D.M. information Rabbit hunt Rabbit fields Rabbit chase Bulette business Meeting the retired queen Frog legs Wrapped up followers The tomb background information the nets well done moose a rude awakening solving the problem yeth or no like, the king’s not here the hydra player’s introduction the tent wolf’s den fishing for rabbits Yeenoghu & company ummm the tomb threading the needle D. M. INFORMATION This is adventure that is placed in the world of Greyhawk. It takes place in the small kingdom of Rhesdain. This is in the hex U5/87. This is at the edge of the Yatil Mountains and the southeast area of the Udgru Forest. The party will be summoned to the queen there to help her. This adventure is for a group of characters of 13th through 15th level. BACKGROUND INFORMATION The monarchy of Rhesdain is in danger of toppling. There is a group of young noblemen that have launched a campaign of disinformation. There are several of the queen’s relatives among them. This group has the idea that the kingdom should be a democracy instead of a monarchy. This group claims that a constitution exists which proves that a monarchy was never intended. This group claims that the land is free and the people that live there should be free according to this constitution. They also claim that the people should be allowed to choose their own rulers. This constitution is a fake, but it is loosely based upon a document written 300 years ago by King Jacobus Fanchion. He is reputed to be the founding monarch of this land. The grandchildren of the queen have started this trouble because they do not wish to wait several decades to inherit the crown. They want to control the country now. They also don’t want to face the fact that they may not be chosen to be the next ruler of the realm. They believe that if they can get the populous to back their idea of a constitution, they would be elected as the ruling body of the land. Once they get the power of the government in their hands, they intend to run the government as an oligarchy. This will guarantee themselves and their hand picked successors control. They know that this will give them a longer life as it is common knowledge that the royal regalia grant 2 additional life spans to the wearer. The crown need only be worn for a year for this magic to take effect. This is a closely guarded secret that is kept from the populous through the passing of the crown. Each monarch reigns for 40 to 60 years and then passes the crown to their heir. The grandchildren of the queen have made a pact to share the power of the land together when they have wrested the power from the queen. None of them have divulged the secret of the crown to anyone under them, so only the grandchildren know of the power of the crown. The group has been spreading the word of democracy throughout the small towns and villages. They plan to take their campaign of lies to the larger towns and cities soon. They say that the original constitution is resting in the tomb of King Jacobus, who took it to prevent power from being taken from his heirs. They all claim to have stumbled across an ancient copy of this document in a secret vault. The copy is a fake, and the children believe the tomb is lost in time and can never be found. Queen Joana needs to prove the rebels’ scrap of paper doesn’t exist. She has no desire to humiliate her grandchildren. She also doesn’t want to make public that her grandchildren are doing this or why. She spreads the word that they are making a bid for power. She is a just and wise monarch that has lead her people into a prosperous time. She has no desire to see her land fall into the hands of a few power hungry youth that want their age to be 300. Unknown to these youth, the crown works once every 100 years, so only 1 of the rebels can benefit of the crown. The queen hopes that her grandmother, Amber Lune the retired monarch, to be able to direct the characters to the tomb of the late King Jacobus. Amber is a reclusive magic user who has disappeared. This is most likely to distance herself from the political storm now brewing. The queen is hopeful that her champion can find her. The champion is called “Wolf”. The queen affectionately refers to wolf as “Her Majesties Indispensable Minister”. He has worked for the former queen and may know where she is to be found. Wolf has not been to see the queen in several weeks, and she can no longer wait for him. She has decided to call for the characters. She has heard of them and knows of their prowess and powers. She wants the characters to go to the home of Wolf and find him. Then Wolf will lead the characters to the current location of the old queen. Then she hopes the characters can convince her to tell them where the tomb of the 1st king is. The characters will then enter the tomb and find this document and bring it back to the queen. To make matters worse, the man named Wolf has been polymorphed into a rabbit. This was done by the magic user Tymgereth who is also a grandchild of the queen. Though changed, Wolf was able to retain his mind and elude the magic user and escape. Tymgereth was unfortunate in that he then fell prey to a group of gnoll raiders. He then traded his life for information about the current state of the ranger Wolf. Now Yeenoghu, the lord of the gnolls, knows of the ranger’s condition and general location. He hates the ranger as the ranger has killed hundreds of gnolls in his lifetime so far. Yeenoghu has flooded the area with bands of gnolls. There are a few demons in the area as well. They are questioning some of the less than good aligned creatures in the area about a rabbit. This has piqued the curiosity of a pair of Lamia Nobles. The Lamia don’t know what is soo important about this rabbit, but it must mean something if it has aroused the ire of Yeenoghu. The Lamia is capturing as many rabbits as they can in hopes of selling them to the gnolls. So far the ranger has been able to avoid capture. This rabbit has more than 100 hit points and has been seen jumping 20’ or more straight up. This is due to the boots of striding and springing that he wore when he was polymorphed. PLAYER’S INTRODUCTION You have been summoned to this place. You now stand before the Queen of Rhesdain. You are all wearing your finest clothing. She has summoned you for a purpose that is most pressing. You were each given a hand written note from the queen herself. The note said “Join me at Castle Spring at noon on the morrow. There is a matter of grave importance to discuss. I need your aid.” The 6 of you stand outside the drawbridge of the castle. The drawbridge lowers and the gate opens allowing you entrance into the castle. You are taken into a room with a large table and 20 chairs. There is a small feast laid out on the table. The knight that brought you here shows you to the large table and the queen rises to greet you. “My friends, a threat to Rhesdain’s monarchy has reared its ugly head. A close knit group of very young and very power hungry people have decided that they want control of this kingdom. They claim that a constitution exists. They say that this constitution states that Rhesdain is a free country that is to be governed by the will of the elected official by the decree of the populous. They are gaining support, and I am certain that they believe they could win a public election. This is noting more than a change in the number of monarchs. They want to replace 1 with several. These youngsters want to control the land and don’t intend to share power with any other elected official once they gain power. This will weaken and divide the country.” “The monarchy has remained in my family for centuries now. I know there is no such “constitution”. There is no scrap of paper that would throw this kingdom into utter turmoil. But it seems that I am going to have to prove this. The youths say that this constitution lies in the tomb of the 1st king of Rhesdain Jacobus Fanchion. These youth also know that the location of the tomb is a mystery, as those that know where the tomb is have died more than 200 years ago. The only person that many have a chance to find the tomb is my grandmother who passed the crown to me. She is a recluse now. She stays away from political life and practices magic research now. I was hoping that wolf could track her, but he has not responded to my invitations. Wolf must be apprised of this situation. If he knows about this power struggle, he will come to my aid. You are the ones that will fill him in. This is a map to his home. Sometimes wolf is headstrong. He may refuse to join with you if there are giants in the area to kill. If this is the case, then you must locate the druidess Ateinne, who lives fairly close to Wolf. She can help to persuade Wolf. You mounts have been fed and readied, please leave at once. There is a servant that leads you to your mounts. The servant reminds you that it is the middle of October, so the cold winter is nearly upon you. RABBIT HUNT The characters will leave the town and go towards the home of Wolf. There are several set encounters during this time. There is no set location, just a time when the characters may encounter this thing. Much of these may seem comical. Encounters for this area are considered cold civilized terrain. THE NETS PC’s: You have been on the road for 5 hours now. The sun is slipping down below the horizon. You have 1 or 2 more hours of light left before you need to stop for the night. So far the trip has been uneventful, but now you have noticed something odd. Just ahead of you to the right about 40 yards off the road are many nets set out. The nets are set anywhere from 10’ to 30’ in the air on poles. One net is hanging twisted in the tree. DM: This group of nets has been set up by a group of 6 mongrelmen. These are part of a couple dozen that serve the 2 Lamia Noble. The 2 Lamia were approached by enough a while back and questioned about rabbits. The Lamia immediately started to trap rabbits in hopes of selling them for an easy profit. They hired the services of some mongrelmen at the cost of some fine garments and a few gold pieces. It is important to remember that the mongrelmen are all dressed in clothing that is worth hundreds of gold pieces each. These are silks and satins. The 6 mongrelmen at the nets saw a rabbit jump 20’ in the air and are out to get it, as they believe that it will be worth a good reward for them. This is why the nets are strung in the air rather than along the ground. They almost had him, but the net in the tree held the rabbit for about 1 minute before the rabbit escaped. The mongrelmen are using their power to blend into the background to avoid being seen by the rabbit or the characters. They will be seen only if the characters state they are scrutinizing the trees and the bushes. They have no desire to fight; they are out to catch rabbits. If they are captured, they will willingly tell the player characters that “We were hired to catch rabbits.” If the player characters go towards the nets, they will see “The Tent” encounter just before reaching the nets. 6 MONGRELMEN: hd 2 hp 11 each thaco 19 morale 12 int low 7 align lawful neutral ac 5 move 9” #att 1 short sword damage 1d6 sp def camouflage size mansized 5’ to 7’ tall exp 65 each treasure: 2gp each THE TENT PC’s: As you approach the nets you notice something else. About 700 yards away down a gentle sloping hill is a large expensive looking tent with a red pennant flapping in the morning breeze. DM: When the characters get to within 100’ of the tent then read the following. PC’s: The tent stands in the middle of an open field. About 100’ from the tent is a collection of wooden crates. These are all set upside down and one end propped up by a small stick. There is a carrot inside the crate. Each stick is held in place by a long twine rope. The end of this twine is held by 7 odd looking figures. The figures are decked out in very expensive clothing of silk, and standing very still. One figure sees you and waves you forward towards the tent. As get closer, you notice that these figures are mongrelmen. They are members of a misshapen race. They look very out of place in velvet capes, silk clothing and knee high leather boots. The Mongrelman that motioned to you is wearing a deep purple velvet top coat which is trimmed in silver. His leotards dip into a pair of finely tooled leather boots that are embroidered with leaf designs. He wipes his nose on a sleeve, scratches his chin and