ‘The water preci addition to that contained within the dowd: stuff, and the precipitation does not decrease or otherwise affect the substance of the cloud island itself, Optionally, some ‘loud islands might aiways appear as storm- ‘clouds, possibly because of the habitation of some extremely evil force (ef. Dark Clouds Gather module). Lightning and thunder frequently accompany these stormy condi- Flora and Fauna Cloud-dwellers frequently choose to enclose their inland inside domes of sold loul= Stuf, either for camoflage orto provide Pete consns for landscaping the ne flor Fitered anlighty ai and water vapor rough the solid doudvef, creating a house effect inside the dome Laker ms occur when moistare trapped within the dome at water vapor condenses in ereviees and depressions. On the more labora islands, miniature versions of natural aquarsystems can be produced within the dome. Rivers are fed by te from tnountain glaciers, and the motstre ie ceyeed by evaporation Irom marshe iwampe, ita thin sol layer (wully 107-60") is added, plant of all ypes can grov and thrive inside the dome, regardless of outside Conditions. The constant arm temperatare sind ready supply of moistare cause plan's to flourish abunclantly, growing a vice their normal rte. fn aeliion, the plants have enhanced taste and mutridonal valu. With care, most plants can grow to enor mots siz in auch an environment, and their taste and nutritional value is hkewise ‘hanced, Inthe same span of time ittakes normal plants to matare these gigantic Blanc grow to double or treble the sizeof Uhtkrcounterpartson the earth, “These gigantic fruits and ve major source of food for giants ‘and bles are a wie lve on cloud iatands, since their dietary needs are proportionaey greater than those SThumane No wants cate complete Srithout food gatdens on its ground ‘Gardens another terrain Feature are usally oeated toward the center of he cine sia ver no oan 50% offs surface, Graslands, jungles, forest, swamps, hill, mountains and glaciers may ‘Sreurtunywhere within the dors. The Stara” even i normally Rep Tree of Cloud vapors, though some cloueaellers Somer decorsive ich "Shc th npr se» domed itand can be mrinained quite prety regardless of outside conditions, itis not impose o fn somaly suchas ‘loud sland al of jungle vepeation Row inyabowe a suboree Feion ‘Gloudsdvellers ate alsa Known to breed ally on cloud islands, though this has not been proven. Gates 0 the elemental plane of air have been found on some islancls, and Creatures native to that plane often use jslands ag 4 point of entry to the Prime Material Air elementals’, wind walkers) vortices, ildriss’, ann’, mihstu’, and sylph often tse the islands as bases of operation Djinn nobles have been known to maintain castles as “summer homes" on specific islands if they plan to spend considerable time on thie plane. Due to the frequent changes in the weather conditions, lightning {quasielementals ae likely to appear as well ‘Other powerful creatures not native to this plane, such as kien’, Iammasu', or titans! may be encountered, but are usually transients with no established lairs. Magical creatures such as mudmen’ appear oeca~ sionally due ta the concentration of magic Legend has it that there is one large domed cloud island with a vast, grassy plain inside. ‘The pegasi use this island as a breeding ground, and countless fledglings are raised there. Similarly. hippogriti and perytons! may have breeding areas set aside fic isands, though many simply ‘move onto existing islands and establish individual lies, ‘Cousad that air on cloud islands prefer to keep them stationary over jungles, and Jinan heavy tropical vegetation domed islands, Giant insects thrive there, and other jungle creatures may he encountered as well. ‘Volts’ are found on some islands, though what brings them there is uncertain, (Pre= sumably such creatures enjoy the proximity ‘of natural lightning — or even require it to recharge themselves.) Fantastic fying ere a, cockatrice , fon’, manticore’, sphinx’, and pyrolisk’ have been known to. tablish salary Tair, frequently on cloud by glans or dragons, puget ess exotic fiers, such as eagles’, rcs bioodhawksthorks gant owls. gant ravens, vulchlings giant vultares and Cloud lands, nd the birds of prey are cccasionally trained by giants a8 scouts Tes rumored tht some of those prehise toric ereatures which dnappeared fom the arth without a trace were sctually removed {o doud islands where they could survive Entire lest worlds, populated with dinosaurs and other prehistoric beasts are theoretically possible Spell Effects “The cloud island’ vapors create « perpetual environment exactly as ough a obscure rent’ ot fog cloud were in place. All spells and magical effects which produce fog, ‘por or team simply add! tothe existing ‘loudstuft. Such spells do allow the caster to ‘manipulate the cloudstuff within the tions of the spell. Solid fog, for example, allows the caster to partially soliily a sec- tion ofthe eloudatulf and form it as desired Iwill then remain in that shape until destroyed or reformed, though the exact technique for creating solid cloudata is akowe "The cloud island's unique nature afects the way certain spells an items faneton. Spells which create, destroy, or otherwise alfect water function with normally with respect to the water droplets suspended Within the cloudstafl. However, spells such ts water wall, lower water, and part tater should have no effect on the water portion ofthe louse, since they seem 0 felate specifically to bodies of water in the liquid state. Suggestions for specific effects ‘of various spells upon the cloudstuff are {etailed below ‘Detect magic! reveals dweomers of war ous types on most cloud islands, whether they are of magical or elemental origin due to other spel lees which have been placed Upon them for protection or convenience estoy warer clears away the cloudstall fiom its area of effect by destroying all suspended water droplets, However, any dloudstuff outside the the ates of elect Jmmediately moves in co replace that which was removed, obscuring the ares again ‘within T round per cubie foot of eoudstaft destroyed Precipitation’ causes all water vapor and suspended water droplets within the area of effect to precipitate out as rain, which may bbe directed onto the platform or tothe earth below. (Inthe latter case, itis ikely that the precipitation will rigger further ran fom the eloud’s accumulated moisture.) Like wise, cloudburst precipitates all water and water vapor within the ‘onto the platform or to the earth. (Its, thought chat goad-aigned sky-dwelling spellcasters use this, for dry areas ofthe earth when neet Both of these spells clear away the cloud vapors within the area of effect for 1 round per cubic foot affected, but do not affect Solid cloudstuff in any way. Earthquake has no efiet on the cloud island unless it has a soil layer. Likewise, arth elementals cannot be summoned ‘unless sufficient soil exist for their forma~ tion Call lightning’ may be used to produce lightning from other clouds, or co direct lightning produced by the easter’s own cloud during storm conditions Transmuse water to dust clears all cloud- scuff from the area of effect for t round per ‘cubic foot affected, as per destroy water Weather summoning functions normally, ‘except that the loud island may be eaugh Up in the ensuing weather, and a rough ride ould result for any creatures on the island aedhet Firewater’ may be east into clouds, and will affect 1 cubic foot of doudstuff per level ofthe easter: The spell will do one-half normal damage when the affected cloudstuf? is ignited, Cloudstuff caught up in a wind wall causes the wall to take on, additional charac- teristics as per wall of fog ‘Disintegrate’ functions normally on a cloud island, which saves as stone (with +2 onus as magic item if applicable). How- ever, the platform will reconstruct itself at the given rate for damage repair ‘Sink does not work at all on the platform unless the eloudstuff or soil layer is thick ‘Creatures viewing a color spray’, rainbow pattern’, or hypnotie pattern’ through the Cloudstuff gain a * 1 bonus to their saving throws vs. those spells due to the hazing effect, Magic Item Notes Portable holes’ and rods of cancellation fanction normally even on the cloud island platform. The rod affects the cloud island exactly a8 a successful disintegrate spell Unless the island makes a saving throw as a ‘magic item vs, the effect ‘A sphere of annihilation’ operates nor- rally unless a gate to another plane exits, in which case any creatures or material pulled through the resulting rift appear on said plane, Cloud islands offer unlimited adventuring possibilities, and this article has by no Imeans exhausted all the possibilities. If you have played out adventures on cloud islands, write in with your own ideas. The sky is the limit! a cone EN LIC Teo PAR eM Re Re SACOM Cth ten ies EC Gp A Regs Reo Tene F268 THE GREAT BUGBEAR HUNT by Frank Mentzer “This wilderness adventure was written in late 1981 for use as the AD&D® Game Open Tournament at GEN CON? South Game Fait in February of 1982. Since then, it has been used as an RPGA™ [Network tournament at several conventions across the United Saates. Now, at last, we are happy to present module R5, "The Great Bughéar Hunt” to the entire membership in prin "Note that this adventure was written long belore the release of Monster Manual Il and Unearthed Arcana: fel lree to update the ‘material from those publications as you see it Notes for the DM “Thisisa small section of wilderness, channeled and detailed for campaign play: Most ofthe hill are small and steep, similar to "Badlands terran; occasional streams, fight woods, and marshes arp scattered over the area “The fre section ofthe module gives general instructions for the many situations that could come up, including climbing hil, encounters with scavenger, fyers and nigh erates, and three special encounters to be used atthe DM's discretion. The second Seti covers the specific hex descriptions, detaling fist the wan- dering monsters encountered in eack, and second, the lair of those ‘The creatures encountered vaty fom one hex to another, Many ofthe creatures are territorial and do not wander fa from th Inirs,Iryou make any changes to the given encounters in modifying the area for your campaign, be sure thatthe new creatures would fit, ecologically with the given area This area is NOT meant to kal oif characters Ifa party is having 4 particularly tough time and wishes to retreat and rest, only ev Creatures will follow them. The party is fre to spend as much time as desired exporing the area and resting each night. Note, however, that magieusers cannot relearn pela unless they bring spell books ‘wth hain — which was the original cause ofthe aoublel Using the Maps ‘The Players’ Map shows how the individual hexes are arranged, the detail maps, one for each hex of the area, show the paths, trails, and terrain in