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AD&D Adventure: Keeper of the Old Faith

This adventure involves investigating rumors that the bishop of a nearby temple has been dealing with corrupt forces. Upon arriving, the bishop seems friendly but plans to poison the congregation during midnight mass. The players must uncover that the bishop has been possessed by the soul of a lich trapped in the catacombs below. During the mass, the lich aims to sacrifice the worshippers to summon a demon. The players must stop the ritual and battle the lich to save the temple.

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100% found this document useful (1 vote)
776 views231 pages

AD&D Adventure: Keeper of the Old Faith

This adventure involves investigating rumors that the bishop of a nearby temple has been dealing with corrupt forces. Upon arriving, the bishop seems friendly but plans to poison the congregation during midnight mass. The players must uncover that the bishop has been possessed by the soul of a lich trapped in the catacombs below. During the mass, the lich aims to sacrifice the worshippers to summon a demon. The players must stop the ritual and battle the lich to save the temple.

Uploaded by

Dargoth
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Title System Levels Issue

DDO: Keeper of the Old Faith AD&D 9-14 #1


Stop the Goblin Raid AD&D 1-3 #3
Watchers on the Whyestil AD&D 4-6 #4
The Lost Cache of Father Tomas AD&D 1 #5
The Ebony Tower AD&D unspecified #6
The Emperor's Lost Army AD&D 5-7 #9
Death from Above! AD&D 6-9 #10
The Hidden Shrine of Tharizdun AD&D unspecified #11
Tower of the Elephant AD&D 4-6 #13
The Dead Down Below AD&D 2E unspecified #14
The Haunted Inn of the Little Bear: Revenants Revenge AD&D 1-3 #15
Bandit Stronghold AD&D 2-4 #16
The False Tomb of Horrors AD&D 12-14 #17
The Mired Cathedral AD&D 4-6 #18
Into the Shrieking Hollow AD&D 1-3 #19
Thorks (8) AD&D 4 #19
The Secret of the Wood of the Dark Boughs AD&D 3-5 #20
The Rat's Meow AD&D 3-4 #20
Lake of Sorrows OSRIC 1-3 #21
Pulling Strings AD&D 2E 3-4 #22
Blacktop Vale OSRIC 1-2 #22
No Bones About It AD&D 2E 3-4 #23
B11a: Priest's Errand AD&D 1 #23
Citadel of the Carrion-Eaters AD&D 10-14 #23
DD0: Keeper Of The Old Faith
An Adventure for character levels 9-14
By Bill Silvey

INTRODUCTION: temple. From there, he undertook to use


his spells and potions he had buried with
This adventure module is intended as a him to make the transformation. As the
short side-adventure for an ongoing years have worn on, he has become
campaign, or it may be played as a bored with his current situation and
stand alone module. It is best if 3-4 decided to get the attention of the
characters of high level play; smaller bishop by use of a Move Earth spell. The
groups (even with higher levels than those bishop entered the catacombs and was
suggested) may find a difficult time ensnared by the lich.
playing.
Now free from his mouldering body, the
BACKGROUND: lich has slowly been plotting and planning
a special horror for the faithful of the
The canoness of the local Temple of St. temple. Within but 12 hours of the
Cuthbert has called you before her with a character's arrival, the "stars will be right"
request: rumors have spread that the and the lich can enact his terrible plans.
bishop of a Temple in a nearby city may He plans to summon and bind a demon
in fact be dealing in the black arts to an of great power through use of a
unwholesome end. She would see to the cacodemon spell, and tap the demon's
disposal of this issue herself, but pressing power for his own use.
matters require her attention within her
own abbey. Therefore she has requested To increase the power of the demon
that you, warriors and adventurers of summoning, the lich plans to murder all of
renown, investigate. If it is found that the the worshippers during a midnight mass,
bishop is in fact working with corrupt draining their blood for use in the terrible
forces, then the player characters are to ceremony.
apprehend or subdue him if possible and
bring him back to the canoness for
judgement. Blessings of the church and Read the following to the player
rewards as fit will be forthcoming no characters:
matter what the outcome.
“When you arrive at the temple, it is mid-
NOTES FOR THE DUNGEON MASTER day. The bishop greets you warmly and
asks that you enter and will in general be
The bishop has in fact been entrapped very hospitable. When asked about his
by magic jar spell, and the horrible soul of faith and any black dealings, the bishop
a lich has possessed him. Ages ago, laughs and says: "Of course, I have had
before the evil magic-user/cleric who some dealings with the forces of darkness
became the lich made his apotheosis, he - they've met the end of my mace many
used feign death so that he would be times! But as to congress with demons
interred in the mosoleum beneath the and devils? Nonsense. I of course keep a

Footprints vol. 1 no. 1, April 2004 Page 2


small library of tomes regarding the At midnight, the temple will have
nature of evil and evil creatures, and anywhere from 20-50 worshippers. The
have recently been studying them, but player characters arrive just prior to the
there is little more than that to tell. The drinking of the sacremental wine; the
canoness must have heard from a "commoners" who make up the
worried peasant who saw me pacing in congregation make a successful save v.
my chambers, reading a deomonomicon poison on a roll of 18 or better on 1d20. If
or some such.” the player characters drink of the wine,
standard saving throws apply. However,
The Bishop will make light conversation, the first few of the congregation who fail
deflecting the rest of the questions with their saving throws may well alert the
similar glib answers, but after a half hour characters that something is wrong.
or so, politely excuse himself and tell the
characters he must prepare for the 2. BISHOP'S QUARTERS
midnight mass. If any of the characters These are the living quarters of the bishop.
are of the faith, or wish to attend, he will Unremarkable, they are comfortably
warmly accept their offer and tell them to appointed. A huge chest sits along the
return at a quarter-to-midnight that east wall.
evening. Of course, he plans to give the
congregation poisoned sacremental The bishop's quarters are as they seem.
wine, and will gladly kill investigating Within the locked chest are spare
characters as well. vestments, the bishop's mace +2, and a
palimpsest with four scrolls within: Heal,
If the characters somehow foil this Raise Dead, Cure Serious Wounds and
attempt the lich will flee in the possessed Cure Light Wounds (x4).
body, return to the catacombs, leave the
bishop's body, and then sacrifice it to the 3. OLD CATACOMBS
demon summoning. The once grand entryway into this
mausoleum is collapsed and choked with
Note: A detect evil or know alignment rubble. The only clear pathway into it is
spell may reveal something is amiss, but along a ledge that borders a fissure in the
the results will be unclear as the bishop is floor.
possessed.
The ruin in the atrium of the mausoleum is
Map Key: the result of the move earth spell used by
the lich. Progress further requires a save v.
1. THE TEMPLE PROPER death to move along the ledge without
This is a large room filled with pews, holy slipping in. A success indicates that the
symbols of Cuthbert, and a large altar other side was gained. Failure indicates
with a statue of the Saint next to it, and a that a character has fallen in; the fissure is
locked chest containing temple 60 feet deep.
donations sits before it. An obvious
trapdoor in the floor before the altar is Any characters who enter here without
used to place the chest in should the the lich's knowledge will trigger an alarm
need arise. spell. The lich will enter the room in 1-6
rounds, pass out of the bishop's body and
back into it's own phylactery (unless such

Footprints vol. 1 no. 1, April 2004 Page 3


is destroyed) and prepare to do battle 2nd Level Spells
with the characters. Darkness 15' Radius
Detect Invisibility
If the players remain in the temple proper Scare
to assist any of the fallen parishoners, the Stinking Cloud
bishop will retreat to his chambers using Wizard Lock
the excuse that he is going to get healing
potions and neutralize poison potions. He 3rd Level Spells
is of course attempting to summon the Continual Darkness
demon. Fireball
Fly
If for some reason the characters give the Protection from Good, 10' Radius
lich time to sacrifice anyone, including Slow
the bishop, and then go to the temple
below, they will be greeted by the lich 4th Level Spells
and what it has summoned: a Type VI Charm Monster
demon. Fear
Fire Trap
If encountered while within the bishop’s
Polymorph Other
body, the lich’s statistics are as follows:
Wizard Eye
AC: 0, MV: 9”; HD: 11; HP: 53; #ATT: 1; DM:
4-9. The bishop wears +3 plate mail
5th Level Spells
beneath his holy vestments, and carries a
Animate Dead
+2 footman’s mace. A pouch on the
Magic Jar
body contains 2 vials of holy water and
Telekinesis
the keys to the chests in Areas 1 and 2.
Teleport
If encountered in its true form, the lich’s Wall of Iron
statistics are as follows: AC 0; MV 6"; HD:
11; HP 53; #AT 1; DMG 1-10; SA: Paralyzing 6th Level Spells
touch; Appearance causes fear to any Globe of Invulnerability
creature below 5th level; SD: +1 or better Move Earth
weapon needed to hit. Project Image

In either form, the lich is immune to 7th Level Spells


charm, sleep, enfeeblement, polymorph, Cacodemon
cold, electricity, insanity and death Power Word, Stun
spells/symbols. Vanish

The lich may cast the following spells at 8th Level Spells
the 18th level of experience. Bigby’s Clenched Fist
Symbol
1st Level Spells
Alarm 9th Level Spell
Burning Hands Meteor Swarm
Charm Person
Feather Fall
Sleep

Footprints vol. 1 no. 1, April 2004 Page 4


Locked in the lich's coffin are the If summoned, the statistics for the Demon
following items: are:

6000 ep TYPE VI DEMON: AC -2; MV 6"/15"; HD


Platinum Necklace - 2000 gp 8D8+8; HP 60; #AT 1; DMG 2-13; SA See
Bejewelled Silver Necklace - 1000 gp Below; SD +1 Weapon or better to hit; MR
Silver Headband - 300 gp 75%; INT Highly; AL CE; SIZE L;
Silver Earring - 200 gp THAC0:12; Whip & Flame (2-12/3-18/4-24
Bejewelled Platinum Ring - 8000 gp, Dependant on Size); Darkness 10' Radius;
Bejewelled Silver Decanter - 1000 gp
Platinum Earring - 1800 gp Spells: Fear (as the wand), Detect Magic
Bejewelled Silver Earring - 4000 gp & Invisible Objects, Read Magic &
Silver Necklace - 200 gp Languages, Pyrotechnics, Dispel Magic,
Bejewelled Silver Headband - 3000 gp Suggestion, Telekinese 6,000 gp Weight,
Bejewelled Silver Belt - 6000 gp Symbols of: Fear, Discord, Sleep or
Bejewelled Silver Belt - 1000 gp Stunning
Bejewelled Gold medal - 5000 gp
Platinum Pin - 1600 gp Can divide attacks among 3 opponents;
Bejewelled Silver Belt - 4000 gp Type IV or greater are immune to
Silver Bracelet - 300 gp non-magical weapons; Spells: Darkness,
Gold Buckle - 1200 gp Teleport (no error), and Gate.
Gold Medallion - 900 gp
Bejewelled Gold Necklace - 5000 gp Can't be subdued; Infravision; half
Silver Medallion - 300 gp damage from cold, electricity, dragon or
Silver & Gold Ring - 400 gp magical fire, and gas. Can converse with
Bejewelled Silver Medal - 2000 gp any intelligent creature.
Bejewelled Platinum Medallion - 12000 gp
Magic-User Scroll (Light, Magic Missile, Note that the lich has made all
Protection from Evil, Gust of Wind, preparations for the cacodemon spell
Explosive Runes, Monster Summoning III) other than the blood sacrifice and will
thus only require one turn to complete
Also, a shield +1, and a Mace of the spell!
Disruption. It will attempt to get to and
use these items only as a last resort as it is
loathe to engage in melee combat.

Footprints vol. 1 no. 1, April 2004 Page 5


Map for DD0: Keeper Of The Old Faith

Footprints vol. 1 no. 1, April 2004 Page 6


Stop the Goblin Raid

An AD&D Adventure by Trenton Howard


For 5-8 characters of levels 1-3

Story for the DM:

Goblin raids have put the Elven city of Kyrimi in dire need of help. They will be looking for any
PCs that can help. Strange killings in the forest of Tengar have made trade impossible with other
cities. The PCs should be asked to investigate the killings so that trade can continue. Alyissid, an
evil 5th level clerical worshiper of the Rot Lord, is behind the Goblin raids. She has been
sacrificing victims from the caravans in order to raise a small force of undead. The goblins are a
scouting and distraction force to weaken the city first before the undead invasion (the coup-de-
grace).

Notes for the DM:

The City of Kyrimi despises all evil creatures and will react negatively to a half-orc, whether or not
his intentions are good or evil. Start the PCs in or near the city, giving them a compelling reason
or rumor to be in the vicinity. The DM should attempt to get the PCs to investigate the city,
perhaps with additional rumors or NPC interaction. When they arrive, the elves will be suspicious
of the PCs until they understand that they are there to help. Guards may block entrances or ask
questions to determine the PCs’ intentions.

Kyrimi is a small city. Before you begin the module, you may wish to create your own rough map
of the city. Use the details below to help you map the important sections. Discourage the PCs
from going to the undead cave first; block it with thick overgrowth or something else. Keep the
evil boss and the undead a secret as long as possible. Good Luck!

The Elven City of Kyrimi:

There will be between 20-30 Elven guards at the city limits at all times (1st level fighters, AC: 6,
HP:11). They will be armed with longbows and long swords. This city is well-guarded with constant
patrols. The PCs will need to climb rope ladders to get into the tree-homes. Any elves in the
party will be allowed entry to the local shops and homes without question, assuming they
appear to be of good alignment. Non-elves may be treated with suspicion.

1. Barracks: 50 Guards reside here (see above). The ladder to this area will be guarded by 2
elven guards, and none of the PCs will be allowed entrance. In the tree are 10 long tables and
50 chairs. Along the walls are weapons such as swords, bows, crossbows, magic swords, etc. Any
person caught stealing the weapons will be escorted from the forest and slain if they trespass
again. If this happens, the only way to redeem themselves is to accomplish the mission.

Footprints -- Page 2 -- Number 3


2. Captain’s Barracks: This tree is home to the Captain and 9 guards. No one will be allowed to
enter this building. Five of the guards in the tree will be standing guard outside on the ground.
The guards are 2nd level fighters (AC: 2, HP:13, #ATT: 2). Each carries a long sword +1, and a
longbow with 20 +1 arrows. The captain is a 3rd level fighter (AC: -2, HP: 29, #ATT: 2). He carries a
+3 long sword and a longbow with 12 +2 arrows. He wears elfin chainmail +1. In the captain's
private room there is a bed and four chests:

• Chest 1: Locked and trapped with a poison gas spell (10’ radius). Save vs. poison
Inside is a long sword +2.
• Chest 2: Locked and trapped with a poison needle. Save vs. poison or die in 1-4
rounds. Inside is a longbow +1.
• Chest 3: Locked and can never be picked. Only a command word opens it. Inside
are four labeled potions: Potion of gaseous form, potion of healing, potion of speed,
and a potion of sweetwater.
• Chest 4: Locked and trapped with an acidic gas that will
cause 4-48 points of damage to anyone 5’ in front of it. It
opens with a command word. Inside it is a scroll of fireball.

3. Elven Home.

4. Elven Home.

5. Workshop: Do not let PCs in here until after they meet with King
Arbados. In this tree, there is a long table filled with weapons of different
sorts. Working at the table is an elf craftsman. He is a 1st level fighter (AC:
6, HP: 5). He carries a long sword. He will only sell items to elven-kind.

6. Healer: Inside this tree resides an elf healer. The only items of note are
a long table with an orb on it. The healer is a 2nd level cleric (AC: 5, HP:
14). She carries a footman’s mace. Her memorized spells are: cure light
wounds and detect evil. She has three scrolls ready at all times: cure
light wounds, detect magic, and hold person. She will gladly heal any
PCs that need healing as long as she knows they are helping the city or if
an elf travels with the party.

7. Royal House: PCs will only be allowed into the guest chamber where
they will be watched by a pair of 3rd level elf fighters (AC: 2, HP: 25). Each
carries a +1 long sword. The guest room is a small 10’ by 10’ chamber.

Here, the party may seek audience with King Arbados. He is a 4th level
fighter (AC: -2, HP: 36) He carries a +3 long sword and wears +1 elfin
chain mail. He will tell them about the problems that have been
occurring in the Forest Of Tengar. The king feels that if the party were to
kill the goblin leader, it would end the threat. He should emphasize how
important trade is and that the raids seem to be increasing in frequency
and severity. He will reward the PCs with 300 gp to investigate the
caravan disappearances and abductions in the forest, and 500 gp more
for the goblin leader’s head.

Footprints -- Page 3 -- Number 3


The Forest of Tengar:

Wandering Monsters (daytime): 1 in 8 chance. Use a d6 to determine the type of monster.


Check every mile.

Monster No. Appearing AC HD # Attacks Damage


1. Fire Beetle 1-4 4 2 1 2-8
2. Giant Ant 1-6 3 2 1 1-6
3. Goblin 1-10 7 1/2 1 1-6
4. Hobgoblin 1-6 6 1+1 1 2-8
5. Gnoll 1-4 7 2 1 2-8
6. Badger 1-2 7 1+2 3 1-2/1-2/1-3

Encounters at Night: 1 in 8 chance. Use a d6 to determine the type of monster. Check every 4
hours if still or every mile if traveling.

Monster No. Appearing AC HD # Attacks Damage


1. Zombie 1-6 8 2 1 1-8
2. Wolf 2-8 7 2+2 1 2-5
3. Black Bear 1 7 3+3 3 1-3/1-3/1-6
4. Ghoul 1-4 6 2 3 1-3/1-3/1-6 +
paralyzation
5. Bombardier Beetle 1 4 2+2 1 2-12 + Acid
6. Skeleton 1-8 7 1 1 1-6

Wilderness Encounter Areas:

1. A foul smell comes from this campsite. The only thing that remains here are the bones of some
humans and two tents that have been ripped to shreds. Three barrels are near the tents. Inside
each of them is a rotting humanoid head. Any PC(s) with 9 CON or lower who uncovers the
awful contents will start to vomit uncontrollably for 1-4 rounds.

Monsters: 4 skeletons will rise from the pile of bones when the barrels are searched. (AC: 7, HP: 6
each) Each carries a short sword.

2. A broken down caravan wagon is all you can see. As you start to walk closer, you notice this
wagon was on fire and still smoking. Human corpses litter the ground around it.

Inside the wagon is a locked and trapped chest with a poison needle. Failing to remove the
trap will require the opener to save vs. poison at +6 or die in 1-4 rounds. Inside the chest are 2
healing potions (light blue), 1 dose of Keoghtom’s ointment and 150 sp.

Monsters: 5 goblin raiders (AC: 7, HP: 4). Three are wielding short swords, two of them are armed
with light crossbows. Each carries a pouch on their side with 1d6 SP.

Footprints -- Page 4 -- Number 3


Goblin Cave:

There are no wandering monster encounters in this cave.

1. Guard Room: This room is cut out of natural stone. There is a barrel in the NE corner and a long
table and two chairs in the NW corner of the room. The barrel contains nothing but drinking
water.

Monsters: 4 goblin guards (AC: 7, HP: 4 each) wielding short swords. Each carries a pouch with
1d4 SP. Accompanying the goblins are a pair of hobgoblin overseers (AC: 6, HP: 8) armed with
battle axes. The hobgoblins each carry a pouch with 1d6 GP.