then extends his hand. “Didja bring some rabbit’s fer da boss? Big uns? Didn’t hurt em much didja? Boss don’t want em if pieces are missin. An dey better not be dead either. Boss kilt Harry cause he accidentally stepped on the heed of one. If’n ya kilt a rabbit an stuck it in one of yer bags thinking to pass it off on da boss, ya better hightail it outta here.” Another Mongrelman comes forward and says “Shhhh!” to the 1st Mongrelman “You know the rules. You’re supposed to be quiet here during a hunt. You make too much noise and you’ll scare away the rabbits. Hey! Who are you anyway? You’re not supposed to be here. You need to go inside and see the boss.” DM: This is the tent of the 2 Lamias. They have the tent through the use of a rod of splendor. They have given the clothing to the mongrelmen through the use of the rod also. There are 26 mongrelmen total and the two lamias. The 2 lamias are appearing to be Mongrelmen through the use of magic. There are 6 mongrelmen at the nets, and 8 at the tent, and 12 at the rabbit fields. Should the characters not enter the tent, then a Mongrelman will enter the tent to let the boss know the characters are here. The boss is the female Lamia. Should the characters go into the tent then read the next player information block. If the characters don’t enter the tent and don’t allow a Mongrelman to enter the tent, then the remaining mongrelmen will cause a ruckus but try to avoid combat. This will bring the boss to the outside in 1d4 rounds. This also brings the mongrelmen and the male Lamia running from the rabbit fields to the aid the tent people. The mongrelmen at the nets always stay put at the nets. The Lamia use spells at 1st in combat. If the characters enter the tent to see the “Boss” PC’s: The inside of the tent is decorated with silk hangings, large ostrich plumes, and plush furniture. Two mongrelmen are inside the tent. One is female reclining on a settee, and the other is a male inspecting rabbits. There are a few dozen rabbit cages along the far wall of the tent. The female Mongrelman is dressed in pink silks and chiffons. She sits up as you enter and looks quizzically at you. DM: The Lamia, who is still in the Mongrelman disguise, will question the characters as to why they are here. She will also ask if they are here to catch rabbits, and if they have had any luck. If they have a rabbit, then she will pay a gold piece for each living rabbit. She will avoid answering as to why the mongrelmen are looking for rabbits now. As a last resort, she will explain that they are planning on opening a rabbit farm and selling the meat for a profit. She has not found out why rabbits are soo important to the gnoll lord and until then, she plans on keeping the rabbits alive and caged. She will tell the characters that she and her people were here first and that the characters should respect their rights to stay here. Then she cautions the characters that there is a rabbit catching operation going on right now in the fields to the south of the tent. She requests that the characters not bother the people there so that they can continue their operation. Should the characters refuse to leave, then she will suggest that they leave by means of her suggestion spell power. If that doesn’t work then she uses her other innate abilities and then combat begins. 8 MONGRELMEN: hd 2 hp 11 each thaco 19 morale 12 int low 7 align lawful neutral ac 5 move 9” #att 1 short sword damage 1d6 sp def camouflage size mansized 5’ to 7’ tall exp 65 each treasure: 2gp each LAMIA FEMALE: hd 10+1 hp 64 thaco 11 morale 14 int high 14 align chaotic evil ac 0 move 9” #att 1 sword damage 1d6 spell level all cast at 9th level innate abilities: 1/day suggestion, charm person, mirror image, illusion as per the wand spells burning hands / detect magic / magic missile x2 / stinking cloud / web / improved magic missile / dispel magic / fireball / lightning bolt / ice storm / wall of ice sp att touch drains 1 point of wisdom permanently no save. Those with less than 3 wisdom obey the Lamia. magic items ring of protection +3 / Wand of fire 9 charges / wand of frost 11 charges / ring of fire resistance / 2 potions of extra-healing / 1 potion of gaseous form size mansized exp 4,000 TREASURE: in the tent in a chest are 3,100gp / 2,500sp / nothing made by the rod can be forcibly taken, but may be freely given away, and can’t be sold TREASURE ON THE LAMIA: 10gp / gold & ruby necklace worth 4,200gp RABBIT FIELDS DM: If the characters don’t do combat with the lamia female, and then leave they will see the southern field. They see a large field with about a hundred rabbits eating carrots that have been put about the field. This is an illusion in order to draw in as many rabbits as is possible. All the illusionary rabbits have brown tails. Every now and then a Mongrelman will bark loudly to startle any real rabbit. Any rabbit running is chased by the mongrelmen with poles and nets. There are 12 large sacks around the perimeter of the field that holds a total of 28 rabbits. If the characters enter the field, the Lamia male that looks like a Mongrelman will confront the characters and ask them to leave. He will be very insistent that he found this area first and the characters should find their own rabbit hunting grounds. Should combat start here, then the Lamia will use spells and the mongrelmen will melee. The mongrelmen and Lamia from the tent will rush to the aid of those in the field. The mongrelmen at the nets stay where they are. Should a Mongrelman be caught and questioned, they know only that they are being paid to catch rabbits. They honestly don’t know why, but they are making good money. A Lamia that is captured will never reveal that they have been contacted by Yeenoghu. They fear him too much. They will reveal that rabbits are valuable in this part of the country right now. There are 2 favorite tactics that the lamias will use to get a character near enough to touch them and drain a point of wisdom. The 1st way is to trip and fall in hopes that the characters will help him or her up. This means an automatic touch and drain. The 2nd way is to pull some paper from their pocket and look at it in hopes that a character will grab it from their hand. This is also an automatic touch and wisdom drain. 12 MONGRELMEN: hd 2 hp 11 each thaco 19 morale 12 int low 7 align lawful neutral ac 5 move 9” #att 1 short sword damage 1d6 sp def camouflage size mansized 5’ to 7’ tall exp 65 each treasure: 2gp each LAMIA MALE: hd 10+1 hp 64 thaco 11 morale 14 int high 14 align chaotic evil ac 0 move 9” #att 1 sword damage 1d6 spell level all cast at 9th level innate abilities: 1/day suggestion, charm person, mirror image, illusion as per the wand spells color spray / hypnotism / spook / magic missile / fog cloud / invisibility / improved phantasmal force (used to create the rabbit field) / spectral force magic items cloak of protection +3 / short sword of quickness +2 / potion of growth / potion of storm giant strength / oil of etherealness size mansized exp 4,000 sp att touch drains 1 point of wisdom permanently no save. Those with less than 3 wisdom obey the Lamia. TREASURE: on the Lamia male: 10pp / 10gp / 200gp ruby WELL DONE MOOSE This encounter takes place at night. This happens no matter where the characters camp. This happens after the characters have encountered the Lamia rabbit catchers. There are some noises in the night, but they are not loud enough to wake a sleeping character. A character on watch will easily hear the noises. This is the time for the character to wake the others. There are odd noises such as low thuds, thumps, whumps, and an occasional sploosh. These are followed shortly but several deep voices that say things like “aha!”, “lucky shot!”, and “Oops”. Should the characters not investigate, then the noises will come to the character’s camp. The noise is from a group of 8 Formorian giants. They are here because they have heard that the ranger that protects this area has disappeared and they are here to revel and wreak havoc. This is a great opportunity to the giants. These giants have been drinking barrels of wine taken from a merchant. They quickly grew bored with drinking and went on to a make shift game of horseshoes. This is done by throwing the legless carcasses of moose at a well. When the body strikes the ground it makes a whump or similar sound and is a miss. A successful toss means the body goes into the well and makes a muffled splash in the water below. The well is only 6’ deep so the giant always retrieve the moose body so they can throw it again. If the player characters investigate the noise, they will come to a small clearing with 8 mutated giants playing this game. If the characters do investigate then read the following player information block. If they don’t then a giant will stumble onto the camp of the characters and yell to the other giants “Hey guys, there’s some little people here. Maybe they want to play too.” PC’s: Following the sounds, you come to a small clearing with a well in the center. There are 8 mutated giants here. They stand about 12 or so feet tall. They all have gruesome features and some body parts are not where they are normally should be. There is one giant drinking from a barrel. All the others have moose leg bones in their hands. One giant tosses the leg at the well and it hit’s the side of the well. The giant appears dejected and mutters “S’okay, I’ll gid da nex one in.” Another giant takes his place to thrown and stumbles. He then sniffs the air and then looks at you. He then says “Hey, there’s little people here. Maybe we can git one of them to play! Wanna play? Hey you, the little guy wearing all the metal, how about givin a toss?” DM: The giants will ask the characters to play and if there is a character that volunteers to play, then one giant tosses a moose haunch at the character. The character must have at least a strength of 18/50 to do this. The character is to try to throw the moose into the well. The well is AC 2, and the character must throw with a non-proficiency penalty of -4 and gets no strength bonus to the attempt. Should the character miss the giants will be friendly, but if the character makes the shot, then the giants become angry and attack. The treasure is scattered about the clearing. There are 22 barrels of wine, but only 5 are still full and unopened. There are 6 moose carcasses that have been dismembered. 8 FORMORIAN GIANTS: hd 13+3 hp 70 each thaco 9 morale 14 int average 9 ac 1 align neutral evil move 9” #att 2 club +4 to hit str exp 6,000 each damage 2d6+1 +10 str size 13 ½’ tall TREASURE: 2,000cp / 2,000sp / 2,000ep / 1,000gp / gold & pearl necklace worth 3,500gp WOLF’S DEN PC’s: The trek up the rocky mountainside was tiring, but you reach the top at the late afternoon time. The view is incredible. The plain below this small mountain is a lush green. There are many herds of animals grazing. There is a home at the top of the mountain. This mountain is about 6,000’ high, but it is very flat at the top. The mountain is covered with grass and some trees. There is a stone path leading from the path you took up the mountain. The path leads to the home. DM: There are no encounters on the way up the mountain to the house. This is due to the ranger’s prowess that is known throughout the land. When the characters reach the path of stone they will hear a dog barking, but won’t be able to see the dog. When the character get to the door read the following player character information block. The barking will last only 2 rounds. PC’s: The manor before you is a very sturdy building. This is a three story building. There are vines covering all the walls. There is a massive walnut door adorned with the head of a wolf. The head is made of brass. The head has a long hanging tongue that serves as a knocker. There are wild flowers growing along the path, and they grow in profusion under the windows. The brass wolf’s right eye suddenly opens and looks at you. DM: The eye is a permanent wizard eye spell. This allows Wolf or the maid to see who is coming to visit. Should the characters look around the house before trying the door, they will find a large pond to the right side of the house and a large dog house to the left side of the house. Should they go towards the dog house, they will see the print of a large dog and no sign of the dog. There will be more barking though. This will rouse the maid, and then she will come to investigate the