detail. Keep careful track of just where the party is at ‘any given time; this Is crucial to running the adventure properly. ‘The Players” Map is divided into hexes. The outer eile of is the “A” ring, numbered from Al to A12; the next circle is the ““B” ring, numbered from B1 to BO; and the center is merely labelled C1.” Be sure to use the proper detail map for the Hex the party is exploring! “The paths bev’ s straight through arbitrary bound= aries called “Border es", which are filled with hills too steep and rugged to be climbed or passed unless mountaineering equipment is provided. A valley through them MUST be found to fontinue travel in that direction, Start with the detail map of Hex Af, The party emters the area from the south, at the bottom center of the map. Each hex is divided into minihexes which do not need to be numbered; the players use their Players’ Map to describe their path of travel to you. When you ask them for their direction of travel, have them sive it as an odd “clock number;” for example, due east is “three o'clock” Each Hex Detail Map shows many terrain features, mostly bill. Note that many of the hills touch each other, though some are sepa rate, The party will normally travel in the valleys between the hills These valleys form a maze of sorts, and they serve to channel the party through the area. “The following section gives details on daytime encounters ONLY: for farther details about night activity, sce Night Encounters here after exe: Scale and Movement Each minihex is 1 mile from side to side, ‘The territory is roughly 23, miles across, At 18” movement rate (medium warhorses), the party should average 1 hour to cross a hex using a valley, or 2 hours if cutting across hills. (Therefore, it takes hour to get to the top of a bill) Hex Encounters At the start of the adventure, and also whenever the party crosses 2 border minihex and enters a new hex (NOT minihex), roll 1d6; the result gives the approximate distance traveled before the wandering encounter in that hex occurs. The encounter will ake place in the ‘minihex corresponding to the die roll For example, ifa 2 is rolled, 10 a rs 1ex). . tions of each hex. Basially, each consets of a small wandering troup ofthe creates that live in that hex and the party willsome- tines beable to find tacks leading to that ia the party inde Inirbefore encountering the wandering creatures om the pre sranderingencoumter~ the encounter wl be wi te creatures the newly discovered lair instead! Tuts quite posible fora lucky pary to leave a hex before the scheduled wandering encounter curs The encounter can ctu in {border minis, bus ithe pany enters a new hex before the Scheduled wandering encounter forthe previous on, it does NOT eccor Roll normally forthe new hex entered Horses Warhorses will atack only if ridden, and even then only on the second and subsequent rounds of combat, not the firs Getting Lost Iis very difficult 10 get lost during daylight travel. The valleys provide an easy path, and no ranger is necessary to determine the rection of travel, as it may be estimated by the position of the sun. At night, however, itis very possible o get lost. Assuming that the party sticks to the valleys, simply find the number of way’ the party could go at any given point, and roll at random to determine the actual direction traveled, regardless ofthe characters’ intent For example, a group coming upon any 6-way intersection in the “BY Ring ar night would have equal chances of going any of the 6 directions! ‘The minihexes do represent acres of terrain, and the group could get completely turned around and head back the way they came without realizing it, Never give their current location with respect to the whole area; always give them options for travel instead. ("From here, you can go 3 o'elock or 7 o'clock in valleys, there are hills elsewhere,”) But make sure YOU know exactly where they are! Climbing Hills Tf panty members want to climb a bill, fist tell hem that Aying creatures have been seen in the skies decasionally, and that climbing ‘hill might attract them. ‘Then, IF they ask, inform them that they ihave een giant wasps, fying four-legged creatures, and dragon Szed shapes. Itthey persist in climbing, check to sce fact, attract a fver (ving wandering monster). The chance of attracting a flyer is | nb per visible person chnbing a hill, For example, it # characters climb a hil, but one is invisible, the char fcters have a3 in 6 chance of attracting lyer by their activities, IP they do so, roll percentage dice and conauk the Flyer Encounter Ghart (hereafter) to find the details of the encounter Ii the party splits into smaller geoups, each group will havea flyer encounter at the end of each turn of travel (he same Dyers for all) unc they regroup, Horses may NOT be ridden while climbing a hill, A character ‘may dmb hill on foo, taking 15 minutes todo s0, or may horae ove, taking 30 minute to reach the top. Both of th times assume Hight encumbrance] add 10 minutes per eategory of neumbrance where necessary. Do not rll fr falling or damag ‘hile climbing, but handle encounters normally. They are assumed {© occur on large, flat hilltops with rocky cover available Rol normally for surprise unless the players aay that their char= acters are watching forfyers if s0, they will not be surprised, and the incoming lye will be seen 1-3 rounde before they arrive (Note thatthe ogre mage is invisible, and he can surprise even a ‘watchful party) M.C is Maneuverability Class. “Tamm time” isthe ime ceded in rounde, forthe creature to tarn around completely (180 Slegrees) while fying. Example: A dragon makes one pass, breath ing asi comes over, but i cannot return to land or breathe for nother 6 rounds at least ~ probably more, unless t begins to tue immediately after the pas, “Airspeed nthe movement rate of the creature, when fying, in “inches” — ey, tens of yards per round: When a lying ereature “makes «pass it swoops ose the party at height of about 30-60 yards, continuing on ints direction of travel. Irit comes in fora landing thereafter, ie spust firs turn round; see "Turn time” on the chart. Note the airspeed, as this is tied to calculate the distance between the party and the fyer at any iver moment. Airspeed is given in yards per round because range tutdoors i in yards Trany fying winged creature takes damage equal o 50% or more Tssue #25, of its hit points, it must land shorly thereafter. If t takes 75% oF more ofits total hit points in damage, it will be unable to fly at all and will crash to the ground, taking 1d6 points of damage per 10 fallen, to a maximum of 2046. This does not apply to the volts or to the ogre mage. “The hippogriffs and hieracosphins have wo values given for hit points, This is beeause they have feathered wings; and the second Figure represents their “flying hie points” This figure gives the total amount of imaginary hit points that a feathery-winged flyer has for purposes of determining its ability to My. (Note that this does NOT represent the creature's actual hit points!) The figures are based on the prese: hit points of the flyers; standard AD&D" Game rules allow a 50% bonus for flyers with feathered wings for this calcula- FLYER ENCOUNTER CHART. d% Roll Flyer Type M.C. Turn Time Airspeed 01-08 Dragon, Green 6 rounds 4 09.27 Hippogritts 2 rounds 36 28-36 Ogre Mage B 1.5 rounds 12 37-54 Sphine, Hiersco- D3 rounds 36 55-73 Vols DS rounds 6 74-87 Wasps, Giant B 1.5 rounds 2 88-00 Wyvern E 6 rounds Pry Dragon, Green: 1; AL. LE; IN Average; SZ L; MV 9/24" AC 25 STs 11, Sw 10; HD 7, hp 35, THACO 13; #AT 3; Dmg 1d6/ 1a6/2ai0. Special Attacks: Breath weapon 3x/day (gas cloud 5" x 4 x 3°, Dmg 35, save vs, breath for Hs); fear aura (creatures of less than 1 HD rout for 446 turns; those of less than 3 HD must save vs, spells or be paralyzed with fear (90%) or flee in panic (50%); those of | HD must save vs. spells or fight at a penaky of -1 on “to hit” rolls; those of 6 HDD or more are not affected; saving throw bonus *3). Notes: If3 or more characters are visible, the dragon will make one flying pass using its breath, then land for melee and feeding. Ie will simply land and attack if Fewer than 3 targets are visible Hippogriffs: 4; AL N; IN Semi-; SZ L; MV 18°/36" AC 5; STs 15, STw 15; HD 3-+3; hp 16 (24) each; THACO 16; #AT 3; Dmg 1d6/1d6/1410 ‘Notes: Two land and attack while the others circle; if any ‘characters fall, all will join the melee an the ground (Ogre Mage: 1; AL LE; IN Exceptional; SZ L; MV 9°15" AC 45 ‘STs 10, STw 9; HD 5 +2, hp 30; THACO 15; #AT 1; Dmg ara Special Abilities (ae will): My; invisibility; darkness, 10° radius; polymorph self (to humanoid), ‘Special Defenses: Regenerate | hp/round. Special Attacks (once per day): charm person; sleep; gaseous form; cone of cold (Dmg id, save vs, spells for /s damage). Notes: This creature will lind nearby, polymorph to gnome form, and try a charm person (becoming visible), then become invisible again and retreat. If possible, he will reposition invis bly so_as to catch everyone in his cone of cald. He will Nee if damaged for 15 hp or more, and he will avoid me Hicracosphinx: 1; Al. CF; IN Lows SZ L; MV 9/36" AC 1; STs. ‘Iw 10; HID 9; hp 40 (60); THACO 12; #AT 3; Dmg 2d8/ 10, Notes: This beast will land and attack after making a quick pass for observation, Volts: 3; AL N; IN Animal; SZ S; MV 6, AC 3; STs 16, STW 15; HD 3+ 1; hp9 each; THACO 16; FAT 1 bite * 1 tail; Dmg Idi + 246 IN Animal Special Defenses: Immune to electrical attacks Special Attacks: No “to hit” rolls needed alter first successful bite Notes: These il: when one dies, t mpered creatures attack immediately, bat e others will fee POLYHEDRON Giant Wasps: 3; ALN; IN noms; SZ Mi MV 07/217 AC 4; STs 17, Sir 16; HID 4; hp 10 each; THACD 13, AT i; Ding 248/ 144 + poison Spectal Attacks: Poisonous sting (sae vs. poison or be para- Iyae permanently and di in 23 days unles reted). ‘Notes: Out scatching for food forthe hive, these wasps wil aadk fearlessly. They cary lf the bodies of fallen characters by arto ther lair in Hex B2 Wyvern: 1; AL N(E) IN Low, SZ L; MV 6724"; AC 3; STs 11, STw 10; HD 7+7; hp 40; THACO 13; AST 2; Dmg 208/16 = poison Special Attacks: Poisonous sting (save vs. poison or die on a successful tail hit). = ote: Seeming a a distance to bea black dragon this earnic wore will make one lying pass before landing for melee. If it kills 2 character, i wl pick up the body and fy of Splitting up Some players may want to split up to survey the area, Do your best to discourage this, emphasizing the unknown terrain, the dangerous flyers, and s0 forth. I they persis, allow ity but if they remain separate for more than ": hour (3 turns), each group will be attacked by a scavenger which is too cowardly o attack the whole party. Roll 146 and and consul the Scavenger Encounter Chart to Aletermine which ereatures each group has atracted, (Make a separ Fate roll or each group.) Ifthe party docs not take the hint, repeat the procedure Ye