2. Torture Chamber: This room contains various instruments of torture. Past victims lie
dismembered on the floor. There is nothing of value in this room.

Monsters: 1 hobgoblin torturer. (AC: 3, HP: 9). He wields a massive whip (damage: 1-3 + stun for
1-4 rounds) and a long sword. He carries a pouch with a bloodstone worth 10gp, and 5 gp. in
coins.

3. Storage Room: In this room, there are boxes, barrels, and crates that line the walls top to
bottom. This appears to be some type of storage room. There are grains, meats, and different
types of ale in this room. If PCs decide to check it out, the food looks edible but will cause the
PCs to get very sick in 7-12 rounds. The ale is also of poor quality.

4. Jail: In this room, chains run along every wall and a musty stench envelops the room. On the
northern side is Barbados, a 2nd level human Neutral Good thief (HP: 9 S: 14 I: 11 W: 9 D: 17 C: 13
Cha: 8). After he is freed, he will thank the party and will ask to join the PCs in their quest to kill
the goblins.

Monsters: 4 hobgoblin jailers (AC: 4, HP: 7 each). They each wield battle axes. Each carries a
pouch with 1d6 GP.

Pit trap: If PCs are walking to area 5 there is a 2 in 6 chance that each of the PCs will fall into the
pit. The pit is 10’ deep and PCs will take 1-6 damage from the fall but they can climb out pretty
easily (walls are rough and there are a lot of footholds). Triggering this trap will cause the goblins
from Area 5 to come and attack the PCs.

5. Guard Room: In this room, there are four chests in each of the four corners. Chest #1 contains
20 GP, Chest #2 holds only rotting meat; Chest # 3 contains120 SP; Chest # 4 is trapped with a
sharp needle (1-4 hp damage). In this chest is a wand of illumination with 5 charges left.

Monsters: 5 goblin archers (AC: 7, HP: 3) each wielding a short bow. Each carries a pouch with
1d6 SP.

6. Spider’s Den: In this natural cave is a pool of water that takes up the whole western side. This
pool of water is about 10’-20’ deep at its deepest and 5’ deep in the shallowest parts. If the PCs
decide to check the water they will see a golden shimmering object at the bottom (a gold
chalice worth 500 gp).

Monsters: A giant spider lives here and will descend upon the PCs when they look into the water
(AC: 4, HP: 25).

Footprints -- Page 5 -- Number 3


7. Ogre’s Chamber: There is a foul smelling pile of hay, which is the ogre’s bed. There is nothing
of value in this room.

Monsters: The ogre, Gralock, is guarding the secret door to the goblin leader (AC: 4, HP: 35). He
wields a giant club (for 3-12 (d10+2) hp of damage).

8. Goblin leader’s Chamber: This door can only be opened with a magic word. The secret word
is “Grignoot” which means “master” in goblin language. In this huge room is a massive throne at
the north end with a large chest next to it. This chamber is lavishly furnished with goblin-sized
chairs and couches. Hanging on the walls are three bows and two crossbows. On the walls are
many portraits depicting great goblin leaders. One of these pictures has a gold frame worth
50gp. In the chest is 300cp, 200sp and 100gp and 10pp, a wand of enemy detection with 10
charges left, and a suit of human-sized +1 plate mail.

Monsters: The goblin leader (AC: 4, HP: 10) wields a huge battleaxe for 2-8 hit points of damage.
He carries a large pouch with 22gp inside. He has 8 hobgoblin bodyguards (AC: 5, HP: 9 each)
Each bodyguard wields a battleaxe for 2-8 points of damage and carries a pouch with 2d10 gp.

9. Wall Trap Room: This room is completely bare except for the chest near the eastern wall. The
chest is empty.

Trap: When PCs get near the chest the wall, blocks of the wall will collapse upon the party,
causing 1-8 points of damage within a 6’ radius.

10. Gnoll Quarters: In this room there are three barrels in the NW corner and five sacks in the SE
corner. The barrels contain spears, and the sacks contain rotting meat. There is nothing else of
value in this room.

Monsters: 5 gnolls live here (AC: 5, HP: 13). They each carry a halberd. Each carries a pouch
with 1d10 gp and one carries a scroll with the magic word that will open the door to area 8.

Undead Cave:

No wandering monsters will be


encountered here. In order to enter PCs
must pull all four levers to open the doors
to area 8. The levers may be pulled in any
order.

1. Skeleton Room: This room is knee deep


in rotting bones and slimy water. It reeks
horribly in here. The secret door has a
lever. If pulled, a grinding noise will be
heard from somewhere in the complex.
One lock to the door at Area 8 will be
unlocked. In the bones of the skeletons
there is a shiny brass key for area 5 (25%
chance PCs will see it).

Monsters: 10 skeletons will rise when the


PCs try the door at the other end (AC: 6, HP: 6 each). They carry short swords.

Footprints -- Page 6 -- Number 3


2. Coffin Room: This room is lit by an eerie blue glow emanating from a long sword atop a
pedestal. The sword is +1 but when touched the coffins will open and their occupants will
attack. Other than the sword and coffins (4 on each wall), this room has nothing else in it. There
is nothing of value in the coffins.

Monsters: 8 ghouls (AC: 6, HP: 10 each).

3. Zombie Room: This room has many things in it, including a portrait on the western wall. The
portrait is a picture of a woman wearing black. A legend at the bottom reads, “Alyissid, Lady of
Pain and Misery.” If the PCs touch the painting, they will open a secret door behind it, which
holds yet another lever. When that lever is pulled, they will hear another grinding noise
somewhere in the caverns (another lock to area 8 is undone). When the PCs enter this room they
will notice several human corpses litter the ground.

Monsters: There are 10 zombies on the ground that will rise when the party reads the words on
the bottom of the portrait (AC: 8, HP: 11 each).

Spike Trap: When PCs walk up to the picture and touch it a spike will come up from the floor and
cause 1-12 points of damage.

4. Potion Room: In this room, there are three tables, one each in the north, east, and west ends.
On the north table is a cauldron and three vials of light blue liquid (potions of healing). On the
western table, there is a cauldron and a jar of yellowish paste (a potion of speed), and on the
last table there is a large book. This spellbook contains the following spells:

1st level spells: light, erase, and magic missile


2nd level spells: detect invisibility, mirror image

Monsters: A 3rd level human Lawful Evil magic user (AC: 8, HP: 9) He carries a +1 dagger, a pouch
holding 12 gp in it and a wand of wonder with 2 charges left in it.

The magic-user has the following spells memorized:

1st level spells: magic missile (x2)


2nd level spells: mirror image

The mage has a quasit familiar (AC: 2, HP:15).

5. Wight Room: When PCs approach this door, they see elven writing on the door, saying “Do
not enter, if you care for your life.” The door has no door handle. If the PCs search, they will find
two key holes to the left and right of the door. The keys to open this door are in Areas 1 and 7. In
this room, there is a large sarcophagus on the eastern wall. The sarcophagus is locked with two
huge metal clasps. Only a combined strength of 30 can break them. When the clasps are
broken, six skeletons will smash through the wall next to the sarcophagus and attack. The secret
door in this room holds another lever that will unlock the third lock to Area 8 (causing another
grinding noise somewhere). In the sarcophagus is a +1 hand axe, a suit of platemail +1 and one
of elfin chainmail +1.

Monsters: 6 skeletons (tougher than normal: AC: 5, HP:10). Each wields a long sword. After the
skeletons are defeated, the wight will rise from his tomb (AC: 5, HP: 27). NOTE: this wight can be
hit by normal weapons.

Footprints -- Page 7 -- Number 3


6. Resting Room: This area is a resting room. PCs will feel safe resting here. There is only a bed and
a table is in this room. No monsters will attack them in here because it is protected by a spell
against the undead.

7. Statue Room: In this room are three statues. One is in the NE corner, one is in the SE corner, and
one is in the SW corner. If the statue by the secret door is moved to the empty area (which is
really a pressure plate) the secret door will open. If any other statues are moved to the NW
corner, a trap will be triggered. In the secret door is another lever to unlock a lock to area 8,
(another grinding sound will be heard somewhere).

Magic Missile Trap: If any statues are moved except the one by the secret door, three magic
missiles will be shot from the statue by the secret door into the person moving the statue.

Monsters: In this room is a 3rd level Lawful Evil cleric (AC: 2, HP: 20). She carries a +1 mace. She
carries a pouch with a sliver key for Area 5.

She has following spells memorized:

1st Level: cause light wounds, cure light wounds (x2)


2nd level: hold person

With her, she has five ghoul bodyguards (AC: 5, HP: 13).

8. Ceremonial Chamber: This room is pitch-black. Torch illumination is barely enough to see. In
this room are five hexagon-shaped altars dedicated to the Lord of Rot. On the middle one is a
female elf, still alive. If any PCs enter the room, she will start screaming for help. The PCs will feel
a distinct emanation of evil as they enter. Several maimed bodies, previous victims of the
sacrifices to the Rot Lord, lie on the floor decapitated. A woman dressed in black stands in front
of the pedestal with a dagger raised. The PCs may recognize her from the portrait in Area 3.

Monsters: Alyissid is a 5th level Lawful Evil elf cleric (AC: 0. HP: 39). She wields a dagger of soul
draining (treat as a +2 dagger, on a successful hit it drains all life from the victim unless a saving
throw versus death magic is made). Anyone slain by the dagger will become a zombie under
her command in a single round. The dagger, a gift from her dark god, will disintegrate once
Alyissid dies. She carries a pouch with a ruby (150gp) and 150gp in coins. She wears a +1 cloak
of protection.

Alyissid has memorized the following spells:

1st level spells: cause light wounds, cure light wounds (x2)
2nd level spells: hold person (x2)
3rd level spells: animate dead

She is accompanied by 3 ghasts (HP: 19).