intruders. Should the characters try the door by knocking; the maid will open the door, and read the following character information block below. PC’s: The door is opened by a woman that is nearly 7’ tall. She wears a plain dress that is partially covered with a red checkered apron. Her long black hair is tied with a wide purple sash embroidered in gold designs. She looks down on you with hard blue eyes. “Hmmmm, more visitors. Well at least you’re a change from all those halflings who track dirt all over the floors with those big hairy feet. If you are looking for Master Wolf, then you have made a trip here for nothing. He isn’t here, and I am not sure when he is going to return. You are welcome to come inside. Just don’t track any dirt! Say, are you friends of Wolf? Do you know where he might be? Maybe he is with the Queen. It’s just not like him to go off this long alone without telling me.” The maid leads you into the house. There is the smell of pine and jasmine in the air. The floors are all wood that has been polished soo high, that they reflect similar to a mirror. The furniture is almost all walnut. As you enter, the maid takes a large gold medal from a walnut shelf at eye level, and places it in a drawer in a side table below the shelf and places another gold medal on the shelf. She then dusts the shelf as she passes by it. “Tea and cookies? I’ve been baking them all morning. Someone might as well eat them up.” She takes you to a living room area and has you sit while she goes and gets some tea and cookies for you. She dusts various bookcases and furniture as she passes them. DM: Eeanna is the maid and storm giant follower of Wolf. She lives in the large pond outside the house. She is very attached to the ranger and is now very worried about the condition of the missing Wolf. She will ask the characters all kinds of questions about the kingdom in hopes that she might pick up information about Wolf. She knows that he is in danger as he is not the most popular person in this area of the land. Normally she is a fastidious creature, but since the disappearance of Wolf she has been in a frenzy of cleaning. This is to keep her mind off of Wolf. She will scrutinize the characters to insure that they don’t track any dirt into the house. She won’t allow the characters to move any furniture, or do anything to mar the beauty of the home. If the characters have dirty clothing, she will offer to clean the clothing and offer blankets until the clothing is clean. She will invite the characters to spend the night, telling the characters that there are terrible predators roaming the land after dark. She is actually looking for company. She will make the characters a stupendous meal. Eeanna will instantly become interested and friendlier to the characters if they tell her that they are looking for Wolf. She is very proud of “her” ranger. She will offer to show the characters the medals and awards that the ranger has won in the past. There are 26 of them. She can show only one medal on the wall at a time as Master Wolf dislikes showing off. She will explain what some are for such as: the Queen’s award for valor, the platinum medal for outstanding service, the Lavender heart, etc. What Eeanna doesn’t realize is that the sash is also an award. This she found on the floor and decided to wear it. Should the characters make an intelligence check, they will remember a queen’s guard wearing the same sash. This will dismay her, and she will instantly rush off to clean and press it. This will leave the characters to do as they see fit for 4d6 turns. If the characters ask Eeanna about what has been going on in the area, she will tell them about a few halflings that were here about a week ago to give Wolf some kind of “golden foot” award for something or other. And there is a pesky rabbit that keeps coming into the house and making a mess of the library. She got a dog from her sister to try to keep the rabbit away, but it hasn’t gone well. Mostly she has been cooking and giving the food to the dog. Then she offers to feed the characters so that it won’t go to waste on the dog. Also one of Wolf’s druid friends, Ateinne, came to look for Wolf. Eeanna can give the characters directions to the halfling village and the druidess’ grove. The halflings live 1 days ride away, and the druidess is 3 days ride away. If the characters cause a disturbance in the house, Eeanna will order them out of the house. If the characters attack her, she will leave the house and attack the characters with her storm giant abilities. The dog is a blink dog the size of an Irish wolf hound. The dog will stay out of sight until it is damaged then comes into view. The dog is really trying to get the rabbit but has failed every time. The house is a simple place. The rooms are very clean but are not lavishly furnished. They have walnut furniture. The characters may stay the night, and will be taken to the back of the house and given 3 rooms to stay in. They will not be in Wolf’s room. Wolf’s room has a special magic item. It is a mirror of recall. This mirror acts as a tape recorder. This has no command word and operates automatically. Should Eeanna become concerned enough, then she will tell the characters about this mirror and allow them to use the mirror to try to find a clue to Wolf’s whereabouts. The other magical items in the room are a crystal ball, a wickless candle that can produce enough light to read by, a pillow that gives the user the equivalent of 8 hours of sleep when the user gets 3 hours, and a golden quill that writes whatever the user says. The characters can ask the mirror to display the last conversation. They will then see Wolf dressed in an elaborate uniform stating that he doesn’t like this but will wear it to please the queen. He is talking to the mirror as if it were the queen stating that “I told you your relatives were up to no good. One of these days you are going to listen to me.” He says that he seen 2 of them with some unsavory looking humans and plans to investigate them. Then he states that he is leaving what was 1½ weeks ago. The treasure of Wolf is in a hidden compartment in the closet and are 5 gems totaling 40,000gp EEANNA storm giant: hd 15 +2-7 hp 97 thaco 3 morale fanatic 18 int exceptional 16 ac -2 align chaotic good move 15” ground / 15” swim #att 1 feather duster +6 to hit str damage 2d10 +12 str sp att innate spell powers sp def immune to electricity size 7’ tall human form or 26’ tall giant form exp 14,000 innate spell powers Storm giants are born with water breathing ability, and can move, attack, and use magic under water as if they were on land. Juvenile and adult storm giants can cast control weather and levitate spells lifting their own weight and as much as 4,000 additional pounds twice a day. Adult storm giants also can call lightning (3 bolts of 15 8-sided dice each), lightning bolt (1 bolt of 15 6sided dice), control winds, and use weather summoning once a day. A storm giant uses its magical abilities at 15th level. An angry storm giant usually will summon a storm and call lightning. magic items ring of protection +2 / ring of feather falling / medallion of diminution that makes her 7’ tall / 2 potions of extra-healing / potion of ESP / potion of invisibility BLINK WOLFHOUND: hd 4 hp 32 thaco 17 morale 14 int average 10 ac 0 align lawful good magic items collar of protection +5 #att 1 bite damage 1d6 sp att 75% chance of attacking from the rear sp def teleportation (blinking) size mansized 6’ long exp 400 RABBIT CHASE At midnight the characters will be woken up by the dog barking. They will then hear the heavy footsteps of Eeanna coming into the house and then going down the hall to Wolf‘s room. The characters are supposed to follow right behind her. She goes to the door and opens it and raises the feather duster like a weapon. She then takes a swipe at the rabbit. She goes to the window and furiously orders the dog to “Get that rabbit!!” Should the characters inspect the room, they will find rabbit paw prints on the floor and an overturned inkwell on the writing desk. A closer look will reveal a rabbit paw print on a piece of paper. This was Wolf trying to leave a message. The dog will fail to get the rabbit, and Eeanna starts to fuss and clean up the room. She will spend the next 2 hours cleaning the room. If she is questioned, she will only rant on and on about the pesky rabbit that keeps breaking into the house. A RUDE AWAKENING At 3 A.M. the characters hear a pained howl outside the house. The dog has just had it’s jaw broken by the rabbit. If the characters don’t investigate, the Eeanna will soon come to the rooms of the characters and ask for their help. She will tell them that the dog has been hurt and needs healing. If the characters heal the dog and then can speak with it, they can learn some information. The dog had just cornered the rabbit. It moved in to make the kill but the rabbit turned around and kicked the dog in the jaw with it’s back legs and broke the jaw of the dog. The dog will relate that the rabbit then jumped into a tree and got away. The dog will no longer ever hunt a rabbit, even if it means that he gets no more human food from Eeanna. The dog assumes that the rabbit was tired tonight as it usually moved too quickly to catch. The dog will then request to sleep inside for the remainder of the night. FISHING for RABBITS DM: This encounter will happen as the characters approach a small lake. The encounter is dangerous, but also made to be humorous. PC’s: Your search for the missing Wolf has brought you through a peaceful glen and then down a gently sloping hill. The hill is covered in wild flowers of pink & yellow colors. Some of the flowers have been crushed to the ground forming a path. The path leads to a small lake, really a large pond, at the bottom of the hill. There are 2 gnolls standing thigh deep in the water facing each other and looking at the water very intently. DM: The gnolls know the characters are there but won’t waste their time on the characters. These are not really gnolls, but are Glabrezu from the Abyss. They are changed to appear as gnolls so they will fit in. They will not talk to the character unless they approach the water. When the character does, and then read the following. PC’s: “Do you think this one’s a rabbit?” the larger gnoll says to the smaller gnoll while pointing at something in the water. “Don’t know. Doesn’t look like the other scaly thing we caught that you thought was a rabbit. That thing had legs. Too bad you got hungry and ate it. That thing had better not be a rabbit ‘cause I haven’t seen one of them since. But maybe you’re right. Maybe this thing is a rabbit.” “Well, at least this is a better bet than your hunch that the big green furry critter with spikes was a rabbit. That thing bit me, and rabbits are supposed to be soft and cuddly.” The smaller one then sneers saying, “So what? At least I didn’t climb up that cliff to get that putrid smelling leathery creature with wings. You should have known that rabbits can’t fly. Or can they? Anyway just saddup and try to catch one of these slippery things. That farmer said there were plenty of rabbits around. Sooner or later we are going to catch one.” Suddenly the larger gnoll dives beneath the surface of the water and emerges a few moments later with a 2’ long blue and green speckled fish. The pair amble out of the pond and sits in the shade of a large oak tree. Next to the trunk of the tree are 2 crates and 3 large sacks. The gnoll tosses the fish in one of the sacks and reclines against a crate. His associate has some other ideas. He has spotted something in the tree. A squirrel is leaping from branch to branch, and the eyes of the gnoll are following it’s every move. DM: As stated earlier, these are Glabrezu. When they came to this area, gnolls were the 1st creatures they saw, and they took their form. These 2 are working directly for Yeenoghu, the Lord of the Gnolls. He has instructed these 2 to find rabbits. Yeenoghu wants one rabbit in particular, but didn’t want to waste time explaining why to his subordinates. The Glabrezu don’t know what a rabbit looks like, so they have been wandering the countryside catching any animal under 50 pounds. Their plan is to take their catch to Yeenoghu and let him pick out a rabbit. The 2 didn’t ask what a rabbit looks like as they didn’t want to appear stupid before their Lord. The 2 will act in a friendly manner in hopes of finding