hour later, and at similar intervals thereafter unt the characters regroup, Taxample: After destroying the ghoul lair in Hex AL, the party splits up into 3 groups to explore laser, Aer 3 turns, one group is attached by a carrion crawler, the second by 2 harpies, and the third by a toll They decide to press on separately, ao ey encounter more seavengers 3 turns later. They then decide wo regroup, after which they continue on without incident. as SCAVENGER ENCOUNTER CHART (Roll Id6) Die Roll Creature 1-2 Giant Warrior Ants 3) Carrion Crawler 4 Harpies 5 Stirges 6 Troll Anis, Giant Warrior: 8; ALN; IN Animal; SZ S: MV 18% AC 3: Sis 17, Siw 16: HD 3; hp 12 each; THACD 16; AAT 1+ Ding 248 + special Special Atack (warriors): Can use poison sting (Dmg. 244 save vs, poison for les) bite hits Carrion Grawler: 1: ALN; IN Now SZ 1 MV 12 AC 37 S12 17, Sl 16; HDS 1; hp 16; THAGO 16, AXES, Dmg parayti arpies: 2: AL CE; IN Low; SZ M; MV 6°/15"; AC 7; STs 17 Sie 16; HD 3; hp 14 cach; THACO 16; FAT 3; Ding het 146. Special Atcacks: Charm by singing or touch (ave vs. spells Stinges by ALN; IN Animal; SZ 5; MV 3°/10% AC8; STS 17, Sie 16; HD 1+1; hp 6 each, THACO 13; #AT'1, Dag te Special Ateacs: Drain blood for 1d3 hp each round afer a sacecsfl it (upto 12 hp maximo “rolls 1, AL CE, IN Low, $7 Ly MV 12" AC 4; STs 12, STw 11 THD 6 +6; hp 30; THACO 1% BAT 3, Ding bd» 1 ddh 4/206 Special Defenses: Regenerats 3 hp/round (starting 3 rounds afer first damage is taken: fie or ac stops regeneration) Hi: Night Encounters The characters may spend as many days exploring as desired, as long as they stop to rest each night. Itis assumed that a ranger oF druid character can select the best spot to camp is withi area, Clerics and druids can regain spells normally, but magicusers must have their spell books and light by which to study them for a short while in order to relearn spells. ALWAYS have the party set ‘watches when they stop for the night, even if no encounter accu. Every night, an undead wanderer will fy over near the party. To determine when it will arrive, roll 1d10; the result isthe number of| an hours after dusk (6) before the encounter occurs, (Example: ‘aiding a result of 8 (on ld) 1 6:00 rar ives 1d oF 2-00 ar) To determine the actual encounter, roll 1410 again and consul the Night Encounters Chart hereafter Ifthe party is showing slight at that time (such 38 a campfire), the undead creature il drop in 0 investigate "Note that characters not on watch ate wearing thet “sleeping leather” at best while resting. Sane incligent people do not slep in etal armor: if they desire more protection than thet skins, they sleepin Teather armor, (base AC B, modified by magic and dexte dig): All characters with metallic armor are assumed to have “aleep ing eather” Players insisting that their characters are sleeping it metal armor (chain of plate) should be told, come moraing, tht the Characters are halfcrppled and crotchety forthe day. penalties to dexterity and charisma scores apply forthe fllowing day du to a ramped, sweaty resless night. In addition, the character muse Save vs, pouon or catch a cold, (Note that cure wounds spels have no effect upon characters so diseased.) Furthermore, ifthe charac ters have any statistics of 17 oF greater, those are temporarily rounded down to 16 for the day asthe characters are notin the best ofshape. All ofthese temporary conditions return to normal by sigh “Arsuming normal guard shifs,nsither the party nor the undead intruder wil be sunptned. Ian tindead creature ix-larned by a len, it wil make One more try belore giving up and leaving per~ ‘manent ‘Most undead wanderers are handled normaly, except forthe lich Twill merely ali in (completely unnoticed) and steal a magic item without molesting anyone ‘The other undead creatures wil tdven the chance, aati a sleeping character by fying over the ‘Evard on diy into the midst ofthe seeping camp. ‘Note: Ifthe undead creature esa cleric or someone displaying aholy symbol, it will attack that character before others, if posible ‘Characters traveling at night hive I chance in 6 PER HOUR of having a Night Encounter (Setermined, again, using the chart, herealter), with ane exception — i 10 fs relled, revolt the lich wil fot bother witha moving, alen party. NIGHT ENCOUNTER CHART (Roll 1410) Creature Wights Ghasts Wraith Spectre Vampire Lich ; ALLE} IN Average; SZ My MV 124; STs 16, STw 15; ‘AC'5; HD 444; hp 20 each; THACO 13; #AT 1, Ding Idd energy drain, Special Delenses Silver oF magic weapons needed obits immune to sleep and char Special Attacks: Drains oe level pr successful hit, Ghastst 3: AL. CE IN Very; SZM, MV 13° AC 4; STs 16, ST 15; HD 4; bp 20 each; FHACO 13; FAT. 3, Dmg Idi/idt/ta8 Special Defenses: Immune to sleep and charm; double dam age rom cold ron ‘Special Artacke Stench (10" radius, save vs. poison or be -2 “ahi due to naunen); paralyes victim for 324 rounds on a suiceeafl ie eave vs. paralyzation negates affects eves). Wraith: 1: AL LESIN Viry: SZ Mp MV i2" STs 14, Sw 1; AC $°HD 55; hp 18; THACO 15; AAT 1; Dmg Id6"* energy drain, Special Defonses: Immune to slep and charm; silver or magic weapons needed to hit Special Attacks: Drains 1 level per succesfal hit Spectre I; AL LE; IN High; SZ Mz MV 13°/30% AC 2; STs 13, Site 12; HD 7-3; hp 24: THACO 13; #AT 1: Dg 148 double energy drain Speial Defenses: Immune to sleep and charm; magic weapon needed to hit. ‘Spetial Atacks: Drains 2 levels per succesful hit Vampire: I; AL GB; IN Exceptional; SZ M: MV 12°718°; STs 10, ‘Stir9; AC Ty HD 8 +3; hp30, THACD 12; MAT 1; Dmg 1d6-+# + double energy dra Special Abilities (at will: Shapechange to bat or assume gas cous form. Special Defenses: Magic weapon needed to hit; regenerates 3 hnp/round, Special Attacks: Gaze charms victim (save vs. spells at -2 (0 negate); drains 2 levels per suceessfal hit Lich (special): Fiying over on its way home, this lich detects the ‘magic among the party and, feeling remarkably benign, merely steals the most valuable item without anyone noticing — na arguments. If the players argue, tell them it was a lich and ask if ‘anyone wants to run the encounter. Ifs0, use one from TSR, Ine’s Rogues Gallery booklet Sample Day’s Travel [As the pany enters Hex A2, the DM rolls (on 146) a 3 the party is therefore duc foram encounter in the third minihex entered. The party decides to explore when leaving the frst minibex and climbs Biter Mite A) the BM rasan ids tat they have attracted tle. ‘Aer dealing with the yer, the characters decide to stop and camp forthe might to regain spells they Teave guards and a camp fee and thos attracts might encounter ‘The next morning they leave the hills and enter a valley, ane the first minihex they enter today (ihe third entered in Hex’A2) turns out to contain the volt Jair the DM uses the Ini encounter instead ofthe wandering encounter scheduled for the third miniher Special Encounters ‘These encounters are designed to help guide a party that is having excessive trouble with the task by providing information. The ‘encounters with the gnomes and the elves may be used at the DM’s diseretion, or they may be omitted entirely. The druid will defin- itely seek out and punish the characters i they have killed her ani mals; othervise the encounter is optional SE1. Gnomes About 100 yards off, party of gnomes canbe seen approaching frum the north (even i they ar, therfore, coming overall) ‘They hai the panty aa distance of 8 yards, trying hist Gnowish, then Dwarvish, and finally Common, ‘They Seem to bea mined jroup: the 3 in the fron rank are wearing metal armor, 2 ofthese tithe ear are wearing leather armon and 1s wearing no armor at all. Their spokesperson fs Gnome #3 (hereafter). ihe troupe wil seartcr if any character stare (0 cast as spell as they approach, otherwise, they wil approach in a friendly manner. Itthe gnomes do sate, they wil renui undercover fo up taf turn, watching early as eng atthe party doesnot attack, They may (DM's option) open negotiations cautiously ian appeal is made, I iven the opportunity they wil ask that no spells be eat wile they are around the characters agre to tis Dat east spells anyway, the gnomes become irate and start aight, i the pay Pobieyrefser to agree the gnomes wl eaye meaty nach tng the characters eareflly as they leave and returning any avacks made upon them. bel ‘The group of gnomes (who are all brothers) will NOT trust the party, and will not mingle with them, staying at least 10” away at all times, They will not accompany the party under any circum: stances; they simply leave in whatever direction the party eame irom when the encounter is over ot ‘They are a wandering troupe of miners from a nearby gnomish community (unknown to the characters), out to find the richee in the hills themselves. They are not interested in the creatures inthe area, and they have seen no bugbears; however, they have seen, Biants and ogres to the west, a8 well as “big bugs” (giant spiders and giant ants) to the east. They cannot be any more accurate, nor do they know in which hex they saw the creatures. However they dio know tha chere isa druid in the area who tends the forest and protects the animals, and they will offer this information ifthe encounter proceeds in a friendly fashion. Ifthe party attacks or annoys the gnomes, they're in for trouble; the gnomes will attack in force iPharassed. Each gnome (except #6) has a fongsword * Land a potion af healingin addition to any items mentioned below. [fit comes to a fight, the two fighters will try to close while the spelleastes cast appropriate spells. The thief and assassin will rink sips of their potions of invisibility and try to get behind party spellcasters for backstabbing or assassination, Tsue #28, Ifthe party takes cover before the gnomes get close, the gnomes will avoid the characters, and that willbe all ha occurs during the Gnomes #1 & #2: AL LD 50, 26; THACO 15 # bonus) Gnome #3: AL LN; MV 6"; STs 9, STw 8; AC-1 “THACO 15; #AT 1 weapon oF spell; Dmg by (steength bonus) or spel Spells Carried: calor spray; detect invisibility; improved phantasmal force Gnome #42 AL LN; MV 12"; AC 5; STs 12, STw 115-13; hp 225 "THAGO 20; #AT 1; Dig by weapon + 1 (strength bonus). Special Abilities: MS 57%; HS 309; backstab for double damage with surprise Iipment: potion of invisibility (3 sips lf) Gnome #3: AL LE; MV 12", AC 5; STs 12, STw 11; Ag; hp 19 HACO 20; #AT 1; Dmg by weapon, Special Abilities: MS 31%; HS 25%; backstab for double damage with surprise Equipment: potion of invisibility (5 sips lft), Gnome #6: AL LN; MV 12"; AC D; STs J, STw 8; 15; hp 22; #AT {weapon oF spell; Dmg by weapon or spel Equipment! dagger + potion of extra healing Spells Carried: change scl color spray: detect invisibility wall of fog: blindness: fog cloud) invisibility 10° radius IV 6"; AC 2; STs 12, STw 11; F3; hp 1; Dmg by weapon + (strength "3/13: hp 24; pon +1 SE2. Druid ‘Unnoticed by the party, a small bird lands nearby, Its a shape- changed wandering druid, the