Conclusion:

The party should attempt to free the elven maiden and leave the cave. 1-4 rounds after Alyssid
dies, her body will turn to ash. 1-4 rounds after that, the cave will start to collapse. If the party
stays in the cave, they will have a 20% chance per round of getting hit by falling rocks (1-6
damage each). The PCs should receive an extra bonus for saving the elf maid. Perhaps she
joins the party for future adventures?

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Stop the Goblin Raid Maps:

Tengar Forest:

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Goblin Cave:

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Undead Cave:

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Watchers on the Whyestil
© 2003 John A. Turcotte

An AD&D Adventure for Characters Levels 4-6

START: During the years of The Watchful Peace, the elves of the Vesve constructed a series of
beacons and towers along the Dulsi River and on islands in Whyestil Lake to protect and warn
against the return of evil things into the blighted wastes of Iuz. Upon the Enemy’s return, many of
these watchtowers were besieged. Virtually all now have fallen into his hands.

One such beacon tower was constructed upon the island of Vittfera (“white pine”), at the
mouth of the Dulsi. It withstood the initial efforts of the Enemy to blind those spying upon him.
However, some twelve years ago, his minions swept over the island and drove all the elves
before them in fear. Of late, the island has been used as the site of several sorties into the Vesve
by hogoblins, ogres and worse.

Adric Greymantle, Lord of the High Elves of the Vesve, has long sought to recapture the island.
He and his staunch ally, the Mayor of Highfolk, have called out to brave heroes to assist in their
effort. You have answered his call. You have been asked to secure the watchtower itself in
anticipation of the elfin force. The elves have constructed sleek boats, which barely rise above
the level of the water in anticipation of the assault. Their keen-eyed scouts have detected a
rough landing along the isle’s northern shore that appears lightly guarded. Waiting until a
moonless night, you have set off, furtively paddling through the cool, dark waters until the island
could be spied in the gloom. You have seen the glow of several watch fires along the western
shore and lights within the tower’s windows. You have made your way to the rocky inlet and
have quietly pulled the boats ashore.

DM’S NOTES: Lord Greymantle has promised each PC a reward of 5,000 gp, together with any
booty they can liberate from the tower. In addition, each surviving party member shall be
allowed to choose one of the following as a reward: a cloak of elvenkind, a pair of boots of
elvenkind, or a suit of elven chainmail.

Iuz has caused this island to be occupied by a small host of


gnolls, hobgoblins and ogres. All tend to avoid the
watchtower proper due to its terrifying sentinels (q.v.).
However, if obvious combat is detected, the humanoids will
set aside their fear and storm the structure. The PCs will likely
be overcome in such an event. It would therefore behoove
them to move in stealth whenever possible. The party must
use extreme caution not to allow the alert to be sounded!

The elfin host waiting on the western bank is not intended to


come into play. The party has eight hours to capture the
tower; the elfin force will attack at sunrise. It is up to the PCs
to secure the tower to allow the elves to strike without
warning. If the heroes are successful, it is assumed that the
elves are also. If the DM wishes, he or she may expand upon
the military assault on the island. The humanoid force is
described in Encounter Area 4.

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WANDERING MONSTERS

There are no wandering monsters within the watchtower itself. If the PCs choose to explore the
island rather than make for the watchtower, they will likely encounter humanoid troops. An
encounter occurs on a 1 in 6 chance, checked once every half-hour (3 turns). If an encounter is
indicated, consult the following table:
Roll Encounter

1 Hungry ettercaps
2 Hobgoblin leader and bodyguards
3 2-12 hobgoblins
4 2-8 gnolls
5 1-4 ogres
6 Ogre leader (with two bodyguards)

NOTE: No wandering monsters will be encountered in Area 3 as Iuz’s minions have learned (the
hard way) to avoid this area.

Hungry ettercaps: These creatures have crept out from Area 3 in search of a snack. There will be
1-2 ettercaps and they have brought a giant spider with them. Any losses must be subtracted
from Area 3. The ettercaps each bear a silk net, but neither has any treasure.

Hobgoblins: The hobgoblins are all clad in studded leather armor and bear small wooded
shields bearing the device of Iuz. They are armed with spear and scimitar. The hobgoblin leader
(HP: 9, +1 on damage due to strength) wears chain mail armor and shield (AC: 4) and is armed
with a scimitar. Hobgoblins encountered will have 2-8 sp; the leader double that amount.

Gnolls: The gnolls wear thick leather doublets (AC 5) and are armed with battle axes and spears.
They will each have 3-12 sp on their person.

Ogres: These brutes are unarmored and uniformly carry heavy iron maces. They will have 4-16
cp on them.

Ogre Leader: This ugly monster wears a studded leather jack and bears a large metal shield
emblazoned with the Enemy’s device (AC: 2, HP: 36). He wields a two-handed sword with his
sword arm, inflicting 7-16 hit points of damage in combat. He is always accompanied by two
imposing bodyguards (HP: 29 each), who each fight with bardiches. The leader has 24 gp and
45 sp. in a belt pouch, and always carries an enormous silver tankard worth 100 gp (more
reflective of size and weight than quality). Each bodyguard has 10 gp and 22 sp.

ISLAND ENCOUNTER KEY

(The Island Map appears on Page 13.)

1. ROUGH LANDING: The island’s north shore acts like a prow against the steady current of the
Dulsi. The bank is undercut and rocky here, allowing you to pull the boats up under cover.
Moreover, the shoreline is thick with stumps and dead limbs, a testament to the lush growth that
once thrived here. It appears that the Enemy’s minions have hacked and burned much of the
tree growth down along the western edge of the island. Now, only a thorny scrub has survived,
clutching at your skin and garments.

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There is a great deal of cover and the PCs can move undetected. A faint path can soon be
found leading to Area 2.

2. WATCHERS: A faint flickering fire and the smell of cooked flesh stops you abruptly. A small
campfire has been dug into a hollow, hiding it from the view of the river.

Five gnolls (HP: 15, 13, 12 (x2), 11) and a hyenadon (HP: 29) have been set as guard here. Two of
the gnolls are cooking over the fire while the others are hurling spears into a target, only
occasionally watching the river. The hyenadon is curled up at the fire’s edge. The largest gnoll
carries a horn that he will sound if given an opportunity. If blown, a unit of twenty-four gnolls will
arrive in 5 rounds; the alarm for the entire island will be raised. The gnolls have no treasure.

3. HAUNTED COPSE: Unlike the remainder of the island, the northeastern shore is heavily
forested. Thick pine trees crowd one another for space.

Iuz has sent several ettercaps to the isle for eventual relocation into the Vesve. There are three
of these monsters here (HP: 34, 29, 27), along with two giant spiders (HP: 27, 23) and nine large
spiders (HP: 9, 7 (x4), 6 (x3), 5). The ettercaps’ lair is high in a webbed bough in the center of the
thicket. There, amidst the bones and husks of their victims can be found some 230 cp, 110 sp
and 57 gp. The victims still wear much of their clothing, including four leather shirts and an entire
suit of +1 studded leather armor (although the victim’s husk would have to be cut free of the
web to be obtained). There are also numerous scimitars, three morning stars, a short bow and 12
arrows (2 are +2), a silver dagger worth 75 gp, and a stoppered clay pot containing a potion of
extra healing.

4. THE ENEMY CAMP: A chaotic mess of evil banners, crude tents and tall, ugly totems
dominates this area. It is apparent that a large force of humanoids is camped in this area.

The occupying force camps here. The humanoids squabble and bicker with one another, held
in check only by the will of their master. If the alarm is sounded, they will quickly mobilize. The
enemy’s forces are briefly summarized here, the DM may expand upon them if desired:

The hobgoblin force numbers 180 strong. Fully half are armed with composite bows and
scimitars. Forty are armed with spears and scimitars, thirty with pikes and twenty are armed with
spears and battle axes.

They have 9 leader-types among them, each armored in chain mail and armed with light
crossbows and scimitars. The hobgoblin camp is overseen by a sub-chief (HP: 16) clad in plate
mail and bearing a heavy crossbow and +1 scimitar.

There are 80 gnolls camped here. Twenty are armed with longbows and longswords. The
remainder are armed with spears and battle axes. Three hyenadons gambol about.

They have four leader-types, each bearing a shield and armed with a morning star. The gnoll
force is led by a chieftain, a massive scarred brute (HP: 22) bearing a +1 shield and wielding a +2
flail.

Iuz has camped 22 ogres on the island, including their leader and his bodyguards. All are armed
with maces. Their leader is described in the WANDERING MONSTERS section (q.v.).

5. THE WESTERN SHORE: This shore is well defended. The humanoids have strewn the beach with
fallen trees and detritus, making landing difficult. Sharpened stakes have been set into the

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western shore, their points facing the water. Engines of war have been placed here, including a
pair of catapults and several trebuchets. Watch-fires are maintained along the shore.

This area is heavily guarded. A troop of twenty hobgoblins (HP: 8, 7 (x2), 6 (x5), 5 (x8), 4 (x3), 3)
and two leaders (HP: 9 each) watch this area. All are armed with composite bows. Both leaders
bear alarm horns, similar to that carried by the gnoll in Area 2.

In addition, a dozen more hobgoblins (HP: 8 (x2), 7, 6 (x3), 5 (x2), 4 (x3), 3) man the war machines.
All are armed with scimitars.

There are eight bullywugs (HP: 7, 6 (x3), 5, 4 (x3)) kept here, armed with spears. They act as spies
for the island’s forces and serve to attack enemy boats in the water.

6. THE WATCHTOWER: The watchtower has been constructed on the highest point on the island.
Although designed to spy into the lands beyond the eastern shore of the delta, it clearly has a
fair view of the western waters as well. Four short but graceful towers sprout from a narrow base.
Above that, a single spire ascends some two hundred feet. A wide, unwalled yard leads to the
single door of the structure. Wicked standards for the motley clans and tribes who march under
the Enemy’s banner have been set along the edges of the yard.