out what a rabbit looks like and then if they can take some rabbits from anyone else. They will speak in the common tongue and ask questions of the characters such as those below. Do you guys have any rabbits you might want to part with? Have you seen any rabbits around here? Do you mind telling us what a rabbit looks like? The 2 Glabrezu are very confident and arrogant. They are not afraid of the characters, and they will fight the characters if the characters attack them. If the character spends more than 4 rounds chatting with the “gnolls”, or if a fight breaks out before then, the characters will find that a very beautiful human looking woman has come to this area. If a fight hasn’t started yet, then she goes up to the gnolls and questions them about their “catch”. The woman will look like a Dryad or Sylph to the characters. The woman is Yeenoghu, and he is checking up on the Glabrezu. Yeenoghu will be very interested if the characters are searching for a rabbit. If a fight breaks out, Yeenoghu will join the battle but allow the 2 Glabrezu to melee. Yeenoghu will use spell powers only. If Yeenoghu takes 40 points of damage or 1 Glabrezu is killed, then Yeenoghu will teleport away. The 2 Glabrezu will attack until dead as they believe that no puny human can kill them. If the characters go near the sacks and crates, they will hear scratching, thumping, and other assorted animal noises. These are from normal animals that the gnolls have already caught. The crates smell musty, as do the sacks. The gnolls won’t show the creatures in these crates and sacks to anyone without a fight. This is because the Glabrezu don’t want any rabbits to escape if the sacks and crates are opened. Should the characters defeat the demons, or are beat up and then the demons leave, then the characters can open these things and find out what is in them. What is in each item is detailed below. Behind the largest crate is a leather sack with all the treasure. Using a speak with animals won’t reveal enough information to be useful. All the animals know that they were caught by some ugly tall dog like creatures. They have escape on their mind and know nothing else. The skunk is very angry, and will spray any character that opens the sack, unless there is a ranger there to calm it down. The skunk will then flee. CRATE #1: CRATE #2: SACK #1: SACK #2: SACK #3: 1 giant ant / 1 beaver / 1 otter 1 dead owl / 1 dead giant frog / 1 dead giant rat / 1 dead snake / 1 dead tortoise / 1 live wolverine 1 dead blue & green speckled fish / 1 cave cricket / 1 rabbit / 1 mole / 1 raccoon 1 minimal wild camel / 1 minimal baboon / 1 rat / 1 chipmunk / 3 baby possums 1 muck dweller with it’s mouth tied shut / 1 giant black squirrel / 1 skunk that is very angry 2 GLABREZU: hd 10 hp 67, 50 thaco 11 morale no fail int average 10 ac -4 align chaotic evil move 9” #att 2 claws / 2 pincers / 1 bite exp 15,000 damage 1d3 claw / 2d6 pincer / 1d4+1 bite sp att spells sp def immunities size large 9½’ tall magic resistance 60% psionics 100 points total attack mode psychic crush / defense mode mind blank spell powers darkness 10’ radius at will / fear as per the wand at will / levitate at 10th level at will / pyrotechnics at will / polymorph self at will / telekinesis 4,000gp weight at will / gate in another demon of types I, II, or III at will with a 30% chance of success. Infravision at will immunities ½ damage at best from cold, electricity, dragon & magical fire, gas of all types. Full immunity to silver weapons unless magical YEENOGHU: hp 100 thaco 5 morale no fail, but will flee to stay alive int exceptional 17 align chaotic evil ac -5 move 18” #att 3 flail heads on 1 victim, each flail head is rolled for hits separately damage 1st head 3d6 / 2nd head save vs wands or be paralyzed for 1d4 turns / 3rd head save vs spells or be confused as per the spell for 1d4 turns sp att spells sp def immunities sp powers see astral & ethereal creatures and attack them spells all at will: darkness 10’ radius / magic missile 6 missiles each but only 3 per day and each do 2d4 points / detect magic / read magic / read languages / detect invisible anything / invisibility / fly / hold person / dispel magic as a 20th level wizard / suggestion / polymorph self / fear as per the wand / teleport / telekinesis 10,000gp weight / transmute rock to mud / mass charm gate 1d4+1 type I demons 80% chance of success immunities ½ damage at best from cold, electricity, dragon & magical fire, gas of all types. Full immunity to silver weapons unless magical sp def +3 weapon to hit psionics 300 strength points all attack & defense modes exp 75,000 special summons 2d6-1 x10 gnolls / 2d6+4 ghouls both at will BULETTE BUSINESS DM: The “X” on the map is the location of a halfling village. When the characters approach the place then read the following character information block. PC’s: You have come across a village of halflings. They are busy with much activity. There are about a ½ dozen of them smoothing out many large ruts that run throughout the village, including several halfling burrows. Women and older children move behind them breaking up dirt into smaller chunks and planting grass seed. In the center of the village a few halflings are busy polishing many large shields. To their right are several more halflings at work to dry large strips of meat. There are more halflings cooking some meat strips. A few halfling children spot you and tug on their parents’ cloths. The adults turn to you and smile and wave to you. DM: This village has a total of 88 halflings. There are 40 male adults and the rest are females and children. The halflings are all 1st level fighters, that is the adults. They won’t fight unless the characters turn evil and then attack the halflings. This is a place where the characters can find out some information. One week ago a very large Bulette found this village and began to tear the place up. This particular Bulette found that it liked the taste of halflings and stayed there for a feast. At that point, Wolf was coming by to track and spy on some of the Queen’s children. He heard the cries for help coming from the village and ran to help them. He single handedly attacked and killed the Bulette. He stayed long enough for a thank you feast to fill him up and rest him and then left to continue his mission. When the characters get to the village, they will be very well received. The halflings will relate the tale if asked about Wolf. They will say that he traveled on a mission of an unknown type to them but left the day after the killing of the Bulette. The characters will be invited to join the village for the next meal. During the meal, they will be asked if they are friends of Wolf. If they say that they are, they can find out that Wolf hasn’t been seen for 1 week now. During the meal a crying halfling child will run to her mother stating that her rabbit has run away. This rabbit is Wolf. He hoped the halfling could help him, but failed to communicate his problem to them. The child will say that the rabbit is very smart and is white with a few black spots and “brown boots”. The rabbit can jump as high as a tree. She has named the rabbit “Harvey” and would very much like to get the rabbit back. The rabbit is Wolf, and he has gone onto the “Grove”. SOLVING the PROBLEM It is assumed that at some point, the characters will realize that the rabbit that everyone is looking for is Wolf. The characters will somehow come to the grove of the druidess Ateinne. This is not here true grove, just a place where she comes through a transport via plants spell to a large oak tree. The grove is a large hill with many ancient oak trees growing there. The top of the hill is crowned with a very ancient ring of monoliths arranged in an oval. The druidess doesn’t live here, even though everyone believes that she does. The place is deserted when the characters arrive, but they will have a sense that something is watching them. There are 2 unicorns watching the characters. These are friends of the druidess, and they will remain hidden from the characters unless they try to damage the place and then attack the characters. Should the characters attempt to communicate with whatever is watching them, then the 2 unicorns will allow themselves to be seen, but won’t allow the characters to approach. They know nothing of any use but know of the flurry of rabbit hunting activity. They know of the disappearance of Wolf, and don’t know when the druidess will return. They will speak with the characters briefly and warn them not to harm the grove, and then will disappear into the forest. At the time the characters get the grove of the druidess, the ranger will be very angry. He is tired of being in the skin of a rabbit. He knows of the danger to the queen. When the character bed down for the night, Wolf will pull out all the proverbial stops and sneak into the camp. He is determined to get someone to listen to him. He will get to the character that most appears to be a magic user. This is due to the fact that magic users are generally smarter than other people. The characters on watch won’t notice Wolf unless they are a ranger or barbarian, and then have a mere 10% chance. He gets to the character and then read the following to the character. PC: You are awakened by a small shower of dirt on your face. You open your eyes and see a black & white rabbit about 6 inches from your face. The rabbit is thumping it’s back leg as if impatient. DM: Wolf will avoid being captured. This is not too hard for him as his armor class and hit point total. If the character doesn’t try to talk to him, he will show off by jumping 20’ straight into the air. This should give the party the idea that it is more than a regular rabbit. A dispel magic will work, but must be against 12th level magic. Should that fail, the unicorns will return and if the characters explain the situation to them they will use their magical horn to dispel the enchantment. When Wolf has been transformed to his elvish form, he will be angry but thankful. He will have a very dirty uniform that has some small tears. He is much disheveled. He has been through many bramble and thorn bushes in his escapes. Wolf is a Wood / Sylvan Elf. He will explain to the characters that about a week ago he saw some humans camped in the woods not too far from his home. He was curious, so he moved into investigate. He then heard a plot to overthrow the Queen. They planed on making the kingdom into a democracy. But this democracy would last for about 1 year and then they would make it into an oligarchy of their own design. Wolf knows of the power of the crown, but won’t divulge this information to anyone. He will say that there were 2 of the Queen’s grandchildren among the group. This should make the characters wonder about things as the Queen doesn’t look old enough to have grandchildren. Wolf was very concerned about this, and rushed to alert the queen. But he was seen by the group and they tried to follow him, but only the magic user, Tymgereth, could keep up with him. Wolf doesn’t know how he kept up, but he did and then cast a spell and turned him into a rabbit. At that point Wolf fled and Tymgereth followed him right into a group of gnolls. Wolf continued to flee and never found out what the results of this encounter were. But after that there were all kinds of rabbit hunting gnolls searching the country. Wolf is very worried about the kingdom, and then asks the characters to assist him in defeating the renegades. Wolf doesn’t know what exactly to do at this point, but if the character explains, the Wolf will lead them to the home of the retired Queen. First Wolf will take the characters to his home and insist that they leave their mounts, as the journey must be made on foot. He won’t elaborate as to why. WOLF: class ranger level 15 race sylvan elf thaco 6 morale 18 align chaotic good ac -2 str 18/08 int 14 wis 13 dex 18 con 17 chr 16 comeliness 18 hp 110 #att long sword 5/2 +1 to hit str (+3 girdle of stone giant strength) +5 sword damage 1d8 + +5 sword / +3 str / +7 with girdle sp att spells sp def surprised on a 1 sp powers ranger skills all very high move 12” size mansized 5’ 9” tall exp 20,000 magic items girdle of stone giant strength / boots of striding & springing / +5 sword of sharpness / bracer of defense armor class 3 / ring of protection +5 YEENOGHU & COMPANY On the way to the home of Wolf, the characters will encounter Yeenoghu and some help. This