custodian of this area, She will observe the party's actions and act accordingly Ifthe characters are harming or have already harmed wildlife, or if they have disturbed the ecology o terrain of the aren, she will conjure a fire clemental to attack them, following with more spells, as needed. Otherwise, she will walk out from behind a tree 20 yards ahead of the party and peacefully introduce herself, From her travels, she knows where the characters have been and whether they have already damaged the area, She has no objections to the slaying of Good ar Evil creatures in the area, but she cares for all the Neutral ones (not including the gnomes). Remember that she is Tiue Neutral; ifthe party has misbehaved, the punishment should fit their crime, For example, if they have slain 2 animals, she will try to slay 2 party members (HER idea of justice). [she attacks the party, she will not reveal her own presence (if possible) ‘and will certainly not talk or deal with the characters in any way, She will not engage in melee, nor will she risk herself at any time, If ‘damaged, she will ee, then return later for revenge when the odds seem more in her favor, “The name she will give is *Moontree," and she knows the loca- tions ofall the creatures in the area, Ir the characters make her an olfer 5,000 gp value or more in treasure, she will reveal the approx: imate locations ofall the Neutral creatures (i.e, the even-numbered ‘A hexes and all of "B" ring except for Hex B4, where the bug bears are.) She will reveal neither the exact locations of the lars, nor ANYTHING about the other hexes, including Hex C. She ‘warns the characters not to harm “her” creatures in those hexes She cannot stay for more than 3 turns, alter which she will d ‘on foot, keeping an eye on the party Moontree will not aid the party except with information. § lives in Hex C with friends (Zee hex description, hereafter). For Moontree’s statistics, abilities, and items, see her character notes on page 24 SE3. Elves The party comes upon a camp of a dozen elves 100 yards ahead in their direction of travel. The elves see the party and make ready for trouble, but they do not attack unless attacked themselves ‘These elves are passing through the atea on theit way home from avisic with friends. They are gentle folk, and they will offer food and rest if approached peacefully. They know exactly where the bbugbear lair is, and they are willing to give that information for fice. They will not, however, accompany the party. Instead, th remain in their camp, resting, until alter the characters have gon preferring not to give any clues to their direction of travel. They over their tracks so well thatthe party will not be able to find from whence they came nor, afterward, where they have gone. POLYHEDRON Elves: 12; AL CG; IN Exceptional; SZ M; MV 12°; AG 5; STs 17, STw 16; HD 1 +1; hp 6 each; THACD 17; #AT 1 weapon: Dmg by weapon. Special Defenses: 90% resistance to sleep and charm, Equipment: Each is armed with a longsword and a longbow with 20 arrows, Players’ Background Drax, a Thanmarurgie from New Ford, was out adventurin with fiends. One alternoon, while deep in a drizay forest, they ‘were atacked by black dragons. After tough fight the vicion- ‘us group went to clean out the lat, leaving thelr horses in a thik grote wel say om the bate Unfortunately, a passing group of bugbears found and slew most ofthe horses elore the party's return, taking the items and {reasire in the sadlebags with them, This was deasrous for Dan, a8 he had let his spell books on is missing horse ‘Aer sirugaling back to town dragging part of the dragon horde, the party members went their sepatate ways. But later alter Feeiving a ster lecture from hie tutor, Drax went out apd found his riends in local tavern, and explained his plight. 8 hardly troupe of determined (and slightly greedy) adventurers set ut ay Iter tf the ugar andy hopes, rans pe bool ‘Your party is faced with an interesting problem, You know {com previous information that the bughears live somewhere in an isolated section of hills, which shelters both normal and mom Strous beings. The area i bounded by impassable hills, but i may be entered by a single past which lads imo the souhern= ‘met point ofthe area, ‘carting at that point, you may take whatever path you wish your DM will describe the terrain as you go. Search for tacks Ind take ax much time st you lke — dayer if necessary you must eventually find the bughears and recaver Draws Ipellbook. ‘Look ai your starting map of the area. You can best map by drawing a line to indicate your path of travel and adding hills where you find them, You may wish to tnark times, tracks, encounters, and so forth as you go. Hex Encounter Key ‘The following descriptions give both the creatures encountered in ‘each hex and details on their lars. Each Hex Map shows the terrain fof the hex, as well asthe location of the lair Hex AL Wandering: A pack of 10 ghouls (12 hp each) slowly stalks the party, surprising even a ranger on a 1-2 (146). Unsurprised charac ters can spot the 5 ghouls that are partially visible; only sight ‘movement indicates the presence of the others. (A clerical Turn at this point ean, however, affect all the ghouls.) They attack on sight, but Mee back to thei lair i Turned. They have no treasure Lair: A small, partially hidden cave entrance leads into a short corridor, which opens into the smelly lair of these foul things. It is littered with bodies and trash. The 5 ghouls in the lair (10 hp each), plus any wanderers that have fled back here, attack on sight. If ‘Tarmed, they flee out the back door and scatter. Hidden amongst the debris are 1,000 gp, 5 gems (base value 1,000 gp each), a potion of invisibility and a potion of extra-healing Ghouls: AL CE: IN Low; SZ M; MV 9°; AC 6; STs 17, STw 16; HD 2; THACO 16; #AT 3; Ding 143/1d3/1d6 ~ paralysis. Special Defenses: Immune to sleep and charm Special Attacks: Victim must save vs. paralyzation for each successful hit or be paralyzed for 5d4 rounds, Hex A2 Wandering: Three volts (ap 13 each) spot the panty from a distance and fly over to attack the horses : | (siard, Player’s Map Hex A2 Hex A4 Hex AS James Ansthrom (‘James the Good”) 71h-Level Human Male Cleric Ability Scores STR: 10 Doors 1-2, Bars/gates 2% INT 14 WIS: 18 +4ST es, Mental Attacks DEX: 17 +2’ Reac/Atk bonus, -3 AC bonus CON: 15 +I hpidie; $8.91, RES oF CHA: 14 +108 reactions Description Height: 9/11" Weight: 185 pounds Hair/Eyes: Blond/bive Alignment: Lawful Good Combat Data THACO: 16 AG Normal: -1 ‘AC Rear: 3 ‘Armor Type: Plate & shield Hit Points: 43 Weapon Proficiencies: 3 (hammer; Mail, mace). NPP. 3, Saving Throws* Poison, paralysis, death 7 Peuification, polymorph 10 Rod, staff, wand u Breath weapon 13 Spell 2 "Add +4 wisdom bonus vs. mental attacks Undead Turning Table Skeleton =D Mummy 10 Zombie 1D Spectre’ 13, Ghout D Vampire Shadow Ghost Wight T Lich Ghast £ Special = Wraith 7 Racial & Professional Skills Spelisiday: 5.5.3.2 — Languages: Common, Dwarvish Equipment Magie Items: Mace +1; potion of invisibil- ity; potion of plant control, gem with con- tinual Hight cast upon it Normal Items: Flail; 2 throwing hammers; other normal equipment as desired Your Lawful Good deeds are well-known throughout the country, and there i nary a perton who doesnt know and respect your fame. Teas been sid that you could give Tetons on morality and proper bchavior to paladine, and that may wel e true, for you Rave never dane dishonest thing in your life: Your reputation hae never been touched by scandal, and you keep set to your aignment, although you will tolerate the presence af other alignments in your gr long as they behave: Your word i ken 4 abate trac, and anyone you vouch for Surat ayo youre This psa bevy responsbility on your shoulders, and you fel that eis your duty to watch the others im yoar gro lest they stay into shady Sir Alfred , 71h-Level Human Male Fighter Ability STR: 18/55 +2/+3 ro hitidam, +125#wt; Doors 14, Bars/Gates 25% INT 12 Wis: 9) DEX: 13 GON: 12 5 80, RES 85 CHA: 12 Description ght: 5/8" 5 pounds yest White/bluc Alignment: Neutral Good Combat Data THACO: 14 AG Normal: 1 ‘AC Rear: 2 ‘Armor Type: Plate +1 & shield Hit Points: 30 Weapon Proficiencies: 6 (longsword; long: how: 2-handed sword; lance; halberd spear) NPP: 2 Saving Throws* Poison, paralysis, death 10 Petrification, polymorph 2 Rod, staff, wand B Breath weapon 2 Spel "Add + 1 bonus for magic armor where applicable Racial & Professional Skills ‘Attacks: 3/2 rounds Languages: Gommon, Elvish, Orcish, Equipment Magic Items: potion of extra healing potion of hill giant strength; oil of ethereal- hess; plate #1; longsword +1 (ame tongue: +2 vs. regenerating creatures, +3 vs. cold/inilammable/avian, =4 vs undead); brass horn of Valhalla (1 use/ week, 244+ 1 13 berserk fighters). Normal Items: 2-handed sword, longbow swith 20 arrows; spear; other normal equip ment as desired. Drax 5th-Level Human Male Magic-user Ability Scores STR: 8. Doors 1-2, Bars/Gates 1% INE 17 WIS: DEX: 16 +1 Reac/Atk bonus, -2 AC bonus CON: 15 “Fi hpidie: 88.91, RES 4 Combat Data THACO: 20° Hit Points: 1 Weapon Proficiencies: 1 (dart). NPP: 5. Saving Throws* Poison, paralysis, death 4 Pewrification, polymorph 1 Rod, staff, wand 9 Breath weapon 13 Spell 10 "Add +1 bonus for ring, Racial & Professional Skills Spelisiday: 4.2.1 — Languages: Common, Dwarvish, Elvish, Ogre, Oreish. Equipment Magic Items: potion of extra healing; potion of gaseous form; ring of protection ‘tI; dagger + 1/+2 vs. lange; bag of hold: ing (300 Ib, 70 ca fi.) Normal Items: 12 darts; other normal cequipmentas desired. Spells Carried: Level 1: Charm person shield; magic missile; sleep 2: Invisibility: stinking cloud 3: Fireball Drax You ate a cautious fellow, though not cow ard. You have a cool, keen, calculating tind with which you can aves situation nd quickly decide the best course of ction. ‘Por chaotic nature manifests tee inthe fact that you donot limit yourselt to “ortho- dow” solutions. Your actions are key to be tntrely unexpected, and they may even Sppeat rash, although that snot the ease bor actions are always the result of careful consideration; you are simply able to see options that tore conventional minds can- "You have a knack for anticipating what is gving to happen and acing according Beshaps its fst your eactlating mind that figures out probabilities ahead of ime, oF Fethasit insti, Ether way; you ake reps to protec yoursel, although you may hot fel krnecessary to warn others frst ‘ou area loner, with few real fiends Your logical mind see litde value in cult- ‘ating the iriendship of others; You preter to Tet according to what is best for you ‘ou are especially irtable on tis mis sion, since itwas caused by your carces nes in leaving your spellbooks unprotected {ou fee that you should have foraeen that possibilty and avoided the problem, You Expectallydistike playing setond-idle to tuother tage on a mission, and the fact that you now have