The battlements above are some 40’ above


the ground. They appear to be manned, but
a careful watch can determine that the
guards shun the southeastern wall (they
cannot bear the sight of the sentinels at Area
6A). A line of arrow slits rings the entire
fortress.

6A. THE SENTINELS: The wide yard was once


an orchard, but it has been razed and the
soil pounded flat. The small outbuildings are
all unlocked and contain stores for the
troops. There is no need for further security;
this area is guarded by three Sons of Kyuss
(HP: 16, 14, 12). These frightful guardians will
be encountered singly as they patrol the
area, but they will jointly investigate any
disturbance.

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Footprints -- Page 6 -- Number 4
FIRST LEVEL

6B. FRONT GATE: This stout door is buttressed by thick bands of iron. The door is actually ajar, for
the Sons in Area 6A retreat within during the daylight hours and haunt the Entry Hall (Area 6C).

6C. ENTRY HALL: Beyond the entryway is a short hallway. Arrow slits line the walls. A door
identical to that at Area 6B guards the entry into Area 6D.

Because of the fear generated by the Sons (Area 6A), none of the guard rooms (Areas 6E) are
manned unless the alarm for the island has been sounded. The door leading into Area 6D is
locked, but not barred.

6D. COMMON AREA: This is obviously a mess hall area. Several long, rough tables have been
set up. They are piled with filthy plates and bowls, and with the stinking remains of past meals. A
pair of stairways lead up out of this room, and there are five wooden doors set into the walls.

There is a hobgoblin sergeant here (HP: 9) conferring with two hobgoblin subordinates (HP: 7
each). A pair of off-duty gnolls (HP: 14, 11) are eating and drinking here. Sleeping in a corner is
a worg (HP: 24). Loud combat here will automatically alert the guards in Area 6G and has a 10%
cumulative chance per round of altering the guards in Area 6H.

6E. GUARD ROOMS: These rooms each feature arrow slits looking into Area 6C. Each room has
a wooden bench, an unlit brazier and has six full quarrels of arrows hanging from pegs. The
northern room has three short bows, the southern room four.

6F. ARMORY: This door to this room is locked. The Tower Commander (Area 6K) and the Evil High
Priest (Area 6R) each hold keys. It contains the armaments of the watchtower. There are 11
composite bows, over 1,000 arrows, 60 scimitars, 30 daggers, 40 spears, 23 studded leather shirts
(sufficient for medium-sized characters) and 13 small metal shields (all emblazoned with the
Enemy’s device).

6G. BARRACKS: This room houses the tower’s troops. More than two dozen bunks have been
crammed into this stinking chamber. All manner of clothing and personal effects litter the area.

There are 12 off-duty hobgoblins (HP: 8, 7, 6 (x4), 5 (x3), 4 (x2), 3) here. None is wearing any armor
and all are currently unarmed, although scimitars are within easy reach. If the squalor is
completely searched (a time-consuming process), 220 cp, 118 sp and 18 gp can be collected.

6H. SECRET CHAMBER: The humanoids have not located this cleverly hidden secret door. It is
only 2 ½’ high and pushes in before sliding seamlessly to the left. Within is a tiny, low-ceilinged (4’
high) chamber.

Hidden here before the watchtower’s fall are a small iron-bound chest (the key long lost), a pair
of short bows, a quiver of arrows and a bundle wrapped in a pelt. The chest is trapped with a
sleeping gas that will expand into a 20’ diameter cloud if not removed (save versus poison or
slumber for 2-12 turns). It contains 500 pp, a leather pouch that holds 4 amethysts (400, 300 (x2),
and 250 gp, respectively) a pair of diamonds each worth 550 gp, and two steel vials (potions of
speed and gaseous form, respectively). The bows are each +1 and the quiver holds six silver-
tipped arrows, 4 +2 arrows, and 10 +1 arrows. The cloak is a cloak of elvenkind.

6I. LANDING: These stairs lead down into the DUNGEON LEVEL.

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SECOND LEVEL

6J. GUARDIAN WALK: Arrow slits line the walls in a complete defense of the tower. This area is
manned at all times by eight hobgoblins (HP: 7, 6 (x2), 5 (x4), 4) armed with composite bows and
daggers. If the alarm for the island has been sounded, six hobgoblins from Area 6G will man the
walk.

6K. LIEUTENANT OF THE TOWER: The door into this area is usually locked. The Lieutenant (Area
6L), Tower Commander (Area 6L) and Evil High Priest (Area 6R) have keys for this lock. Within is a
spartan sitting and sleeping area.

The Tower Lieutenant is quartered here, although he is currently visiting with the Commander.
Besides normal clothing and equipment, a small (unlocked) chest can be found beneath the
bed. It holds 200 gp, an ivory statuette of a salmon worth 125 gp, and the Lieutenant’s prized
possession, a Murlynd’s spoon. The chest also contains a scorpion (HP: 1) that may sting an
unwary hand reaching in (save versus poison at +2 or suffer 1-6 hit points of damage, and be
unable to use that hand for 1 hour per point of damage suffered).

6L. TOWER COMMANDER. The door into this area is usually locked. The Lieutenant, Tower
Commander and Evil High Priest all have keys for this lock.

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The sitting area is richly decorated, with plush settees, and a small silver bowl filled with fragrant
unguent. A silk tapestry depicting a ghostly city of pallid stone looming above a desolate
haunted plain is hung upon one wall. A dark lacquered table is covered with maps.

The Tower Commander is here, discussing security with his lieutenant before making his rounds.
He appears to be a large, evil-looking goblin. In fact, he is a barghest (AC: 2, HD: 6+6, HP: 41)
sent here from Dorakaa to oversee his master’s designs. He is unarmored but wields “Elfbiter,” a
+2 scimitar of elf-slaying (+3 against elves and half-elves, inflicts double damage against any
true elf (aquatic, dark, gray, grugach, high, valley, or wood)). He carries a ring of keys to Areas
6C, 6F, 6K, 6L, 6R and 6T at all times. On the ring is a key to the chest in his sleeping area (q.v.).

With him is the Lieutenant of the Tower, a hobgoblin chief (HP: 22). He is clad in plate mail and
bears a +1 shield (AC: 1). In combat, he fights with a +1 scimitar, +2 versus demihumans and has
a +3 dagger of venom at his hip. He also carries a ring of keys that will open the doors in Areas
6C, 6K and 6L.

The silver bowl is worth 25 gp and a bottle of the rare unguent, worth 125 gp in a large city, can
be found in the sitting room. The maps depict the Dulsi River delta and an apparent planned
sortie into Vesve territory.

The sleeping area is also richly decorated. A large, bronze-framed mirror of smoky glass is hung
upon one wall. The Commander’s suit of plate mail is kept upon a manikin while not in use.
Behind a secret door, the Commander’s personal effects are kept in a large chest. The chest is
not locked, but it is trapped. Opening the chest without first depressing a hidden catch will
cause a scythe-like blade to swing in an arc 3’ in front of the chest inflicting 2-8 hp of damage to
any victims in its path. Opening the chest without first depressing a hidden catch (detectable
with a successful find traps roll) will cause a 3’ long scythe-like blade to spring out from the front
face of the chest and swinging in an arc, inflicting 2-8 hp of damage to any victims in its path.

Aside from personal items, the chest holds a +1 scimitar, the sheath of which is set with
bloodstones and decorated with the Old One’s device (worth 500 gp to the right party). Also
within is a scroll of protection from elementals, a light crossbow, and a smaller (locked) chest
that in turn holds 800 gp, a potion of extra healing, and two blocks of rare incense that, when lit
and the vapors inhaled, will grant the inhaler audience with Iuz.

6M. STAIRS TO ROOF: This wide flight of stairs lead to the roof.

6N. STAIR CHAMBER: A wolf is kept here (HP: 11). Wooden shelves hold casks of oil, tinder, spare
lumber and tools, etc.

A spiral staircase winds up over 200’ to the top of the spire (Area 6P).

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THIRD LEVEL

6O. GUARD TOWERS: It is clear that the watchtower is well defended. A ballista has been set in
each tower, each manned by two hobgoblins (HP: 6 each). Eight other hobgoblins (HP: 9, 8, 6
(x3), 5 (x2), 4), armed with composite bows and scimitars, keep watch here. Six gnolls (HP: 15, 12,
11 (x2), 10, 7) armed with longbows and hand axes assist. The most powerful hobgoblin bears an
alarm horn.

6P. SPIRE: A solitary hobgoblin guard (HP: 6) with an alarm horn can be found here. Four
windows provide a spectacular view. The hobgoblin primarily looks to the west.

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The eastern window is enchanted. Anyone using it to view the East who concentrates will find
that his or her vision is magically enhanced. Visibility is increased by a factor of twenty, and the
viewer ignores any interposing non-magical weather.

DUNGEON LEVEL

6Q. BARRACKS: Four bugbears are quartered here (HP: 16, 14, 13, 12). The bugbears live in
squalor. The chamber contains only 33 gp and 67 sp.

6R. DUNGEON. This door is kept locked. The Tower Commander (Area 6L), Evil High Priest (Area
6S) and the inhabitant within (q.v.) hold keys. Beyond the door is a squalid dungeon, with two
cramped cells. An especially ugly bugbear torturer (HP: 19) lairs here amidst various implements
of pain. Although unarmed, he can use a burning brand as a club.

There is only one prisoner here, a brave but gravely wounded wood elf, one Talf Evergreen. He is
a Fighter/Magic-User, levels 3/3 (HP: 12 (5), S: 14, I: 15, W: 10, D: 13, CN: 15, CH: 11), but has no

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spells memorized. He has been tortured and now awaits his fate with the Evil High Priest across
the hall.