will take place at day. PC’s: The trip back to the manor goes quickly. Wolf knows several shortcuts. One of these led you past a glade. You stop when you hear a strange sound in the clearing ahead of you. There are dozens of gnolls in the field thrashing the grass and bushes with their weapons. A few of the gnolls in the lead sniff the air and then look at you. They move forward to attack. DM: This can be a dangerous group. This is a group of 66 gnolls, Yeenoghu, and 2 type IV demons. They are all beating the grass to try to stir up rabbits. All of them look like an ordinary gnolls. Yeenoghu will order the gnolls and demons forward to stop the characters from getting any help. Yeenoghu sends the gnolls forward and the demons. Yeenoghu will then summon 10 ghouls to attack the characters. The ghouls will take 3 rounds to appear. Then Yeenoghu will start casting spells at the characters. If the battle turns against the demon lord, he will teleport away, and then begin plotting revenge against the characters as well as Wolf. If the battle goes against the characters, the Great Druid Ateinne arrives to help the characters. Once the gnoll force is destroyed, Wolf will have them all piled up and then burn them. He will then tell the characters that they will need the help of Ateinne the druidess. He will then lead the characters where she is and try to recruit her. This will be easy as she has seen the beginning of the end of nature in this area from the gnolls. At that point the characters need to go the retired Queen and find the location of the tomb of the st 1 king of the land. WOLF: class ranger level 15 race sylvan elf thaco 6 morale 18 align chaotic good ac -2 str 18/08 int 14 wis 13 dex 18 con 17 chr 16 comeliness 18 hp 110 #att long sword 5/2 +1 to hit str (+3 girdle of stone giant strength) +5 sword damage 1d8 + +5 sword / +3 str / +7 with girdle sp att spells sp def surprised on a 1 sp powers ranger skills all very high move 12” size mansized 5’ 9” tall exp 20,000 magic items girdle of stone giant strength / boots of striding & springing / +5 sword of sharpness / bracer of defense armor class 3 / ring of protection +5 66 GNOLLS: hd 2 hp 13 thaco 19 morale no fail while Yeenoghu is there or 11 ac 5 int low 5 align chaotic evil move 9” #att 1 long sword damage 1d8 size large 7½’ tall exp 35 each 2 TYPE IV DEMONS: hd 11 hp 68, 59 thaco 9 morale no fail int very 12 ac -1 align chaotic evil move 9” ground / 12” fly class “C” #att 2 claws / 1 bite +2 to hit damage 1d4 claw / 2d4 bite sp def +1 weapon to hit / immunities sp att spells magic resist 65% immunities: ½ damage at best from cold, electricity, dragon & magical fire, gas of all types. Full immunity to silver weapons unless magical spells 1 per round -- create illusion as per the wand / cause fear as per the wand / levitate as 12th level wizard / detect magic / read languages / dispel magic / polymorph self / telekinesis 5,000gp weight / project image / symbol of fear, or discord / gate in type I - IV demon 60% chance of success size large 10½’ tall psionics strength 150 points attack modes: A, C, E - defense modes F, G, H exp 12,000 each YEENOGHU: hp 100 thaco 5 morale no fail, but will flee to stay alive int exceptional 17 align chaotic evil ac -5 move 18” #att 3 flail heads on 1 victim, each flail head is rolled for hits separately damage 1st head 3d6 / 2nd head save vs wands or be paralyzed for 1d4 turns / 3rd head save vs spells or be confused as per the spell for 1d4 turns sp att spells sp def immunities sp powers see astral & ethereal creatures and attack them spells all at will: darkness 10’ radius / magic missile 6 missiles each but only 3 per day and each do 2d4 points / detect magic / read magic / read languages / detect invisible anything / invisibility / fly / hold person / dispel magic as a 20th level wizard / suggestion / polymorph self / fear as per the wand / teleport / telekinesis 10,000gp weight / transmute rock to mud / mass charm gate 1d4+1 type I demons 80% chance of success immunities ½ damage at best from cold, electricity, dragon & magical fire, gas of all types. Full immunity to silver weapons unless magical sp def +3 weapon to hit psionics 300 strength points all attack & defense modes exp 75,000 special summons 2d6-1 x10 gnolls / 2d6+4 ghouls both at will 10 GHOULS: hd 2 hp 15 thaco 19 morale 12 int low 6 align chaotic evil ac 6 move 9” #att 2 claws / 1 bite damage 1d3 claw / 1d6 bite sp att touch means save vs paralyze or be paralyzed for 1d6+2 rounds (elves are immune to this) sp def immune to sleep, charm spells size mansized 6’ tall exp 175 each MEETING the RETIRED QUEEN NOTE: There will be no encounters on the way to the queen. This is due to the fact that the gnolls and demon lord have scared off many monsters. And the few that are left are afraid of the ranger. PC’s: You have spent several days going to the home of the retired queen. Wolf has taken you over tall hills, and through a swamp, and a very dense forest. Even the druid Ateinne became lost. Clearly the ranger did this on purpose, so that nobody can find their way back to the home. You arrive at the home of Amber Lune after working your way past an hallucinatory terrain and passing under the eyes of unseen guardians whose presence made your spine tingle. The stone mansion is impossible large inside attesting to the magic which guards the former monarch and her solitude. You and your companions sat before the former queen in a sunroom. The room was filled with many plants and chirping birds. The lines on her face made her look to be about middle aged, but you have heard that she is over 100 years old. She listened to Wolf’s explanation and your comments while she knitted a sweater. At the end she told you that she didn’t know where the tomb is. She was there about 70 or 80 years ago. But she knows that the sage August was with her and would still remember the location of the tomb. “If anyone can help you, August can. He lives about 4 day’s journey to the east of here. He is kind and most wise. He will impart his sage advice for a gift. If you are successful, then please give my best to the king. Although I have never met him, I have heard that he was a wonderful ruler. My library is filled with works on his military strategies and political theorems.” The former queen then escorted you outside and pointed you toward the ruins that the sage August lives in. YETH or NO NOTE: This encounter takes place 2 days after leaving the home of the retired queen. This encounter happens at night at diner time. PC’s: As you set up a camp for the evening, you notice a campfire about ½ miles away. Despite the distance, you can tell what the campers are doing even though you can’t see them. They are obviously preparing diner. Wolf sniffs the air and says that there is a roasting boar in the camp. DM: This encounter is a trap. The agents Mallus & Luigi are there to lure the characters in and try to kill them. Mallus is a 12th level vampire magic user, and Luigi is a 10th level vampire cleric. They were hired by the rebels to kill the party. They have been promised a special location nearby to keep their coffins and live there in peace with the rulers of the land. The vampires will be the leaders of a secret police in the kingdom. This would supply the rebels a strong force and the vampires a steady supply of victims. This would keep the streets of the kingdom clean, so to speak. The rebels have gather a fair amount of information about the champions that the queen has made use of. The rebels have spies in the castle itself. They know the characters have been ordered to find the tomb and prove the constitution doesn’t exist, and they have a good idea of what each character can do. Mallus has been carefully tracking the advancement of the characters through the use of a crystal ball. They know that the characters have encountered the mongrelmen, demons, and ranger rabbit. They know they have seen the last monarch, and have been directed to find the old sage. They have planed to trap the characters through the use of a roast and beer in the wilderness, by inviting them into the camp to be attacked. They want to kill the characters before they get to the sage August. If the characters don’t go to the camp, then 3 of the charmed hunters will go to the camp of the characters and invite them over for a meal. If this doesn’t work, then late in the night they will attack the character after they have bedded down for the night. If the characters do come to the evil cam, they will find a large boar roasted to near perfection. The hunters are peeling potatoes and preparing vegetables for the remainder of the meal. There are 10 hunters, 2 vampires that appear as hunters, and 4 large hunting dogs that are really Yeth hounds. The fire is in front of a large dark red tent about 40 yards distant. Several horses are tethered to a post in front of the tent. When the characters get close enough to see the scene, then read the following player character information block. PC’s: The boar roasting on the spit is huge. It must have been cooking for hours. It’s skin is a deep brown and glistens with succulent drippings and seasonings. A few hunters in trail dirtied cloths sit around the fire. They are watching the boar cook and casually peeling potatoes and vegetables for their diner. At a table nearby, another hunter is busy filling a few huge pitchers with ale from a freshly opened cask. He sets them on a huge trestle table draped with a checkered tablecloth. A few other hunters are dressing the carcasses of three large deer. One of the hunters near the fire calls to you saying “G’day mate, you’re welcome to join us if you keep your weapons sheathed and you help with the dishes. There’s plenty of pig for all of us.” DM: If the characters enter the camp, the vampires will attack according to their plan. If the characters refuse to enter the camp or try to leave, then they will attack as close to their plan as is possible. The vampires won’t talk to the characters as that would allow the characters to see their fangs. The charmed hunters will do all the talking. If asked, they will say that they are out hunting, and one of them adds that there is no time like fall to catch a wild boar. Actually Wolf & Ateinne know that the regular time is winter, but won’t say so unless asked. The vampires have several spells in effect at the time the characters arrive. These are haste, protection from good and obscure alignment on Luigi. Mallus has obscure alignment, and minor globe of invulnerability. Protection from god makes -2 to all hits from good creatures. Minor globe of invulnerability makes him immune to all 1st through 3rd levels spells. The vampires will use a simple but clever tactic. One of the hunters at the table, Luigi, will drop his cup and go under the table to get it. At that point the will turn into a bat and place a silence in a coin. While this is happening, Mallus is mentally summoning bats. Luigi in the bat form will join the other bats and flitter about the characters. Luigi will choose a spell caster to stay near. The coin has a 15’ radius silence spell on it. He will flutter around that character for two rounds then drop the coin in the clothing of the character. After that he goes to be near Mallus and changes to human form and starts spell casting, starting with a flame strike spell. While Luigi is flying around Mallus summons bats, he also has the hunter form a line. He motions the hasted Yeth hounds to the attack. He will try to slow as many characters as he can. This means that the spell goes off with a 40’ by 40’ square. All creatures in this area of effect are slowed with no save, unless they have a special magical protection that allows them a save. At that point Mallus begins spell casting for damage. When the coin is placed, Luigi flies to the group and gets off all his best damaging spells. He then turns invisible and moves to the fringe of the combat and tries to touch characters for damage and life draining. The vampires will fight aggressively, but won’t throw away their unlife. If one of them is reduced to 10 hit points or less, then both assume gaseous form and drifts away. This will leave the hunters and Yeth hounds to do the best that they can. MALLUS: race human vampire magic user level 12 hp 48 morale 16 thaco 12 ac 1 align chaotic evil move 12” ground / 18” fly class “C” int genius 18 #att 1 spell or 1 touch damage 1d4+6 sp att touch drains 2 energy