o depend on Maynard's spellbooks only intensifies the problem, and shortens your temper sl more “JAMES, the clr, the most widely reipected Lawful Good cleric in this par of the country. He sable at his profession, find you consider yourself fortunate have iis help. James never looks down on others trae teat this OU, DIGGER McGEE, the devi, sa schemer It's obvious that he's eltvating James's friendship for some reason — he ‘ven claims t be Lawes! Good! You're not sure what his plan is, bat he's certainly up to'no good. He's always offering to do tweryone favors in exchange for unspeciied future services. The posites for trouble from sach an agreenent are so immense that you make ita polity never to accept bis offers MAYNARD, the other mage, is a power- fulevoker. At James's request, Mayard is allowing you to sty from Bis spelbooks, iru he sonds over you while you work, making suggestions on what ro memorize, fs though you didn’t know your profession He doesn seem to suspect Diggers mnouves; he as even accepted several favors ffom him. Why he thinks you're dishonest and Digger is ustworihy is beyond your Comprehension, but i itates you grea: SIR ALFRED isa good fighter, and you reapect someone who fs eapable in combat tithough you do think he too devoted to James: Sometimes he doesn’t even seem 0 tive mind of his own ‘GORLEVORN, the cleric-ranger, seems dullwited and slow. He speaks only Bvish tnd broken Common, and he is completely educated excep for hin woodland know. tage. You have ne particular opinion on finn, bur it iv hard for you to deal with those twhove minds are nota quick as your own, FARLEY LeQUIST, th fighter/thie, hard to figure out, He keeps to himself, ddocen« seem to like you much, and watches Digger all he tie. You're not sure ifthe two them are up (0 something, orf he is id ofthe druid, bur either way, might rove profitable to keep a close eye on both ofthem POPPI DID DID DDD III ne) Sir Alfred You are the stereotypical fighter, always charging tothe forelront and taking on the majority of any melee. But you aren't stus Dd) andl those who think so are making a Eerious mistake. Some say that you are rather naive, and iis easy forthe others to play practical jokes on you. But as ong as Jour'mentor is safe, you don't care ‘Your prematurely white hai isa sensitive topic, and you are very touchy about it ‘kthough you wouldn't physically harm anyone who teased you abou it, it wouldn’t ‘endear that person to you one bi JAMES, the clerics your bestfriend arid your mentor He i te finest, most moral person you know. Once inthe past, a chaotic act that you committed ina moment of weakness almost resulted in tragic conse: {quences for James, You regreted this so ‘ach that you pledged yourself ois ser ice fora year and a day; and now you rarely leave his side, Digger and Maynard seem '0 resent your relationship with the cleric, and they often try to.come between you, but you refuse to allow it You fel that the time you Spend with James wil make you a better person. DIGGER McGEE, the druid, is always offering to do you favors if you vil promise to reciprocate Inthe future, You usually don't take him up on those offers unless you have wo, though FARLEY LeQUIST, the fighter/thie, is a necessary evil (or neal) asthe case may be, I you catch him stealing from the party there will bea showdown, but otherwise you leave him alone DRAX, the magic-user, i completely inept. When someone tells you he's going to Cast a spel, you cringe and prepare to dodge itneceseary ‘MAYNARD, the other mage, is more powerful by Tar. Although chaovie, he's Inore trustworthy than Dra You do wish, however, that Maynard would carry more helpfal spells, and les of the battleype ‘Afterall battle is your department GORLEWORN, the dere-ranger, is 2 good backup fighter, but a strange in {al One minute he seems to be sorry for You the next, he's angry with you. You Uon'c completely rust him; he teems not to Tespect James at much as the others do, Ties ustducaceds and he speaks only Eivsh and broken Common: ‘ , \ \ \ ‘ | However, you are not an evangelist as such, You prefer to show others the way by fetting a proper example, though you never demand that others think or act 22 you do. our approach is to get down to the bus ness at hand and to conduct yourseifin a decent and respectable fashion, You never criticize the customs or behavior of your Companions unless an innocent party isin danger of being harmed, nor have you ever treafed anyone in a condescending manner is some priests do. (Not once have you talled anyone “my son,”) You tend to pass ff your good deeds as simply part of ving, tnd you de not lord them over others. ‘Many individuals here dle other mem- bets ofthe group, but al are loyal fends of yours. In fac, i may be your presence Done that holds the group together, forall of them respect your wishes and opinion, You seem to be the narural leader ofthe party, for no one else here could command the respect ofthe entire group, But you lead ina subtle and soft-spoken fathion, saggest- ing rather than ordering, and relying on the cers’ regard for you te hold them to the urpose BIGGER McGEE, the druid, isa special problem. He claims to be Lawftl Good, ‘which you believe i false (hough he did register as such the lat time you checked) Nonetheless, you have never caught him tn any unserupulous dealings, although you Strongly suspect him of such. You have ‘vouched for him more than once when he has requested it and he has not yet betrayed your trust. He seems to value your friendship, hut you ditrast him enough not to accept his offers of favors, for he asks tinnamed favars in return ~~ and you fear theconsequences of sch 'DRAX, the mage, ia rather unlikable fellow. Definitely chaoti, he seems to care for no one save himself. His actions are often completely unexpected, but surpris- ingly apt for the situation. Drax's spel books were stolen while you were on another mission together, and you helped fssemble his party to renee them for MAYNARD, the other mage, is also chaotic, but heis good-hearted! nonetheless. ‘Atyour request, Ae allowing Drax to study from his spellbooks, although you can tell he would rather not, SIR ALERED, the fighter, isa Lawful ‘Good man like yourself He fs stalwart and evangelical —a true aset to your group. Because ofan incident inthe past in which Sir Alfred violated his beliefs by commiting 2 chaotic act (which almost cost you dearly) ite has sworn himself to your service for a year and a day. He is completely devoted t0 you — almost 1oo much 30, After all, you Rave long since forgiven his mistake, But he will do anything you ask without question, and his loyalty has saved the day more than ‘GORLEV-ORN is a half cleric ranger wih poo setsmage, He dot not beleve himself o-be as good as either race, so he has made a life alone in the wilderness ‘Though he is an excellent woodsman, he has itl in the way of social grace. He speaks only broken Common, for which he iPoften teased. FARLEY LeQUIST is no worse than any other thief, but he and Digger seem susp ‘ous of one another fe may take all your personal charisma to keep them working fogether. Maynard the Gray Tth-Level Human Male Magic-user Ability Scores STR: 17 #1/+1 hiv/damay Doors 1-2, Rars/ 6 INE 18 WIS: 9 DEX: 10 GON: 11 S875, RES80 CHA! 14 410% reactions ‘Weight: 192 pounds Hair/Eyes: Gray/Gray Alignment: Chaotic Good Combat Data THACO: 19 AC Normal: AC Rear: # Armor Type: bracers of defense Hit Points: 21 Weapon Proficiencies: 1 (dagger) NPP 7 Saving Throws" Poison, paralysis, death 13 Petrfication, polymorph 11 Rod, staff, wand 9 Breath weapon 13 Spell 10 Racial & Professional Skills Spells/day: 4.3.21 — Languages: Common, Dwarvish, Elvish, Green Dragon, Werebear. Equipment Magic Items: potion of invisibility; potion of extra healing; ring of warmth; bag of hholding (S008, 70 cu ft); dagger +2/ +3 vs. large, Normal Items: Staff; other normal equip- ment as desired, Spell Book Level I Charm Person Magic Missile Detect Magic Read Magic Enlarge Shocking Grasp Feather Fall Sleep Identity Unseen Servant Level 2 Detect Invisibility Levitate Invisibility Strength Knock Web Level 3 Dispel Magic Lightning Bole Haste Water Breathing Level 4 Charm Monster Polymorph Self You are an evokes, and your flash-bang magie makes non-mages think you are far more powerful than most ather magic-users. You find this amusing, but you enjoy being in the spotlight, 30 you make no effort to Correct the mistaken impression, You are kind-hearted and good, and you would do anything to help someone in need, though Farley LeQuist Male Dwarf Fighter/Thiet (5/5) Ability Scores STR: 18/97 +2/+5 to hiv/dam, +2008 we; Doors i-# (1), Bars/Gates 35% INR 14 WIS: 8 DEX: 17 +2ReaciAtk bonus, -3 AC bonus CON: 16 “+2 hpidic, $8.95, RE: 96 CHA: 10 Description Age: 67 Height: + Weight: 126 pounds Hair/Eyes: Brown/Brown Alignment: True Neutral Combat Data THACO (as fighter): 16 THACO (as thiel): 19 AC Normals -3 AC Rear 2 Armor Type: Plate mail +1 & shield +1 Hit Pointe 40 Weapon Proficiencies (fighter): 5 (short Bow, hand axe, battle axes spear light crossbow) NPP: ‘Weapon Proficiencies (thief): 3 (ong- sword, dart, sling). Npps's Saving Throws Poison, paralysis, death u Petniication, polymorph Il Rod, sal, wand at Breath weapon B Spall o *+4 race bonus included: add + 2 total bonus for armor and shield where applic Raci & Professional Skills Thieving Skills (Must first change to leather armor!) PP OL FV RT MS HS HN CL RL 55 62 55 45 46 20 80 35 Special Abilties: Infravision (0°); detect slope (75%); detect new construction (73%); detece shifting wall (4 in 6 chance), detect stonework trap (3 in 6 chance); detect, depth underground (3 in 6 chance). Languages: Common, Dwarvish, Gnom- ish, Goblin, Kobold, Orcsh Equipment Magic Items: potion of invisibility; potion of diminution; potion of healing; plate +1, shield #1; longsword ~ I; ring of feather falling. Normal Ttems: Sling with 20 bullets; spear; hand axe; other normal equipment as Gorley-Orn Male Half EIf Ranger/Clevie (5/5) Ability Scores STR: 17 +1/+1 to hitidam, +50 wt; Doors 1-3; Bars/ Cates 13% 13 15 +18T vs, Memal Attacks 10 15 +4/die; $8.91, R. "1 Description Age: 70 ht: 5/4" 36 pounds (Eyes: Gold/green Alignment: Neutral Good Combat Data THAGO (as ranger): 16 THAGD as cere) 10 AC Noval Reker! ype: chain +1 & shield +1 0 ‘Weapon Proficiencies (ranger): 4 (long bow, longsword, 2-handed sword, spear) NPB: 2 [espon Proisenctes (ler): 9 (fal mace NPI Saving Throws" Poison, paralysis, death Petrification, polymorph Rod, staff, wand 13 Breath weapon 13 Spell 1 "Add + 1 wisdom bonus vs, mental attacks; add + 2 armor/shield bonus where applica, ble Racial & Professional Skills Undead Tarning Table Skeleton oT = Mummy 16 Zombie T — Spectre 20 Ghoul T Vampire — Shadow 4 Ghost = Wight 7 Vampire Ghast 10 Special — Wraith 13 Special Abilities: +5 damage bonus vs stant class; surprise (3 in 6 chance); 1 in 6 hance to be surprised; track outdoors (90°% base); track