6S. SHRINE OF IUZ: This chamber is lit by stout greasy candles in several candelabra. The air is
thick with cloying incense issuing from several skull-shaped censers suspended from the ceiling.
Low benches face an obscene shrine. The far wall bears a bas-relief carving of a great crimson
serpent devouring its own tail. A basalt altar crouches before it, deeply stained from past
offerings.

The Evil High Priest holds unholy services here. He is a human 8th level Chaotic Evil cleric (HP: 40).
He wears +2 plate mail and is armed with a staff of striking (18 charges). The EHP has memorized
the following spells:

First Level: ceremony, command, portent, protection from good, sanctuary

Second Level: aid, enthrall, hold person, resist fire, withdraw

Third Level: dispel magic, prayer, speak with dead

Fourth Level: cause serious wounds, sticks to snakes

On his person, the EHP carries 2 vials of unholy water, a potion of undead control (Sons of Kyuss),
and a scroll of protection from possession. In his belt pouch, he has 22 gp and 11 sp. He holds a
ring of keys to Areas 6F, 6K, 6L and 6R and the key to the hidden chest at Area 6T.

The EHP is served at all times by a Son of Kyuss (HP: 22).

It appears that the evil priest resides in this chamber, for a small cot and foot locker can be
found, pushed aside while the room is in use. The small (unlocked) chest contains only personal
effects and a tiny iron flask sealed with a brass stopper. Within is a putrid green worm, identical
to those infesting the Son, that will leap out and attack as a 3HD creature.

6T. STOREROOM: The door is locked and the key held by the Tower Commander (Area 6L).
Within are the stores for the watchtower: barrels of water, kegs of beer, casks of brandy, 500
days’ worth of iron rations, wheels of hard cheese, jerked meat, grain, and an assortment of
vegetables and similar foodstuffs.

This dirt-floored room is guarded by a monster zombie (bugbear, HP: 38). The EHP has buried a
treasure chest buried 3’ beneath the floor at the spot marked on the map. The location will not
be found unless the party specifically searches the floor for buried items and even then, the
chance is 1 in 8. A ranger however, might detect tracks leading to the chest’s location if he or
she examines the floor carefully.

The chest is locked and trapped. If opened, a glyph of warding (cold) will inflict 16 hit points of
damage (half if a successful saving throw versus spells is made). The chest contains: 1,200 gp,
2,000 sp, 4 matched diamonds each worth 1,000 gp, a gold necklace set with fresh-water pearls
worth 750 gp and a jade pendant hung on a silver chain and set with a single black pearl. The
whole appears to be worth 1,600 gp. The pearl is in fact a pearl of the sirines.

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HERE ENDS THE WATCHERS ON THE WHYESTIL

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The Lost Cache of Father Tomas
An AD&D Adventure for 1st Level Characters

© 2004 John A. Turcotte

BACKGROUND: New Sevetburg hardly seems the altar a masterful stained glass window was
the proper place for an adventure. The small, built depicting the cleric and the Castellan
sleepy town clings to the shore of Lake Sevet, basking in a righteous glow from the heavens,
crowding the high walls of its defending keep. the window set to receive the sunrise over
On the eastern shores of the lake, small orderly Lake Sevet. The Castellan and his family
farms sweep out to the forested hills. Yet, here attended services daily, sometimes more.
you have been drawn, invited by the
intriguing proposal of the keep’s steward. Still, But most impressive of all the Castellan’s gifts
you have been treated well, kept in warm was a chalice secretly commissioned and
rooms at the inn and fed your fill. For two days offered to the priest on the eve of the Summer
you have enjoyed the hospitality of Steward Solstice, a solid gold cup set with six perfectly
Gregory, until he arrived at the inn this matched sapphires. Gregory himself,
evening, through the servant’s entrance and attending service more out of duty than of
without an escort. Meeting in secrecy in a respect for the clergy, beheld the cup.
small cloistered kitchen, the elderly but spry Indeed, word of it, and of the gold and
man greets you over cups of mulled cider. treasure donated to Father Tomas, spread far
and wide.
The remains of Old Sevetburg, he tells you, are
three miles southwest along the lakeshore. Undoubtedly, it was the rumor of the chalice
There, when he was a younger man, he and the treasure that brought the berserkers.
served the Chamberlain of the Old Keep. The Sweeping down from the cold foothills of the
land had been gifted to an ill-favored north, raiders from the Köthic Tribes pillaged
younger son of the Count, ostensibly to keep the fief, striking so suddenly, that the
watch on the northern farms and forests of the townspeople could not reach the keep in
Borderlands. The Castellan was a pious man, time. Many fled into the fields and forests and
given to excessive donations to the church, all could only watch helplessly as the bailey was
at the expense of the peasantry. It was the looted and the walls of the fort besieged.
extent of his generosity, it is said, that brought Within three days, the fierce invaders forced a
Father Tomas to Sevetburg. breach and killed all those inside. It is said
that as they pillaged the church, they tortured
The cleric was a proud man, only too happy Father Tomas to reveal the location of his
to receive the patronage of the Castellan. fabled chalice. He refused to divulge its
Within a year, the cleric had convinced the location to his tormentors, and in retaliation,
lord to construct a chapel within the keep, a they burned the church down with him inside,
thing quite unheard of in that day. No razing the town as they left.
expense was spared, and soon the people of
the fiefdom groaned under the taxes and All this occurred nearly thirty years ago, when
tithes imposed upon them. Father Tomas the Steward was a young man. Many have
exhorted the peasants, under fear of searched the ruins of the old keep for the
damnation, to sacrifice what little they had chalice during that span, but no trace of the
towards the construction of the temple. treasure has ever been found. Most have
assumed it was destroyed in the fire, if it
The toil and cost was nearly more than the existed at all. Others are certain that it adorns
fiefdom could bear. Rich tapestries hung on the table of some barbarous lord even now.
the walls, and services were held upon an Gregory, however, has always been drawn to
altar decorated with precious metals. Behind

Footprints -- Page 2 -- Number 5


the Old Keep. Virtually nothing is left of the moonlit ruins from a distance, Gregory was
chapel, he tells you; only charred ruins remain. startled when he heard fearful shrieking. He
watched as the party raced out of the ruins,
Four years ago, while visiting the ruins and screaming as if demons pursued them. What
ruminating on the folly of his former lord, he followed was a hair-raising chase through the
noticed something he had never noticed moon-lit forest. When at last he caught up to
before. Virtually the entire great stained glass the band’s leader, the warrior threw the
window was gone, save for the lower left window-sketch at the steward’s feet and
portion, that depicting the feet of the proud swore an oath to never reenter the place.
cleric. His right foot was depicted as resting The only description Gregory could obtain
upon a small gold cup. Excited, Gregory from the terrified young man was that “Father
more closely examined the old glass. Tomas is still burning.”
Cleaning off decades of grime, he clearly saw
the symbol of a star etched in the glass The Steward blows on his hot drink to cool it.
beneath the cup, and beneath that, stranger “I cannot tell you for certain what you may
symbols still. find beneath the old chapel,” he confides,
“But I am certain that the chalice lies
He believed he had found a clue other beneath.”
treasure-hunters had overlooked. Slowly, so as
not to arouse suspicion, he began to frequent DM’S NOTES: This adventure is designed for 1st
the ruins. Scouring the shell of the chapel, he level player characters. The party should
at last found a flagstone in the furthest corner number between 4-6. It would be best if the
of the church, upon the lower left corner of party had at least one thief in attendance.
which was etched a star, identical to that The adventure’s locale is deliberately left
depicted in the window. imprecise; the DM may place the adventure
in any location of his or her choice.
It took him some weeks to furtively remove
enough rubble to attempt to move the stone. THE CLUES: The stained glass window was
His efforts were rewarded when he revealed a designed by Father Tomas, and does indeed
steeply descending narrow stair, a secret provide clues to the location of his secret
passage! It was all he could do not to cache. The cleric was able to seal off the
descend there and then. He was no fool area before the berserkers breached the
however, and he concealed his excavation. keep’s walls. The fragment preserved by
Gregory depicts the foot of the cleric gently
Discreetly, he sent out word for those of resting atop a small gold cup, indicating that
adventurous minds to descend to the secret the treasure was underfoot. A star is etched
vault. It was an agonizing time, for he was on the cup itself. The star indicates where the
certain that others would discover the secret entrance can be found. Beneath the
window’s clue. To prevent that from cup are three curious icons: a quartet of eyes,
happening, he himself destroyed the a pyramid and an odd black tree. These
remainder of the window, but not before icons can guide the PCs if they can divine
making a drawing of the cryptic symbols their meaning.
(provide the players with the handout
provided at the end of this adventure). The Quartet of Eyes: This icon provides the PCs
with the safe path through Area 5.
At last, his secretive entreaties were
answered, and a small band of southerners The Pyramid: This icon provides the clue to the
arrived. Gregory offered them the same true resting place of the chalice, behind the
conditions he has offered you: if the chalice mural of the mountain vista in Area 10.
can be found, he will pay each member of
the team 500 gp in addition to one-half of any The Tree: This icon warns of the guardian the
other treasures recovered. Under cover of Father Tomas set to guard his treasure, the
darkness, the mercenary company set out. kampfult at Area 11.
The expedition was brief. Watching the