levels size mansized 5½’ tall sp def +1 weapon to hit exp 10,000 spells magic missile x4 / unseen servant / feather fall / ventriloquism / web / stinking cloud / detect invisibility / wizard lock / slow / haste / dispel magic / lightning bolt x2 / minor globe of invulnerability / rary’s mnemonic enhancer / fire shield / wall of force / cone of cold / hold monster immunities sleep, charm, hold, paralyze. Suffers ½ damage from cold & electricity regeneration 3 hit points per round special powers they can at will: assume gaseous form / charm by gaze / assume bat form / summon 10d10 normal bats arriving in 2 rounds MAGIC ITEMS: crystal ball / ring of fire resistance / wand of flame extinguishing 6 charges / robe of stars Robe of stars: +1 to all saving throws / has 6 stars that are thrown as a dart to 60’ and doing 2d4 points. If all 6 are used the robe loses all magic Note: the spells above in italics are in effect when the combat begins. The rary’s enhancer will allow the vampire to recast lightning bolt 1 time. That is why lightning bolt is on 2 times. LUIGI: race human vampire cleric level 10 hp 51 thaco 12 morale 16 ac 1 align chaotic evil move 12” ground / 18” fly class “C” int genius 18 #att 1 spell or 1 touch damage 1d4+6 touch sp att spells / touch drains 2 energy levels size mansized 5½’ tall sp def +1 weapon to hit exp 10,000 magic items ring of invisibility / ring of water walking spells command x2 / protection from good / cause fear x2 / sanctuary / silence 15’ radius / hold person x3 / obscure alignment x2 / prayer / dispel magic / cause paralysis x2 / undetectable lie / spell immunity / poison / sticks to snakes / flame strike / slay living immunities sleep, charm, hold, paralyze. Suffers ½ damage from cold & electricity regeneration 3 hit points per round special powers they can at will: assume gaseous form / charm by gaze / assume bat form / summon 10d10 normal bats arriving in 2 rounds NOTE: The spells in italics are in effect when combat begins. Luigi is hasted so he gets 2 attacks but drains only on the first hit. He gets to cast 1 spell per round. 10 HUNTERS: class fighter race human level 1 hp 5 thaco 20 morale charmed no fail int average 9 align neutral but charmed ac 7 move 12” #att 1 long sword damage 1d8 size mansized exp 45 each 4 YETH HOUNDS: hd 3+3 hp 24 thaco 17 morale 13 int low 5 align neutral evil ac 0 move 15” ground / 27” fly class “B” #att 1 bite damage 2d4 magic resistance 10% size large 5’ at shoulder sp att fear howl, all within 9” of the hound save vs spells of flee in panic sp def magic or silver weapons to hit / silver weapons do 1 point per hit & magic weapons do 1 point per plus of the weapon exp 400 each sp power all are hasted UMMMMMMMM When the characters reach the area where they believe that the sage August should be, read the following character information block. PC’s: You have followed the directions from the retired queen to these ruins. The ruins are set into a steep hillside covered with a small forest. There are massive tree trunks growing that seem to be trying to crowd the ruins right off the side of the hill. DM: The characters may inspect as they see fit. They will find that these are just old ruins that are soo old as to be close to falling apart. They will find that there are some human foot prints about. When they enter the ruins read the following character information block. PC’s: You enter the ruins and find an incredible sight. The walls are all painted with scenes of dryads, dragons, and other wood land creatures. They are all dancing around a fountain. There are some other beasts in the pictures, but time has worn them into an unrecognizable thing. It is very peaceful and pleasant in here. This was once a keep of very large size, but time has worn it away. Autumn is in full glory with bright colored leaves framing the ruins, and the musky scent of dying wild flowers permeating the air. Fallen leaves cover most of the ground. There is a small pool covered with leaves and buzzing with insect life. The small pool reaches close to a doorway of a nearly intact building. As you look about you, the face of a young girl pokes out of the doorway of the intact building and then retreats into the shadows inside. DM: The girl is August. He is an ancient gold dragon. This is one of his most favorite disguises. In this form he has the name of Ninon. He will keep poking her head out of the doorway until he is sure that the characters have noticed her. He gets almost no visitors, and he sees that the characters are fairly powerful characters. When the characters notice her, and then read the following character information block below. PC’s: The girl is young, maybe 14 or 15 years old. Her round brown eyes meet your gaze for only a moment before she lowers her head and studies her plain shoes. She is dressed in a simple, but clean, beige peasant dress, partially covered with a white apron. Her golden colored hair is long and tied back with a white ribbon. Her face is plain but beautiful, and free of make up. She smiles and cocks her head to look at you out of the corner of her eyes. “Ummm, I’m Ninon. I work for August. Looking for him?” DM: When the characters convince her that they are looking for August, then she will lead them inside. If they follow the girl, then read the following character information block. PC’s: The girl leads you into the ruins into a sitting room. The inside of the building is in surprisingly good shape. The room is filled with fine but sturdy furniture. As she removes her apron and sits to chat with you, you notice that she is wearing a cheap and gaudy bauble about her neck, and 2 platinum rings on her hands. There is also a short stick poking out of her right dress pocket. DM: The necklace is a necklace of missiles. This allows her to cast 4 fireballs each doing 4d6 points of damage. One ring is a ring of fire resistance, and the other is regeneration. The stick is a wand of illumination with 46 charges. On the low table before her is a bowl of commanding water elementals. She has 4 beads of force in her left pocket. Each bead can be thrown up to 30’ and explode in a burst of force doing 5d4 points of damage to all in 10’ radius. Those affected must save vs spells. Those that make the save are thrown clear of the force after taking the full damage, and those that fail take the damage and are encapsulated in a globe of force lasting 3d4 rounds. In the form of the girl, August is taking the form of his own maid. While she talks to the characters, she will meet the gaze of the character only briefly, and then looking down at her shoes. She does some fidgeting also. She will say things like August is gone right now. I don’t know when he will be back. He wasn’t expecting any visitors. I’m sure he’ll be upset that he missed meeting you. SHE BEGINS ALL SENTENCES WITH THE PHRASE UUUMMMMM. If the characters mention that they are looking for the tomb of the 1st king Rhesdain, then she will become excited and eager to help. She will say that she is willing to go through the notes of August to find some clues for the characters. She will not allow the characters to go through the notes at any time. Should the characters try to get to the notes and ignore her or threaten her at any time, then she grabs the bowl and runs outside. Once there the door locks with a wizard lock spell and she uses the bowl to summon a water elemental and then changes to dragon form. When the characters come out the door they find the dragon and elemental ready to fight. At that point the characters have 1 chance that is to apologize profusely and then offer great amounts of treasure. Should the dragon and character do battle, then the dungeon master should do his or her best to kill the characters. They can surrender at any time. If they surrender, then August will escort them back to the old queen. At that point the old queen gives them a royal butt chewing and then persuades the dragon to give the location to the characters. If the characters act in an honorable or friendly manner they should do well. If they are honest, then the dragon will be very willing to help them. The dragon is very positively inclined to those that are honest. If the character ask for information about the location of the tomb then read the following character information block. PC’s: Ummm, the tomb of Rhesdain’s 1st king. Ummm, yeah I remember August talking about the ummm, the ummm, the king. I ummm, bet August would sure like a gift, maybe a couple of gems, for my imparting ummm, this knowledge to ummm, you. Well? DM: If the character comply and produce at least 2,000gp in gems the Ninon will say the following: PC’s: He must have been, ummm, a very nice man, ummm, to be king and all. So why do you ummm, need to go there? You’re ummm, not going to ummm, rob the tomb or anything ummm, like that, ummm, are you? I won’t help you if ummm, you’re going to ummm, do something like that. Well, ummm, if I remember what August told me, ummm, the tomb is in the face of a cliff. You ummm, have to walk, ummm, through some water to get there. Ummm, but 1st you have to go through this, ummm, little glade with lots of very pretty flowers and a small lake. Ummm, it’s that way. Ummm, about 5 or 6 miles towards that big, ummm, rock. Just ummm, keep going in that direction, and ummm, you’ll eventually see the water you have to walk ummm, through. Ummm, nice meeting you. Ummm. DM: August is testing the characters the whole time they are there. This is to see if they are worthy. August was a good friend of the 1st king and won’t allow his tomb to be looted. They pass the 1st test if they are nice to Ninon, and honest to her. The second test is the absurdly big monster in the lake. He will watch the characters to see if they avoid the monster or confront it. He believes that avoidance is the best move. He won’t be angry if they kill the monster as he sees it as a threat to the region. This monster is described in the “Frog Legs” encounter detailed later. 1 WATER ELEMENTAL: GOLD DRAGON: hd 12 hp 66 thaco 9 morale 17 int low 6 align neutral ac 2 move 6” ground / 18” swim #att 1 damage 5d6 sp att in the pool will always attack from behind sp def +2 weapon to hit size large 12’ tall sp problem when out of the pool of water attacks are -1 per dice of damage exp 6,000 age ancient 1,453 years hd 24 hp 120 body length 158’ ac -12 tail length 142’ fear radius 50 yards fear save modifier -4 thaco 1 morale 19 align lawful good int genius 18 size gargantuan move 12” ground / 40” fly class “C” / 3” jump / 12” swim #att 2 claws / 1 bite damage 1d10 +12 claw / 6d6 +12 bite sp att spells / breath weapon magic resistance 70% breath weapon cone of fire 90' long, 5' wide at the dragon's mouth, and 30' wide at the end or a cloud of potent chlorine gas 50' long, 40' wide and 30' high. Creatures caught in either effect are entitled to a save versus breath weapon for half damage. spell like powers water breath at will / speak with animals at will / polymorph self 3-day / bless 3-day / detect lie 3-day / animal summoning 1-day / luck bonus 1-day / quest 1-day / detect gems 3-day immunities fire & gas of any sort sp power in wingless form can fly at 6” class “E” spells all at the 11th level: magic missile / shield / web / ray of enfeeblement / dispel magic / protection from normal missiles / dimensional door / shout / wall of force / cloudkill / death spell / power word stun / reverse gravity / command x2 / silence 15’ radius / know alignment / cure disease / remove curse magic items ring of fire resistance & regeneration / necklace of missiles / 4 beads of force / wand of illumination 46 charges / bowl of water elemental command exp 25,000 FROG LEGS When the character reach the small river, which is actually fairly wide, but shallow, then read the following character information block. PC’s: The terrain has been fairly easy to negotiate. The few low foothills presenting little problem and taking little exertion to cross. It is mid-afternoon by the time you reach a pleasant field. The flat ground apparently stretches for several miles and is broken only by a wide stream. It is about 80’ wide and slow moving. There is a wooden bridge crossing the stream, and several crudely built signs decorating the bank of the stream. DM: There are 3 signs along the bank of the stream. Each has writing on it in common, elvish, dwarvish, gnomish, and halfling. Sign #1: Sign #2: Sign #3: No Fishing!! Positively No Swimming!! Warning! Very