indoors (65% base); infravision (60): detect seeret doors (I in 0 chance in passing, 2 in 6 chance ifsearching); detect Concealed doors (1 in 6 chance in passing, 3 in 6 chance if searching); 30% resistance to sleep and charm. Spelis/day: 5 41 — Languages: Common, Elvish, Gnollish, Gnomish, Goblin, Halfling, Hobgoblin, Orcish Equipment Magic Items: potion of ESP; potion of healing; chain +1; shield +1; longsword 1. Normal Items: Longbow with 20 arrows; 2-handed sword: spear; other normal equip: ment a8 desired. Gorley-Orn Physically, you take after the elvsh sie of your fami You have aways been ashamed St your mixed-race heritage, for you know that you cannot ever reach che fal potential of ether ce, You cannot rise as high in your professions asa human could;and you diene th fll racial advantages ofan el ‘Therefore you tend to say in the backs ground, taking orders from your “betters! folong as you fel the ondrs are reason able ‘ou have litle formal education, which sakes some consider you stupid. But yo. ‘ions hestate ro make your opinions tnown, even if your Common is less than perce a rimes. You often belie your own Ebiies due to your poor selimage, but you are quick to anger against anyone who {Canes you about your “al blood “The woods are your beloved home, and what you don't know about nature probably int worth knowing, You area competent hunter and tracker and you have led "JAMES, the cleric, too Lawful for your taite. You're not above raking cues from him, and you're not really ont to convert, him, but you take his orders with «grain of fal Sul, he has always treated you as « fend and an equal and you respet im realy DIGGER McGEE, the druid, is more suited t lead this partyin your opinion. He ie woodenite, perhaps moreso than you yourself, and he cout certainly lead & Eroup through the wildemess better than Sty cere 'DRAX, the mage, i supposed t0 be rather inept, according to amor Afterall be de get you all into this mess by losing his spelbooks. But he may have biden ‘itta, st you are keeping an open md SIR ALFRED, the ighte, good st his job. You envy bis full-blooded humanity, for Js because ofan accident of birth, he as Bdvamages that you wil never know. You often wonder if he appreciate those advan- {ages as muchas you could haves At the Same ime, you're sorry for him. He has no Fanger tacos, and he doesn't scem at home in the wilderness Worst ofall, het fanat cally devoted to James. Not hat James such a bad sor, but yous dont fee that one icing should be so slavish fitful to amotier It's jest not healthy. MAYNARD, the other magie-uses, is powerful and unpredictable. He seems to fake pleasure in Draws plight, treating im tr dir beneath his fee, ls magic snot bt, lke thet ofthe druid, but Nashy snd dextnictve to your beloved woodland. You sien take iu with his choice of pels, Fequesting hae he explain what each spell itakes for the day wil do. FARLEY LeQUIST, the fightr/thief, is a typial wart, but he tals funny. You don't associate with him mach, but you do keep an eye on his whereabouts A LT AAA AAT AAA AAA A AAA AAA AAA AAA AAA AAO AA OA Farley LeQuist You come from a faraway land, and you speak both Common and Dwarvish with the accent of your French homeland. You have Spent many years earning your place in ‘your exo professions, and you are proud of your advancements, In your homeland, you ‘were a valued and respected professional Buc this group treats you as Inte beter than a backup fighter! Your thieving ski, though respectable, are not as good as the spells that the cleric, druid, and magic-users have available. The clerie can find traps better than you ean (although that power doesn't last long), and mages often have spells that enable them to fly or climb walls ‘When the group does ask you to perform thiclly activities, you sometimes wonder ‘loud whether one of them couldn't do it bet JAMES, the cleric, is the most respected Lawful Geod cleric in this country. His deeds are legendary; you had heard of him before you the here” He could give lessons fon morality to paladins. But he has never Jet you down in a pinch — always curing you when needed, and vouching for your Gharacter as long a8 you behave yourvelt ‘and don’t steal trom the group, 20 you try bot tet bim down either In face, you are here helping to look for Drax’ spellbooks because James asked you to come, and somehow, you just coulda’t say no. DIGGER McGEE, the druid, i a shifty character if ever you've seen onc. He keeps watching you, a8 though he suspects your rmotives. He plays up tothe clerie all the time. Te just n't fait to let such a shady character take advantage of someone like James, who treats everyone with respect ‘and fairness DRAX, the mage, is a cautious, self centered individual. You had no quarrel swith im before, but it was his carelessness tn losing his spelibooks that sent the group ‘on this fools errand, But atleast Drax {oesn’t scm to think you would steal from the party the way Digger and Maynard seem to, Perhaps he isn't so bad MAYNARD, the other mage, is far more powerful than Drax. He is generously Bllowing Drax ro study from his bcoks for this trp, which is probably better than Drax eserves: But Maynard watches you ofien too, as though he thinks you are out so steal be econ SIR ALFRED, the fighter, is good man to have in the frontlines You respect his fighting ably, although hs slavish devo- tion to James is often the source of jokes among'the group, You yourself occasionally tease hirn about his prematurely white hain ‘GORLEV.ORN, the deriviranger, isa real dimwit, Just tke all farm boys, he has bo street smarts at al. In your count people with mixed-racial heritage were Called “halftbreeds" but he seems to take treat offense when you call him that, Per. fps your commanc of the language is at fault ee (ATT AT AA ATA AA ATA AAT AAA AAA A AA AAA AOA OA AAA you do enjoy easing athers who attach 100 Imuich importance to themselves orto litle things. ou deliberately try to give the impression that you wield great power, for you enjoy the way people who don’t know Inagie treat you. But al of your teasing in funy and you certainly don't intend for i to hhure anyone. Occasionally someone takes real offense, and you always try 1o make Amends when that happens ‘Your atitude f one that some would call ctildish, for you aren't completely happy taness you get your ovin way. You see no harm in manipulating others to that end as long as no one is hurt. Por that reason, you travel with Lawful Good adventurers when ever possible. Not only docs it ensure that nares done, bu i uly ee ‘manipulate Lavul Goods —~ they're pre- dictable i "You collect magic greedily — especially anything that ean give you more magic, Such as wands or rings. You have al of your magic items protected with magre mouth spells, which will warn you when someone tries to steal one, You openly distrust, thieves, and with good reason — you have a Toco seal! ‘You are careful about puting yourself imo danger, although you like oihers to think you are brave. You are also curious to a fault; you can't say away from a mystery fr an enigma, If something looks strange or DIGGER McGEE, the druid, isthe only person in the group that you cat manipu Inte, and that worries you, He's mysterious, and you don’t understand what goes on in his mind, Sul, he seems friendly enough. He has done favors for you inthe pasty and he asks only that you do him a like number of ervices, to be named later, in return, DRAX, the other magic-uscr, is fairy competent — a lest, you thought so until he let hi pelibooks get stolen, Because James asked you to, you are allowing Drax to study from your spebooks, But Drax tales himself 0 reriously that you can’t resis the chance to needle hima bit, x0 you and over him while he studies, watching, his every move and occasionally offering hints as to which spells he should study a8 though he were an apprentice SJAMES isa cleric whowe skill and good! ns are famous far and wide. Ifyou have a real fend, it would be James; you would {0 to hell self for James if need be, Tor you Know that he would do the same for you You do like to tease James about his sodgt ness and striemess, though. You Keep tying toloosen him up, although you know it's impossible ‘SIR ALFRED, the fighter, is competent athis menial tase, but you fear he will prove to bea stumbling block in your Friendship with James. He swore is life to James over sonie petty problem once, and ‘now he sticks tothe cleric lke glue. But its lear that he's hurt when anyone teases him bout his white hai so you never do tha, and you stick up for him when others do GORLEVORN isa dlerie/ranger, Next to the druid, he's the most competent wood- land person the group has, and he's easy (0 fool besides. He's not too bright, speaks broken Common, and i easily impressed by your magie FARLEY LcQUIST, the thief i, lke all thieves, untrustworthy” You keep a constant eye on him, lest he get too greedy about the magic items you have, Hex AG Hex AZ Hex AS Hex AQ Hex A10 Hex All Hex A12 Hex BI Hex B2 POLYHEDRON ‘lying eels with large whiskered hey don’t have wings, but they ar fing straight toward you at a 20” altitu The volts move at only 6”, and they will not surprise the party ‘They attack any horse they can catch, ignoring the characters ‘unless molested. They have no tweasu) Lair: The volts have a nesting area 35" up in the branches of duster of elm trees. The three volts hiding there (10 hp each) will attack invaders if tireatened, They have no treasure. Volts: AL N: IN Animal; SZ $; MV 6°; AC 3; STs 16, STw 15; HD 241; THACO 16; #AT I bite +1 tail; Dmg Idt + 266. Special Defenses: Immune to electrical attacks. Special Special Attacks: No “to hit” rolls needed after first successful bite Hex A3 Wandering: The stone giant father (hp 45) is out foraging when he notices the party: He watches them from a grove of trees nearby, ‘where he ean be spotted only by a ranger 20 “The giant will avoid the party if they avoid him, Hie understands Common, and may tall if approached peacefully. If atacked, he wilhthrovs rocks from a distance, Neing if the party ties fo engage. questioned, the giant will ll ofthe “cowardly ogres” in Hex A, and may mention that he ha seen copper dragon nearby recently. He docs not know of the bugbeare lair Hevearres 300 gp and 6 rocks in s large sack ‘Lair: A large cave entrance leads into a corridor and dark The first characters ino the cave must save vs. death with a penalty tothe rll include adjustments for dexterity and wisdom But NOT magie armor) or fll into the animal trap set up inthe rain corridor The fall onto spikes inflicts 6 points of Gamage tnd the giants wil ry to thwart rescue attempts by throwing rocks. (They normally ust sep over the ap) The mother sine gant (hp 58) and her son (hp 25) are inthe Ini; they wll defend it agin invaders fist by throwing rocks, and then by fighting hand-toshand ifmecesrary. They wll fight tothe death Hidden under dirty furs in the cave are 5,000 gp, 