Footprints -- Page 3 -- Number 5


START: The party is asked to set out at night, on determine that the door was once locked
foot, and not to bear any lights until ready to (the key is long lost).
enter the secret vaults. Gregory does not wish
any passing travelers to question the 2. WATER-DAMAGED CHAMBER: A nearly
nocturnal activities at the old keep. He can overpowering wave of mildewy stench roils
provide the party with any reasonable out of the room when the portal is opened.
equipment they may need, but will not The door opens into a small 10’ x 10’ chamber
provide any armor superior to leather, or any with a 7’ high ceiling. Vivid frescoes once
magic items at all. covered the walls, but severe water damage
has caused the paint and plaster to peel and
The night is quite cold, and the cloudy sky slough off. It is difficult to determine what the
hides the party’s departure from the inn. The frescoes represented. Only enigmatic figures
remains of Old Sevetburg are perhaps a brisk can be dimly made out through the ruined
hour’s walk over the newly harvested fields artwork. Thick coats of algae have grown,
from the walls of the new keep. Twenty years forming a furry brown border along the base
have passed since the savage invaders of the walls. A small waist-high shrine on the
ravaged the town, and little is left. Old opposite wall is empty.
Sevetburg was a settlement of the “motte
and bailey” variety, the small town hidden This room contains nothing of interest. The
behind a wooden palisade. Above it, on a hill door to the left of the entrance is slightly ajar.
overlooking the lake, a walled keep served as 3. FATE OF THE UNFAITHFUL: Just beyond the
the seat of the Castellan. door, three steep steps lead down into this
Nothing is left of the bailey at all. Only the room. The walls here are as damaged as the
remnants of an odd stone wall, and a curious previous chamber. It is impossible to make
grassy mound provide any sign that a town out with certainty what the murals here
once bustled where the party now steps originally depicted. The stench of mold is
quietly. Only a hollow shell of crumbling stone much stronger, making it difficult to breath.
is left atop the hill, nearly overgrown with The bottoms of the walls are thick with fungus.
scrub and wicked thorns. At the far end of the chamber is an identical
door. There is something on the floor next to it.
The Old Keep: The keep is ruined, and no part
has been left standing. If the DM wishes, The “something” is the shriveled remains of a
perhaps other entrances exist, leading to young woman who died here nearly twenty
forgotten larders, dungeons, etc. The remains years ago. Her corpse lies against the wall. If
of the church still bears its rounded wall, but disturbed, four angry giant rats (HP: 4, 3 (x2), 2)
the upper levels and roof are gone. will emerge from their lair in the wall to protest
Searching the area with illumination, following her removal. She wears a leather cuirass, but
the Steward’s directions, the party can easily it has split and is useless. A dagger at her side
find the heavy flagstone. It requires a strength has rusted away. However, her corpse hides
of 13 or more to lift. 18 greatly tarnished silver coins on the floor.

Note that the secret vaults below are darkand If an attempt is made to open the far (false)
damp. Unless the party members all have door, the trap in the chamber is sprung. The
infravision, some light source will be needed. door leading to Area 1 snaps shut with
The area has a claustrophobic feel; unless surprising strength. At the same time, freezing
otherwise noted, the ceilings are only 7’ high. water begins to rush into the room through
All doors are stuck, unless otherwise noted, vents in the walls at floor level (concealed by
requiring successful OPEN DOORS rolls to pass. the fungus growth). The water depth
increases at the rate of 1’ per round, i.e., the
1. SECRET STAIR: The stair descends 18’ down. chamber will fill in 7 rounds. The door to Area
The secret passage is only 3 ½’ wide and 6’ 1 must be forced open to escape. The door
high. At the bottom is an iron-banded will open on a 1 in 6 per try. Note that those
wooden door. It is slightly ajar. Any thief can PCs with Strength of 16-18/50 will be able to

Footprints -- Page 4 -- Number 5


force the door on a 1-2 chance, while PCs behold it to save versus spells at -2 or flee as if
with 18/51-18/00 Strength will be able to do so affected by a fear spell. The phantom will
on a roll of 1-3. The freezing cold will sap the only be visible for two rounds before vanishing.
victim’s strength at the rate of 1 point (or 50% This is as far as the PCs’ predecessors made it.
of exceptional points) every other round, The phantom will not reappear if the room is
making it progressively more difficult to force reentered.
the door open.
Beneath the depiction of the castle gate on
The trap was sprung once already, slaying the the eastern wall is a concealed door. Short of
young thief whose body has been found. removing the plaster, the door will only be
There is insufficient water remaining in the discovered if the artwork is closely examined,
secret cistern to fully maintain this trap. Once and even then the chance is only 1 in 4. The
the chamber is full, the water will begin to door can be opened on a 1 in 10 chance
drain out within two rounds, thence draining unless the plaster is chipped away first.
at the rate of 1’ per round. PCs trapped in the
chamber when it completely fills will suffer 1-2 5. THIEVES’ REWARD: Five feet beyond the
points of damage the first round, and 2-4 door is another portal. The wooden door is
points on the second. Any player may banded in bronze. The ever-present frescoes
declare that his or her PC is holding their depict a dark shadowy copse. Haunting
breath at the last moment before the figures are depicted peering out at the party
chamber is completely flooded. If such a through the boughs and from between
declaration is explicitly stated, those PCs suffer branches.
no damage on the first round, and only 1-2 If the pull-ring of the door is touched, a 6’ by
points of damage on the second. 6’ section of floor swings down, revealing a
Note that some PCs, such as a heavily ten-foot deep pit beneath the trespasser. The
armored dwarf for example, will be bottom 4’ of the pit is filled with freezing black
submerged prior to the room being filled water. Any person completely within the area
unless assisted by taller companions. In any falls into the pit with no possibility of avoiding
event, any torches or lanterns will be the trap. Anyone on the threshold is allowed
completely extinguished. an opportunity to roll less than his or her
Dexterity on a d20 to avoid the fall.
One full turn after the water has completely
drained away, the door to Area 1 will unlock, Victims suffer 1-3 points of damage from the
unless it has been forced open already. Lost fall into the pit. The trapped portal is a false
strength points return at the rate of 1 point per door. Victims in the water will lose points of
2 turns. strength as in Room 3.

4. HAUNTED VAULT: The walls of this chamber 6. PATH OF THE FAITHFUL: The frescoes of this
are richly decorated. The party’s lights play chamber depict a dozen frowning kings on
off the bright paints. A cleric and a knight are elaborate thrones looking down upon the
depicted as joining a procession of saintly room in judgment. The floor is made up of
personages outside a fabulous castle, sixteen separate 3’ x 3’ stone slabs. In the
perhaps to embark on a pilgrimage. Doves center of each slab is etched the numeral “i,”
and ravens fly above the figures’ heads, “ii” or “iii.” An identical door is at the far end of
carrying flowers that form a fanciful border the room. Rushing storm clouds have been
along the ceiling. There is an identical door at painted on the ceiling.
the far end of the chamber. Refer to the illustration of this area. If any
The moment the players enter the room, a weight exceeding 30 pounds is placed upon
frightful event takes place: with a flash of light, a section bearing the inscription “ii” or “iii,” a
a man fully engulfed in flames explodes into dust devil is summoned (HP: 8) and attacks
existence in the center of the floor, shrieking in any living creature in the chamber –beginning
agony. This phantom will cause all who with the trespasser. The ‘devil remains for nine

Footprints -- Page 5 -- Number 5


rounds before being dispelled. Only one dust frightful painted gourd where its head should
devil is summoned per slab, per day. Thus, a be! Each straw golem (HP: 20 each) shambles
PC who races across the chamber may well forward and attacks. The golems can fight for
summon a swarm of these creatures! Note 9 rounds, after which they fall apart. They will
that the door at the far chamber must be pursue fleeing trespassers.
forced open like all others. Dust devils will not
pursue foes outside of this room, although they 8. ANTECHAMBER: The door into this chamber
will cause the door to Area 4 to slam shut if remains open unless and until the correct
the PCs flee. lever in Area 7 is pulled again. The vivid
murals here are more somber and dark than
The Steward’s sketch provides the PCs with in previous rooms. Huge dragons and
the correct path through the test: by stepping vengeful angels threaten those who enter this
on those four sections inscribed with an “i,” chamber. On the side walls, a procession of
the party may safely cross. pious pilgrims kneel and genuflect before the
fierce guardians. There is an iron-bound door
7. FATEFUL CHOICE: This chamber takes the at the far end of the chamber.
adventurers’ breaths away. This chamber is
more richly decorated than any other scene The far door is locked and trapped. If the
yet encountered. The ceiling depicts a door is pulled open without first removing the
wondrous heaven with luminous clouds and trap, a ceramic pot in Area 9 beyond is
flocks of doves. Spectacular frescoes on the tipped and broken, and a fine spray of acid
walls depict three priestly figures. Beside each will be shot from slots above the doorway,
is an archway with a recessed stone portal seeming to come from the maw of a ravening
without pull-ring or handle. dragon. The acid cloud will cover the 5’ area
before the door, causing all within the area of
On close examination, a small lever can be effect to suffer 2-8 hit points of damage,
found carefully camouflaged within each unless they successfully save against breath
fresco. The figure to the right of the entrance weapon, whence damage is halved. Note
is a young country priest in a woolen cloak that those unfortunate victims who fail their
and simple sandals standing in the midst of a save must also determine whether or not their
wooden grove. He respectfully lowers his eyes possessions are destroyed by the acid
and offers a rough- hewn wooden cup to the (Dungeon Master’s Guide, p. 80). Remember
viewer. The figure to the left is an aged cleric to require clerics to roll for their holy symbols. If
piously contemplating the heavens from the the door is opened, the inhabitant of Area 9
marble steps of a massive temple. He holds a will stride forth.
silver chalice reverently. The figure opposite
the door is a stern abbot seated upon a high A secret door, only 3’ high may be found on
throne. He casts a fierce glance at the the wall to the immediate right of the
viewers. A fabulous golden chalice encrusted entrance into this chamber. It is obscured by
with gems is clasped in his ring-laden hand. the mural of a praying pilgrim, who blends in
with the devout throng, but for a rough
This chamber is trapped. Only the right portal wooden cup in his right hand. It will be found
leads further into the complex. That tableau only 1 in 8 unless the party members assert
depicts Father Tomas as he saw himself: a that they are searching the figures. The
humble and pious servant of his deity. If the plaster can easily be chipped away, allowing
lever to the right is pulled, that portal rumbles entrance into Area 10.
slowly opens, revealing Area 8 beyond. If
either of the levers on the left or center are 9. FALSE VAULT: Immediately behind this door
pulled, both those stone portals slowly rise, is a towering figure clad in gleaming field
revealing terrible guardians left behind to plate armor, bearing a massive flail. The full
guard the chalice. Behind each portal is a helm is plumed and its gilded facemask
horrible mockery of a man, a straw scarecrow fashioned to represent a growling lion.
bound with leather twine and sinew, with a