deadly Absurdly Big Monster!!! On close inspection, the characters see that the bridge is quite rotted through. The bridge will have a 25% chance of collapsing per character attempting to cross it. This is not a cumulative chance. There is a Froghemoth in the water that will attack any character that enters the water. Crossing the bridge safely means the Froghemoth won’t bother them as is doesn’t realize that they are there. A loud conversation on the bank will alert the monster and it will attack. If the characters deal with and kill the monster then read the following character information block. PC’s: As the monster’s form goes limp, the stream begins to boil. A large mauve tentacle, at least 10’ in diameter rises up and wraps around the body of the creature and drags it into, and then under the water. DM: The monster is a special mutated form of a slug. It is called a Flatilus. It is very large and has 40 hit dice. The characters should leave it alone as it is busy eating the Froghemoth. Should the characters try to attack it, they will find it hard to locate and it has 200 hit points and is too much for them. Should they still try, then feel free to kill the characters. FROGHEMOTH: hd 16 hp 88 / 22 per tentacle thaco 5 morale 18 int animal 1 align neutral ac 2 tentacles / 4 body / 6 tongue move 2” ground / 8” swim #att 1 bite or 4 tentacles damage 5d10 bite / 1d4 +4 +4 (str) tentacle sp att swallow victim whole on a natural 19 or 20 sp def immune to normal fire / magical fire inflicting more than 10 points drives it back for 1 round / electricity does 1 hit point per dice and slows it for 1 round tongue 15 hit points & 10’ long & 18/50 strength if tongue is severed tentacles do double damage size huge 18’ long & 10’ wide exp 9,860 LIKE, the KING’S not here PC’s: Evening is quickly approaching. The king’s tomb can’t be too much farther. Ahead you see a small, fenced in cemetery. Despite its isolated position, it appears to be well tended. You can see a man moving about inside the cemetery, putting flowers on a few graves. DM: The caretaker of the cemetery is really August the gold dragon. He is here to check up on the characters. August watched their progress over the bridge and decided to test them further. In this encounter, August appears as an elderly human man in worn work cloths which are clean but very much out of style. A large blue handkerchief hangs out of his left pocket. A bunch of fall blooming wild flowers are in his right pocket. He wears a wide brimmed leather cap and sports a short stubby white beard. Many of August’s friends are buried here. He has taken it as his place to keep the area free of weeds. He is also using the cemetery as a vehicle of a practical joke. He has set up a false grave 10’ back from the front gate. Characters passing through the entrance of the cemetery will pass the grave and trigger a pressure plate in front of this grave. When this happens a 2 dimensional wooden vampire will spring up, with its wooden fangs dripping red paint. A billowy black cape is tied to the neck of the vampire to make it look more life like. All character will be surprised unless they state that they are being cautious. This means those surprised won’t realize that this is not a real vampire. This means that all surprised characters get 4 segments to act. After 4 segments, August the caretaker comes to the character’s location snickering. He will be pleased that his joke worked. He will be mildly upset if the characters destroy his construct. But this is minor. This encounter with him will be different as his speech pattern will be different. He will say the word “like” a great deal. Should the character be belligerent, or difficult, then he will pretend to be hard of hearing. If the characters attack him, he will turn into dragon form and fly away. He has no desire to damage the graves of his friends. This means the characters get no further help from him in this adventure. If the characters are friendly and cooperative, then August is helpful and provides as much information as possible. But this means the characters must ask for this information. If the characters inquire about the cemetery, then August will take them on a tour of it. He will introduce them to the graves of Silus Smith the miller who had an ugly wife and 7 kids. He used to go fishing with August. This tour will go on for at least 40 turns. If the characters ask about the king, then read the following character information block. PC’s: Well, like, you know 7 kings are buried here. I’ll, like, show you if you want me to. Nobody has come to visit a king for, like, eighty or more years. Like, it’ll be nice. I’ve been keeping their graves clean, like. The old man leads you to a row of small, very weathered tombstones. They are so old you can’t make out all the writing on them. However, on the largest you can read the word “king.” “Like, this is the grave of Henry King. He was a miner from down in the valley. And, like, this is the grave of his step sister Henrietta. I, like, liked Henrietta a lot. She made a real nice chicken soup. But that was, like, a long time ago. And I ain’t never had a good a, like, chicken soup since.” “And this here is the grave of Ethram King. He’s no relation. I don’t know much about him other than, like, he was, like, hung for stealing something from somebody. And here’s Josey & Posey King, twin sisters who delved, like, a little too much in, like, alchemy and, like one of their experiments got them” “And this here is the grave of King. Like, he’s the only dog buried here. Like, the last King is a little obscure. I’m not quite sure of, like, his first name. It’s like, Nathan or Marshal, or David. I couldn’t, like, quite make out the letters. Can’t anybody make them out now? Like, the years have worked away at the stone too much.” DM: If the characters stop him at any point or ask about the 1st king of the land, the old man becomes attentive and asks why they want to know. If the characters continue to be cooperative, then August gives them very precise directions to the tomb, and wishes them well. THE TOMB If the characters were polite and honest with August in both disguises, then they have no trouble finding the location of the tomb. Otherwise, they should flounder about for 1d20 plus 20 days before stumbling across it. All this time finding some tough encounters. PC’s: It is late morning by the time you reach the rock covered hill. Despite the sun, the cool wind of November is making it’s presence felt. Overhead, rows of birds are flying south. Ahead in the face of the hillside you see a massive door. A stream trickles out of the rocks near it. The door is ancient. It’s wood is nearly turned to stone due to the years. It is bound with discolored brass and held together with heavy brass bolts. Its iron hinges are covered with thick rust. There are no symbols or marking to determine what is inside. DM: The door isn’t locked or trapped. The door requires a single character with an 18 or greater in strength to open it. The door has not been opened in several decades so the doors are stiff with rusty hinges. The characters can swim up the stream if they are small sized like a gnome or smaller, but the stream leaves no room for air, and the stream is very fast moving. They can also go through the front door. If the characters enter through the front door then read the following character information block. PC’s: The heavy door opens on stiff and squealing hinges. Dark and musky air floods out to meet you. The room beyond the door is small, only 20’ by 20’. The only light is coming through the open door. The light coming in leaves only a shadow filled room. Up against the wall opposite the door is a stone sarcophagus inlaid with precious metals. A ghostly form rises from the lid of the coffin. The form is translucent, but appears to be dressed in regal robes. About his neck is a silver chain with a key at the end. His ghostly hands are covered with rings. “Who has come to pay their respects to me, the 1st king of Rhesdain? Who dares to disturb my resting place? Who interrupts my royal sleep? Speak quickly and bow before me, the King!!” DM: This isn’t the king. This ghost is Guillaume the Steadfast. He is a ghost that has been magically bound to guard the tomb. Guillame has been here for 300 years now. He is very bored with this existence. After a few decades he started to go insane and believe that he is really the king, rather than the guardian of the king. This area is only a small part of the tomb. The ghost won’t tell the characters this under any circumstances. He will say that this is the entire tomb that he wanted. He was only a humble servant of his people and wanted something small. If the characters don’t attack him, he will go into great lengths about the wondrous things he did for the kingdom. He will make things up at random. Should the characters listen to him for 4 rounds, then they must save vs spells or be confused as per the spell for 10 rounds. During this time Guillaume will attack the characters. Should the characters begin to search the area, then Guillaume gets angry and attacks the characters. He will also attack if they look into the coffin, or say that he isn’t the real king. If the characters ask about the “constitution”, then Guillaume will say that he created one. “It is the finest constitution Rhesdain ever had.” Guillaume doesn’t know what a constitution is but tries to bluff his way through. If asked where this is, then he will say that the current ruler has it. Should the characters ask about the key he wears, then he becomes very evasive and won’t say anything other than it is a secret. This opens the secret door in the back of the room. To get the key, the characters must bring Guillame down to 0 hit points. Guillaume is special because he can’t be killed unless he is convinced that he isn’t the real king. Bringing him to 0 hit points will dissipate and reform at full hit points 3 rounds later. Guillaume can’t be turned. There are several ways to kill the ghost. The easiest is to point out that he can’t be king because the king is supposed to be buried here, and Guillaume must be a servant as he is wearing a key. Should the characters find the entrance and get the key in some way and open the door, then Guillaume dies from the pain of his insanity. Another way is to use the spell “speak with dead” with Guillaume’s dead body that is in the coffin. The body will explain the truth and the ghost will die. Reading the love poem inside the coffin to “Willy the dearest” will kill the ghost from the pain. The way to get past the secret door is to use 2 knock spells in succession, or the key, or a passwall spell. A chime of opening will work as will some other magical items. Opening the secret door will have a small gust of musky stank air to come into the room. GUILLAUME: hd 10 hp 55 thaco 11 morale no fail int high 13 but insane ac 0 / 8 align lawful evil move 9” #att 1 touch damage age 10d4 years sp att those that see the ghost must save vs spells or age 10 years and flee in panic for 2d6 turns sp def armor class 8 on ethereal plane / armor class 0 on prime material plane size mansized 6’ 3” tall exp 10,000 sp power if brought to 0 hp, will reform in 3 rounds at full hit points / can’t be turned / can be killed only by convincing it that he isn’t the real king. TREASURE: inside the sarcophagus are 1,000sp / 1,000gp / and a love poem described above. WRAPPED UP FOLLOWERS DM: This area has no light sources, so the characters must provide their own light. PC’s: You have gotten past the secret door. You are in a 20’ wide corridor that is angled to the southeast. The walls of the corridor are covered with perfectly preserved murals of the Rhesdain countryside. There are some places that you recognize, such as Wolf’s hill, but they are very different now. There are small villages now where the murals show forests. As you look at the murals, you feel a great numbing cold from ahead. As you watch, you see three mummies come into sight. DM: The mummies are also guardians. They are under the control of Guillaume. They can’t be turned unless Guillaume is defeated and killed. Then they can be turned as normal. They have been instructed to kill all intruders. They are more deadly than a regular mummy. This is due to the fact that they are permeated with brown mold. This can be dangerous for the party. 