8 gems (base value 00 gp each), potion spectre contol, dagger + ly and a Shield * 2 Stone Giants: AL N; IN Average; ZL; MV 12", AC 0; STs 11, STw 10; HD 9 +2; THACO 12; #AT 1; Dmg 346 (club) or 3410 (rocks, range 30") pecial Defenses: 90% chance to eatch hurled racks oF similar missiles sane #28 Hex Aa Wandering: Four giant toads (hp 13 each) wait hidden on a hillside for prey. You are startled by a small rockilide to your left, but it does not reach you. Something is apparently moving around about 100" up the hillside ‘The giant toads leap to attack anyone coming up the hill, which is too steep for horses. They have no treasure ‘Lair: In this marshy area live the other 6 of these creatures (hp 10 each) in no recognizable lair. All the toads leap to attack invaders, but any that are harmed wil flee immediately. They have Giant Toads: Al. N; IN Animal; 8% Mj MV 6"; AC 6 STs 17, ‘Slw 16; HD:2 + 4; THACO 16; #AT'1; Ding 204, Special Attacks: Hop 6” wo attack, clearing up co 2” height Hex AS ‘oll normally for surprise; four male ogres (hp 25, each) are coming over a hill the characters’ right to attack. They are armed with 2-handed swords (Dmg 1d10 +6). If they take dam- age before arriving, they can be driven olf — temporarily. They will return to the lax, get 3 females, and hunt down the party. Ifthe characters are still in Hex AS after passing through 2 more mini- hhexes, the ogres will find them, surprising the party on a 1-3 (on 146), regardiess of rangers. Each male ogre carries 30 gp and 2 .gems (base value 100 gp each) in a pouch. Lair: The ogre lair consists of a small cave for sleeping and an ‘outdoor camp. Unless alerted by the returning wandering group, the # females (hp 15 each) and 3 children (hp 9 each) will be sur~ prised by the arrival of the characters, 3 females and 2 children are ‘outdoors; 1 female and her child are in the cave. All will ight to the death to defend the lait, atacking demi-humans first possible. ‘They are quite stupid. Inside the eave are 3,000 ep, 1,000 gp, 5 gems (base value 100 gp each), and 1 each of the following potions: fish control, ESP. heal- ing, polymorph self, and speed. Ogres: AL CE: IN Low; SZ L; MV 9": AC 5; STs 14, STw 15 HD 4#1; THACD 15 (males & females), 20 (children); #AT 1; Ding by weapon +6 (males), 2d4 (females), 1d6 (childven) Hex A6 Wandering: Two firedrakes (hp 20 each) are observing the chat As you scan the hills to your right, you see two miniature red {dragons watching you carefully from behind some rocks. They resemble pseudodragons Ifdisturbed at all, the dragonets will breathe, catching as much of the party as possible, then scurry off. (Remember to include darn: age to horses, if applicable!) If chased, they can be seen flying off toward their lair. They have no creasure. Lair: 4 hole in the side of a hill, about 8” in diameter and sur- rounded by small boulders, leads ¢o a burrow where the firedrakes live. Two females (hp 20 each) are inthe lair, plus any males that have returned. They will not be surprised except by invisible erea tures, and they will breathe at anyone approaching within 30° of their burrow. The firedrakes will noc leave their hole co get into fights, retreating deep within if characters get to the enteance ‘There is no treasure in the lai, Firedrakes: AL Nj IN Semi-; SZ $; MV 6/18"; AC 5; STs 16, Slw 15; HD 4; THACO 15; #AT 1; Ding 2d. Special Attacks: Breath weapon (60’ % 10°, 5 x /day) for 248, points, save vs. breath for Ys damage; blood can give Tametongue effect to any weapon for id4 + 2 rounds, but may cause the weapon to break (2% chance per hit cumulative) POLYHEDRON Hex AZ Wandering: An adult female copper dragon (hp 35) ses the party wile ont raging and cornesin ora lreing nearby to vega Irattacke, she vil immediately breathe slow gas, lellowing with AMiacs and acd breath as needed Irapproached peacefully (no weapons out, or weapons at ready but not presented, she will hat about anything the characters ike. She avolds giving any usefl information though, asking questions hereto determine wheter ie would be profitable to kil them al Ieonvinced otherwise (a relatively easy tsk), she yl decide that it ‘would be to uch trouble to attack them, and wil offer to sll Information. For 3,000 gp or an equivalent valuc in magi (n0 Potions accepted), she wil reveal the EXACT locaion of an lai in the are, atthe characer’ choice She has no treasure ‘Lair A large cavern mouth leads into darkness. Inside, Daddy dragon (ld, Bp 42) alee, but Junior (subadult, hp 2) s Snooping around te lai. Juior sil shiek ie ss tavaders in the Tai waking Dad, shes breathe with bad aim (atching 1-2 Characters at mon) while Dad ges up and gets into action “The three dragons have accumulated 8,600 cp, 30,000 sp, 13,000 ap, #4 ges (bane value 100 gp each), and 1 each of he folowing Potions: ying, gaacous form, growth, sweet water and water breaching. Copper Dragons: AL. CG; IN High; SZ L; MV 97/24"; AC 1 STs 11 (mother), 10 (lather), 15 (Junior), STw 10 (mother), 9 (father), 8 Gunter); HD 7; THACO 13; #AT 3, Dmg 1d4/1d4/ Bas, Special Attacks: Acid breath (70’ * 5", save vs, breath for Ye damage); gas breath (30" * 20" 20°, save vs. breath or be slowed for 6 rounds); fear aura (creatures of less than 1 HD rout for 4l6 turns; those of less than 3 HD must save vs, spells or be paralyzed with fear (50%) oF fle in panie (30%); those of 3 HD ‘must Save vs. spells or fight at a penalty of ~ Ion “to hit” rolls; those of 6 HD or more are not affected; saving throw bonus +3 (mother), *3 (father); Junior has no aura), Hex AS Wandering: A giant boa constrictor (hp 30) is draped across a tee limb ahead of the party, Tecan be seen 60 away by a watchful group. If attacked at a distance or approached slowly, it will try to slither away; ifthe characters move in ta attack, it will defend itself iWean easly be avoided. The snake has no treasure, but its skin worth 20 gp if brought back in fairly good condition, Lair: High in a cypress grove isthe mate to the wandering snake (hp 35). Both sleep here, but there is no discernable lair. This snake behaves as the other in all respects. There is no treasure in the lai, Giant Boa Constrietors: AL N; IN Animal; SZ L; MV 9°; AC 5; STs 16, STw 15; HD 61; THAGO 13; AAT 2 (bite and con- suction); Dmg 1d4/2d4. Special Attacks: Constriction (automatic squeeze for 8 points! round, “1 per “plus” of magic armor (not including shield) after ‘one successful hit with coils.) Hex AQ Wandering: The characters ate passing through an area with more trees than before. "Two giant spiders (ap 25 each) are wating for prey fo pass under then they wil surprise the party unless atleast She characteris specially watching dhe res vericad. When the “haracters past under thei re, the spiders drop down ono two randomly elected characters, They have no tense, Teale: These 3 lant spiders (hp 29 each) ate hard to ee, but they live in pine recs smart those prefered bythe wandering sp ders: Under the needle, the tree is mostly ied with webs. The spiders will attack anything below ther ee, surprising on 14 (146) tines the characters are expecting them to bei these particular, ey an ai tang pe Presta Wound hemes fre 5 gems (bae value 1000 gp cach) and 2 pieces of jewelry (base “luc 2,000 gp each). pectin Giant Spiders: AL. CE; IN Low; SZ Ly MV 3°12"; AC 4; STs 14, Sw 13; HD 4 +4; THACO 15; #AT 1; Dmg 2d4 + poison Special Attacks: Poisonous bite (save vs. poison or die) an Hex A10 Wandering: The characters notice # giant lizards (hp 15 each) finishing 2 bloody meal about 200 yards off to their right. Two of the lizards are looking around for more food. They see the charac ters and head for them, followed by the other two. The party ean scare them off in a variety of ways, but visual eflects are most effec: tive. Note that the lizards are faster than the patty. The lizards have ‘Lai: In a rocky glade within light woods, another half a dozen siant lizards (hp 15 each) are lying around sunning themselves on Fodks. Ifattacked, the 3 smaller lizards will scatter, while the 3 larger ones will attack fearlessly, The lizards have no treasure, but the 6 eggs hidden in the rocks will bring 50 gp each if sold in a large Giant Lizards: AL N; IN Non-; SZ L: MV 15%; AC 5; STs 17, ‘Sw 16; HD 3 * 1; THACO 16; 4AT 1; Dmg 108, Special Attacks! Inflits double damage on a “to hit” roll of “20 Hex A11 Wandering: The party will NOT notice the brown bear standing 100 yards oifto the south, under heavy cover the characters seem free-wheeling (ve, chaotic), Charlie McGonigle he werebear (hp 40) vil change to haman shape and sppronch them ‘Chatti is al, red-haired, and brawny. The characters have heard of him back home; rumors indicate that he sa powerful and shilled, but rather mysterious woodaman, Charlie dss the con straint of Lave preferring to act.as he wishes, so he will not approach a well-ordered (1e., Lawful) par Tord Chari knows the local drut the copper dragons, and the stone gants, and he considers them al friend of his He will advise the party ast the "proper" behavior for dealing with these inv Unk Ifthe party seems cheerfully chaotic, he wil invite them ome ‘vith hin otherwise, he will not join the party, nor will he accept {ny offers or donations, simply leaving carefully after polite goad tyes "Charlie has a stone of controlling earth elementals, which he will use if attacked Tair: A cave entrance leads into darkness; the cave therin seems cmpty and long-unused. Lord Chases spouse, Diana (hp 33), ted he house wie he's wasering around, She keep tel tended and well defended cave for them, Pit defenses secret doors prevent access to all but the resents, and she will blow a special high-pitched whistle 1o summon Chasli invaders appear; ine wil arrive 1 tum later. She will also immediately summon + brown bears; they wll arive in 2 hour. She lites visitors if Charlie vouches for them, Tn conversation, she mentions Lard Charlie's expected coronation asthe wersbear King after the current Queen des, but she will not give further details den in their lar are 5,000 pp, 20 gems (base value 1,000 gp each), a potion of extrashealing, an one each of the following Serall. protection from magics protection from unkeae, raise dead, and heal. Werebears: AL CG; IN Exceptional; SZ 1; MV 9" AG 2; STs 13, STw 12; HD 7+3; THACO 13; #AT 3; Dmg 13/143 /208, Special Abilities: Summon Id brown bears in 2412 turns; cure disease in another creature in 104 weeks. ‘Special Defenses: Hit only by silver oF magic weapons; heal wounds at 3 times normal rate: immune to disease, Special Auacks: Hug for 2d8 points damage; victim contracts Iycanthropy if bitten for 50% ox more of total hit points Hex A12 Wandering: The characters will not be surprised bythe large vaddling lk heading down the valley in their ditection, Tey can any avoid the encounter wth the giant porcupine (hp 30) by ‘moving out of ts path Tt does ot scare cay, and subornly Hang straight forthe characters. If attacked, st wil defend by {hrowing