3 MUMMIES: DM: hd 6+3 hp 51 thaco 13 morale 15 / no fail while Guillaume is alive int low 5 align lawful evil ac 3 move 6” #att 1 touch damage 1d12 sp att touch causes mummy rot sp def can’t be turned while Guillame is alive sp def immune to mind affecting spells / cold / paralysis / take ½ damage from all weapons sp problem magic fire does +1 per dice / flaming oil does 1d8 the 1st round & 2d8 the 2nd round / holy water does 2d4 points mummy rot touch infects the victim with a rotting disease which is fatal in 1-6 months. For each month the rot progresses, the victim permanently loses 2 points of Charisma. The disease can be cured only with a cure disease spell. Cure wounds spells have no effect on a person inflicted with mummy rot and his wounds heal at 10% of the normal rate. A regenerate spell will restore damage but will not otherwise affect the course of the disease. brown mold If a warm-blooded creature comes within 5 feet of a brown mold, the mold drains heat equal to 4d8 points of damage from its victim, per round. A ring of warmth provides complete protection against this attack. Brown mold grows instantly from heat. If a torch is used in its vicinity, it doubles in size; if flaming oil is used, it quadruples, and fireball-type spells cause it to grow eight-fold. Brown mold is not fed by cold light sources (e.g., light, faerie fire). The only magic that affects it are disintegrate (which destroys it), plant-affecting magic, and cold spells. Ice storms or walls of ice cause it to go dormant for 5d6 turns. A cold wand, white dragon breath, or a cone of cold kills it. Brown mold does not affect cold-using creatures such as white dragons, winter wolves, ice toads, etc. size mansized 5’ 8” tall exp 5,000 each When the characters finish with the mummies and hopefully the ghost, then they can continue. Should the characters go to the south they will find the burial crypt of the mummies. Should they find the secret door, then they will find the fountain and the hydra, and the remainder of the tomb. PC’s: A crumbling staircase can be seen to the south. It descends into a burial vault containing 3 stone caskets. The murals continue on the walls on both sides of the stairs and down into the burial vault. DM: The treasures of the mummies are kept in the 3 coffins of stone. There are 1,000gp and 12 carved ivory and coral statues worth 800gp each. When the characters find the secret door to the remainder of the cavern complex, then they can continue on. Then go to the next encounter situation entitled the Hydra. The door is soo massive that it will take an 18 or greater in strength to open the door. The HYDRA PC’s: Behind the secret door is a 10’ wide staircase that climbs into darkness. The air is very stale here, and feels very cold. DM: Should the characters produce a light source and continue on, then read the following character information block. PC’s: The stairs continue to ascend, and then turn sharply to the south. After that the stairs ascend more steeply into a landing. From this landing you can see that there are more stairs going up and to the east. The air is feeling moister now. From ahead you can hear rushing water. As you continue along the stairs, the sound of the water gets louder. DM: If the characters continue, they will come to a landing that is water slick. Ten feet ahead of them is a rushing waterfall. Read the following character information block when they reach the waterfall area. PC’s: There is water coming from the ceiling in the center of the room. The water goes straight down into a grate in the floor. The grate is set into the floor about 3’ below the surface of the floor. The waterfall prevents you from seeing anything else. Perhaps there is a cave beyond the waterfall. DM: The characters must pass through the waterfall to continue on to the remainder of the tomb. Entering through the stream means they must still get past the grate in the floor. Passing through the waterfall means they go down 3’ to the grate and then 8’ forward and then 3’ up to the floor level. They will be drenched with water the entire time. Directly behind the waterfall is a great stone door. The door has a bas-relief of a hydra on it. When approached, the 4 heads animate and attack as a normal hydra would. The heads act as a normal hydra would including regeneration. The way to stop this is through the use of fire to the stump of the neck. But the waterfall prevents all fire spells from operating. This includes fireballs. What the characters will need to do is to is to use a spell like part water, lower water, or 2 create water spells used in reverse. This will suspend the water for 1d10 rounds. This will allow the characters to attack and kill the hydra. The door can’t be opened or passed while the hydra is alive. A wish will allow passage. A limited wish will stop the water for 1 day at most. The characters must solve this problem on their own. Should they be at a total impasse, and then wolf will suggest the proper solution. When the characters finally figure the way to get rid of the hydra and open the door, then read the following character information block. HYDRA CONSTRUCT: DM: # of heads 4 hd 10 hp 10 points per head thaco 11 ac 5 morale no fail align neutral move nil / each head is 15’ long #att 1 bite per head 15’ range damage 1d8+4 per bite sp def when 10 points are done, there is 1 head severed. Then 1d4 rounds later a pair of new heads emerge. An attack that does more than 10 points can severe 1 head only. / placing normal fire from a torch or better prevents the regeneration size large exp 5,000 per head / 20,000 total When the characters successfully beat the hydra and get past the door then go to the “threading the needle” encounter. This is described below. THREADING the NEEDLE PC’s: You have defeated the hydra and open the heavy door. Beyond the door is another set of stairs, but these lead downward into the earth. The air is definitely colder in this area of the tomb. The air has vapors from your breath when you breathe. The stairs continue for a short distance and then end at a landing. There is a corridor going to the right and the left. These go for 10’ then turn to the east. DM: These hallways all link up and then separate. This is similar to a maze. When the characters get to a point on the map where there are dots on the map, they will find that the walls of the hallway are covered with strange mirrors. The mirrors distort the vision and make the characters look short or tall, thin or fat, etc. These are all magical in that they can’t be destroyed unless they take at least 50 points of damage per mirror. These mirrors do nothing more than distort vision. These hallways are lined with lead so that x-ray vision won’t work. A passwall and similar spells are also ineffective. At some point they will reach the spot where they must thread the needle. When they get there, and then read the following character information block. PC’s: As you continue down the corridor, you notice a brief spark or red light ahead. As you get closer, you see that the corridor ends in a wall with a narrow slit in the center. The slit is just wide enough for a single character to get through at one time. As you study the crack in the wall, a small ball of light flashes by on the other side of the crack. The light is about 4 feet off the ground. The ball was going north when you saw it. DM: This is an elaborate trap that leads to the final guardian of the tomb. The final guardian is an iron golem. The golem stands at the north end of the “eye” and will attack the characters as soon as they come through the “eye”. The balls of light are delayed blast fireballs. They will appear magically at the south end of the eye and streak towards the golem. The golem will then catch the ball of fire and load it into a slot in the wall 9’ above the floor. This reloads the mechanism. There is a single fireball spell in effect, but is constantly reloaded to keep it traveling. The trap produces 7 fireballs per day. These will reload and recycle all the time as long as they are reloaded into the slot. There is a fireball spell that happens every other round. If the golem doesn’t reload it, then it will explode 3 segments after appearing by the golem. Each fireball does 8d6+8 points of damage. The blast radius is indicated by the dots on the map. The fireball that explodes will destroy all the mirrors, by melting them. Any character in the blast radius will take full damage unless they save vs wands. In addition to the damage to the characters, the fireball will repair the golem at a rate of 1 point of damage equals 1 point of repair to the golem. The walls here have lead, so x-ray vision won’t spot the golem. A wizard eye spell will reveal all this to the characters safely, but won’t explain what is going on. To get through the slot, the characters must remove all backpacks and shields. This gives the golem a better chance to hurt the characters. The characters can try to get the balls into the slot, but this means getting past the golem and grabbing the ball and then jumping at least 8’ high and then throwing it in, which requires a to hit roll against armor class -4. `There is a secret door in the wall in the center on the wall opposite the slot. This is easy to open, so those characters parties that desperate to find it will and have a chance to open the door and escape through it and close it before the next fireball explodes. This would be a very chancy thing at best. IRON GOLEM: DM: hd 18 hp 80 thaco 3 morale no fail int non- 0 align neutral ac 3 move 6” #att 1 large sword damage 3d8 sp att once every 7 rounds breath a cloud of poisonous gas in a 10’ cube save or die sp def +3 or better weapon to hit / immunities affected by these spells Magical electrical attacks will slow it for 3 rounds / magic fire heals 1 hit point of damage for every hit point the fire causes str 22 size large 9½’ tall exp 8,000 There is a secret door in the east wall where the golem is. When the characters get through the door, the go to the final section of this module which is “the tomb”. THE TOMB!! PC’s: This corridor goes to the east and the forks to the north and south. The corridor continues. DM: This is an interesting area. There are 6 blocks marked on the map in black. These must be moved or bypassed to get to the real tomb. The hallways are normal inhere with murals and nothing special. The special blocks can be found through the use of find secret or concealed doors ability. When the characters find the blocks, then they can find a spell casting way around them. When they do read the following character information block below. PC’s: Behind the block you find a gleaming gold sarcophagus covered in designs of chipped rubies, emeralds, and pearls. The visage on the sarcophagus’ lid is a square jawed and regal man. Surrounding the sarcophagus are piles of gold, platinum, and gems. Weapons and armor jut from the piles. DM: The lid of the sarcophagus is made from solid gold and is very heavy. Should the characters open the lid, then they will see a magically preserved man dressed in silks and velvets. A scepter rests in his right hand. This is the 1st king of the land. Should the characters have a speak with dead spell, and then they can talk to him. But if they don’t limit their questions to yes or no, then they will be subject to long talks about their questions. Jacobus will give endless answers. This will eat up the time of the spell very fast. And this will impart almost no information to the characters as he will continue to talk endlessly. Should the characters take any of his treasure, then the king won’t help them. He will state that they are thieves and say nothing else. Should the characters not steal, then the king will trust them and help them. Should the characters communicate to the monarch that the current monarchy is in danger then he will help. He will be greatly upset when he learns the truth and will try to help then characters. The king will tell that a monarchy is what he wanted from the start. He will tell the characters that in a secret compartment there is a charter of the monarchy that he wrote. They will be allowed to take this to the current queen. When the characters take this back to the queen, then the queen will be saved and she will be very grateful. The document bears the signature of the king and the seal of the king. The characters should be amply rewarded for their efforts. Powerful swords and staves and such should be given to them.