quis; avoided, wil ignore therm, The creature has no Lar: A large pite ofbrush indicates the ait ofthe vo giant cupines. The remaining create (hp 40) will tack immediatly ihe liristieatened. Theres no wesnare i the la a2 Giant Poreupines: ALN; IN Animal; SZ. L; MV 6"; AC 5; STs 16, STw 15; HD 6; THACO 13; #AT I bite + 148 quills; Dmg 2db + Lddiquil, Special Attacks: Shoot 148 quills from tail up to 30" for 1d points each; can use quills in melee within 6 Hex BL Wandering: The characters see 4 large, ugly mammals with tails lurking ahead in their direction of travel. ‘The witherstenches (hp 10 teach) may be avoided easily, but they cannot be scared off. TF approached within 50’, they will attack; note the severe effect of the ‘nausea within 30’. They have no treasure. Lair: A number of burrows, similar to gopher holes, are visible in a dead-end section of hills, bounded by sheer ciffs. The 4 wither- stenches (hp 12 each) in the lair will autack ifanything wanders into the area around their burrows. Only one saving throw is necessary for the effects ofall within 30° Down the 2” wide tunnels are lairs containing carrion and a total ‘of 1,000 ep, 1,008 ep, and 3 gems (base value 500 gp each), Witherstenches: AL. N; IN Semi-; SZ. S; MV 6"; AC STw 16; HD 2+; 7; THACO 16; #AT 2; Ding 146/146, Special Attacks: Emits odor 30° (save vs. poison or be helpless due to nausea), Hex B2 Wandering: Four giant wasps (hp 20 each) are eruising in from the south, ata distance of 150 yards. They are looking for easy prey. It they are attacked, they will head off to find easier prey; otherwise, they will engage and fight co the death. They have no treasure, Lair: Anvodd mound of dirt in aclearing has a 5” diameter hole atop it, leading down on an angle. ‘The buzz of the hive is easily heard within 10”. Inside the hive are 30 giant wasps (hp random). Every other round, 1d4 wasps will arrive or leave (50% chance for either); iFinvaders are sighted, the hive will attack in force Buried deep in the hive and widely scattered are 35 miscellancous sgems (total value 14,000 gp) Giant Wasps: AL N; IN None; SZ M; MV 6"/21"; AC 4 STs 17 ‘Siw 16; HD 4; THACO 15; #AT 1; Ding 204/104 + poison, Special Attacks: Poisonous sting (save vs. poison or be para lyzed permanently and die in 2-5 days unless treated). Hex B3 Wandering: Onc 4 tall iat ov! (ip 20) sits high in a nearby te watching the party, Iwill not attack; if attacked itself, it will lee 10 its lair. The ovl cannot be befriended or tracked. Te has no tre Lair: Offin a grove of dense woods lies a gigantic dead tree. The 3 giant owls (hp 20 each) living in the hollow dead tree will attack anyone coming within 30” of their lair (Ifthe wandering ov! fled back here, it 100 joins in the attack.) Any owl reduced to 10 hp or Jess will flee and search for the druid, returning with her in 1-6 She will be quite upset about che attack, and will t priate measures to deal with the problem, Hidden in the tree are 13 gems (base value 100 gp each), a potion of fire resistance, and a ring of free action. Giant Owls: AL N: IN Very; SZ M; MV 3°/18"; AC 6; STs 16, ‘Sw 15; HD 4; THACO 15; #AT 3; Ding 264/244/144 + 1 Special Attacks: Surprise on 1-5 (1d6). Hex Ba Wandering: The characters will not notice the bugbear guard patrol unless they do an aerial survey of the area. The 6 guards (hp 15 each) are on a rocky shelf on a hillside about */s mile west of the bbugbear lair. The characters will be sighted by the patrol unless they are al invisible. When (and i) this happens, 2 bugbears will immediately head for the lair to spread the alert. They will get there in 20 rounds. The other 4 will ambush the party with arrows (sur: prise 1-£ on id6; +4 "to hit” and no shield or dexterity bonuses if successful) from 90% cover (AC -5) and try to delay the characters, They will use longswords (Dmg 18) if engaged. IT captured, they will reveal what they are doing and why, but no information about Inaue (28 the lair, Each bugbear carries 10 ¢p, 10 sp, 10 ep, and 5 gp in a sack, plus normal weapons and some food. Lair: In and around the lair are 116 bugbears grouped as fol- lows. Guardposts Bugbears: 6; hp 15 each Equipment: Longbows (Dmg 16; range 7/14/21); longswords (Ding 168/112), Archer Squad A Leader A: AC 4; hp 25. Special Abilities: +1 damage bonus with mel Bugbears: 15; hp 15 cach, Equipment: longhows (Dmg 1d6; ran; (Dmg 148/112. 1e weapons. 14/21); longewords Archer Squad B +1 damage bonus with melee weapons, 13; hp 15 each, Equipment: longhows (Dmg 1d6; rang 1dB/Id12) e 7/14/21); longswords Civilians Bugbears (female): 18; hp 10 each; THACO 18; Dmg 1d8. Bugbears (young): 17; hp + each; THAGO 16; Dmg id, Foot Squad Bugbears: 10; hp 20 each Equipment: Bastard swords +1 Subehief: AC 4; hp 26. ‘Special Abilities: +1 damage bonus with melee weapons, (Chief: AC 3; hp 30. c bonus with melee weapons. Witch Doctor: AC 5; hp 25. Spells Carried: cure ight wounds; light; protection from good: augury: resis fire; dispel magic; push: shield Placement and Behavior Six guardposts are positioned as shown on the Hex B4 Detail Map. ‘The bugbears on duty at each will not take part an the encounter unless the party passes near them, possibly scouting or cirling the Jair. The rocky shelves give them 8% cover (AC "3. They behave exacly asthe wandering patiol described above any humans or dlemi-humans are sighted “The archer squads are in the forward trench, one to ether side of the cave entrance. Before the encountey they are scanning the round and skies for intruders with weapons ready. If invacers arc Sighted, the leaders order volley fire as desribed below “The clans areal inside the lai They have no weapons and wil rerest i confronted, fighting only in ffe-or-death stations “The entire fot squad watt just inside the cave entrance, where the commanders can direct the battle and observe. If things are ging bal, they will advance at an opportune moment ina wave All will engage except the Witch Doctor, who will teat to the Strategy ‘The bugbears will maintain silence and order as the party approaches, allowing them to get to the base of the hill itself without firing. At that point, the archer squads begin firing in mass waves, alternating; thus, a volley will strike the party at 4 different points ina round, after about 3, 5, 7, and 9 segments of delay, respectively (modified by initiative), If characters charge over the top, the front rank will set spears vs. charge and switch to their swords for melee (-2 on initiative when switching} Aerial Maneuvers Iparty members try 1 gather information from the ar, they may do's exaly mvisible; otherwise, both archer squads will ry to shoot them down at once, not altermating as described above It the fying characters are cut of range, the Bugbears will watch ther bu dlscontinwe the volleys unt the targets come within vange 'Noter Near-vertical missile ir cus all ranges in half longbow 38, 70, and 1053 yards) i addition to normal range penalties "to POLYHEDRON hit” of ~2/~5 for Medium/Long ranges. It also reduces damage, giving damage penalties of ~1 (short range), ~2 (medium range), and ~# (long range). Minimum damage is 1 hp per successful hit Handling Volley Fire With the firse volley at multiple targets from multiple archers, divide the total number of missles by the number of targets, This gives the averaye number of missiles per target; round down, and assign the odd missiles to the larger targets. Roll normally for "to hits” and damage A second volley at the same targets will be aimed a lite bit dif ferently: Any target hit on first volley will be the target of at least 3 shots, possibly more (DM's diseretion), with the remainder of the volley distributed among the remaining targets as described above Exception: If some targets are advancing more rapidly than others, they will receive more five, and retreating targets will be virtually ignored unless they are seen to be casting spells, in which case they will also draw more fire. Targets under cover will not be targeted by more than 1 archer ‘This isn’t as difficult as it sounds This method, or a reasonable approximation, can be easily and quickly run by a DM after a bit of practice with mass battles. Don’t get hung up on exact targets or nhumbers unless a death is imminent; run it quickly, approximating where necessary, for the low of the game. Treasure Room ‘This area contains the bugbear treasure in locked, trapped chest. ‘The traps are poisoned neces, but they are ely uiggered by an unsuccessul attempt at picking the lock. The 3 chests contain a total of $,000 ep, 2.000 sp, 1,000 ep, 1,000 gp, 8 gems (base value 1000 gp each) 3 pieces of jemelry otal valbe'5,000 gp), and a suit cf dwatfized plate armor * 2. ‘The busbear Witch Doctor s here as well, ready for a “las stand” He waits and listens for the spproach of the enemy. and Spon hearing them. he ests 4 rest fre on himself. (Assume that heinishes the spell the round before the characters arrive.) When cornered, he will be standing next toa wall sconce which holds burning torch, under whichis bartel without a top: He will indicate surrender, and then sip over the barrel (of of) and torchit. The burning oil will spread over the floor ofthe room and 20 into the corridor, causing 16 points of fre damage per round to ll within ie (ave vs. breath with penalty for 2 damage, and damage per “plus” of magic armor) unless they are magialy pro- tected: Hill bum for 10 rounds. Phe protected Witch Doctor takes & points of damage per round unlese he saves vs. breath (STD 12), in which case he ony sakes 4 points per round, Saving thvows are made each round forall creatures ‘ter lighting the fre, the Witch Doctor will ry co make aun for his oom. The exploding inferno of ol should distract the char acters within i tong enough for him to make past them, unless they are physically blocking the passage completely; they cannot swing at him inthe fre round of ol fires (They MAY move to Block his ext, ut don’t cell the players cis; wait unal they tll You.) Witch Doctor's Room ‘This room contains Drax’s missing spell books and the Witch Doc tor's other treasures. IThe makes it back here, the Witch Doctor will use his stone of controlling earth elementals to call one up from the rough rock, After ordering it to wait just inside the entrance and ambush characters as they enter, the Witch Doctor will hide in a ppartally-open closet (73% cover, AC -2) and direct the elemental from 1 Bugbears: AL. CE; IN Low: SZ Ly MV 9"; AG 5; STs 16, STw 155 HD 3 +1; THACO 16; HAT 1, Dmg 2d4 oF by weapon, Special Attacks: Surprise on 1-3 (1d6). Earth Elemental: AL N; TN Low: SZ.L; MV 6"; AC 2; STs 13, STw 12; HD 8; hp 45; THACO 12; #AT 1; Dmg 4d8. Special Defenses: +2 weapon needed to hit, Hex BS A colony of giant ants is conducting normal food gath- ering operations. ‘The “supply line” is an unbroken path of worker ants (hp 10 each) stretching across the path (see detail map), The aa

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