Footprints -- Page 6 -- Number 5


This guardian is a zombie (although it may not ruined only by extensive water damage that
be recognized as such) (HP: 14) left behind by has affected the wall to the left of the
Father Tomas; all that remains of one entrance. A marble altar sits at the feet of the
particularly miserly baron whose lack of faith center mural; a small chest before it.
disturbed the cleric. The zombie has armor
class 2 due to the armor, and the field plate The marble altar holds an intricately adorned
will absorb 1 hit point of damage per die golden bowl and ladle, worth 550 gp and 275
inflicted, up to 12 hit points. Note that the gp, respectively. Beside them is a folded
armor is quite valuable if it can be salvaged. vestment woven from some shimmering
Indeed, it is the most valuable item in this thread. The vestment, if worn by a lawful
chamber! cleric, allows its wearer to cast a magical
vestment spell upon himself once per day at
Beyond is a richly decorated room. The walls the 9th level of casting. By itself, this wondrous
are alight with vivid murals depicting the garment is worth some 3,600 gp. Resting
knight and cleric in a wondrous and heavenly gently atop the vestment is a gold censer
citadel, prostrate before the feet of a majestic worth 300 gp. Within is a block of wondrous
lord. Winged figures and fantastic monsters incense that, if lit, functions as a divination
look down upon the pair with pride. A spell cast by an 11th level cleric. There is
wondrous vestment is set upon a rough enough present for four such uses.
manikin. A flat-topped chest is bound and
locked in the center of the chamber. A richly The chest is locked, although it is not trapped.
embroidered place setting is set atop it; upon Within are secreted some 800 gp and 200 sp,
it rest a crystal ewer and ladle, and a gold together with a tiny (3” x 3” x 2”) silver chest
censer and lamp. adorned with mother of pearl. The chest looks
to be worth 750 gp. It continually radiates
The vestment, although brightly dyed, is made protection from evil in a 10-foot radius. The
of wool. The ewer and ladle are actually chest cannot be opened by anyone other
made of colored glass and are of modest than a lawful cleric of 12th level or higher.
value (2 gp apiece). The censer is gold- What lies within, surely a minor relic of some
plated and worth perhaps 15 gp. The lamp kind, is left to the DM’s discretion. Perhaps the
itself is brass. All items are enchanted with a mystery of its contents will lead to further
Nystul’s magic aura spell. adventures.
The chest is both locked and trapped, No cup or chalice can be found. It is not
unleashing a wyvern watch upon the opener here.
at the 9th level of experience. Within is a single
item wrapped in linen. It is, in fact, a pyrite A concealed door was once expertly hidden
(fool’s gold) cup set with false gems of blue under the fresco of a majestic peak. Due to
glass. It appears to be worth some 800 gp the water damage, however, it can now
upon a rushed review, but any genuine easily be found if searched for. The door is 3’
inspection will reveal it to be nearly worthless high and slides roughly to the side.
(although the Nystul’s magic aura cast upon it 11. THE WELL: The concealed door leads to a
may lead the party to believe otherwise). roughly hewn chamber. The cavern walls are
10. TRUE VAULT: Beyond the secret door is a unadorned. The air is cold. In the center of
fabulous chamber. No expense has been the room has been laid a large (3 ½’
spared to decorate this chamber. Gold dust diameter) circular stone. Beneath this
and crushed gems have been added to the capstone (which requires a strength of 13 to
paint to create breathtaking vistas. Guided lift aside), a yawning pit descends down into
by his priest, a faithful knight arrives in the the frigid darkness. The well is some 30’ deep,
heavenly Holy Land. At the opposite end of with the bottom 4’ filled with ice-cold water.
the room, the majestic throne of heaven There are neither stairs nor ledges, although
strikes awe into the viewer. The effect is the rough stones do provide numerous hand

Footprints -- Page 7 -- Number 5


and footholds for daring climbers. Thieves Sevetburg peasantry, may be looted. The
gain +10% to climb walls rolls and even non- sacks contain 3,181 gp, 6,733 sp, and 7,252
thieves can clamber up and down with a 65% cp. In addition, the cleric has hoarded a
chance of success (although non-thieves great collection of simple jewelry, religious
wearing cumbersome armor suffer a penalty icons and family heirlooms worth 1,200 gp
similar to that affecting similarly-attired thieves collectively. Beneath the sacks is a chest of
(Unearthed Arcana, p. 22), with any armor lacquered wood. The chest is locked, but not
better than studded leather causing an trapped. Within, the chalice of Father Thomas
identical maximum penalty (-30%). The is wrapped in deep purple silk (itself worth 50
easiest way to descend, of course, is to be gp). The chalice is dazzling, and is worth some
lowered down on a rope. Note that anyone 16,000 gp.
falling the length of the well will suffer 2d4 hit
points of damage. REWARDS OF THE STEWARD: The heroes may
come to regret their arrangement with the
Twelve feet down the shaft, a sharp-eyed Steward. The chalice is, after all, worth more
adventurer may spy a particularly large stone than all the treasure in the complex by itself.
(some 3’ x 3’) in the wall of the well. The icon However, Gregory is waiting outside for their
of a small cup has been scratched into its return. He is a very powerful man in the area,
surface. The stone is kept in place with and should the PCs attempt to abscond with
mortar. If it is pried free (an exhausting effort), the chalice, they may never find rest again.
it will splash loudly down into the water below.
A small crawlspace can be spied beyond. If they return the chalice to the Steward, he is
will be overcome with emotion and they will
Anyone wriggling through the crawlspace have gained an influential patron. He will
discovers the lost cache of Father Tomas. gladly pay the heroes and can also be easily
Beyond is a roughly 5’ high by 8’ wide cavity. persuaded to award each survivor with a fine
Several heavy burlap sacks have been piled mount, complete with tack and harness.
here.
EXPANDING THE ADVENTURE: The DM is
Lurking just above the entryway however is encouraged to expand upon the area to
Father Tomas’s final guardian, a loathsome provide additional adventuring opportunities.
kampfult (HP: 13) that will seek to strangle any It is possible that there may be other hidden
who enter. As it attacks the first creature rooms beneath the ruins of the Old Sevetburg
entering, it may be difficult to assail; its victim’s Keep. Furthermore, the Steward is likely to be
body no doubt blocking others from entering inclined to hire the heroes’ services for
the fray. additional errands in the fiefdom. Lastly, word
of the chalice’s return may reach the ears of
If the kampfult is dispatched, the true treasure the sons of the old Köthic raiders …
of Father Tomas, wrung from the backs of the

HERE ENDS THE LOST CACHE OF FATHER TOMAS

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Footprints -- Page 9 -- Number 5
Footprints -- Page 10 -- Number 5
The Ebony Tower
Copyright © 2005 James M. Ward

An RPGA AD&D adventure!


To begin this adventure, have an NPC patron DM’s Notes: Naturally, these are Caryatid
of the player characters call them in and tell Columns. If the characters make some effort
them the following story: to ring the bell, the two Caryatids ring the bell
once for every character and the portal
Hundreds of years ago the Ebony Tower was opens. If characters do anything else to the
created overnight by a wizard of immense door, the two Caryatids attack. The Caryatids
power. Everything about the tower is said to don’t leave the area and never give chase.
be deadly. Over the years, invited guests The portal is wizard locked at the 12th level of
have left to tell of animated assassin statues magic use and otherwise requires 75 points of
and floating weapons made out of black damage to open it.
stone. Even the lowest commoner knows
the tower must also be filled with wondrous Caryatid Column (2)
treasures. In the course of time the wizard AC 5, HD 5, hp 22, #AT 1, Dmg 2d4. 25%
who built the tower died of old age. He had chance a weapon shatters when striking the
no relatives to inherit it, so now the city has Column, -5% to that chance for each
sold the tower. You have been chosen to magical plus of a weapon. The Column
investigate its chambers, and all the receives +4 on all its saving throws. Magical
treasure you can find is your reward. Lots of weapons inflict only half damage on the
luck. Column, which, when killed, crumbles to dust.
Stone-altering spells kill it.
After any preparations have been made, and
the journey to the tower completed, describe FIRST FLOOR
the approach to the tower as follows:
2: Food Preparation
You come upon the Ebony Tower. It’s a
thick spire, three stories tall. There’s only one You discover what appears to be a normal
set of double doors, with a huge statue on kitchen. There are tables, pots, pans,
either side. The statues are in the form of cabinets filled with empty jars and sacks, a
female warriors and they are armed with cold oven, stacks of fire wood, and cabinets
huge stone maces. There are no windows in filled with dishes, cups, and cutlery. All the
the structure, and the top of the tower rises food is gone and everything is in order,
in a cone shape, to a sharp point. waiting for the next cook.

1: Statue Guarded Portal 3: Guardians at the Gates

The statues can’t be good for you... there’s This open area has 11 different life-like
dried blood on the stone mace heads. As statues of human warriors, all animated in
you look things over you notice the large some way. They are either turning round
double doors. They appear to be made out and round on stands, or their weapons are
of the same black stone as the rest of the swishing through the air, or they are walking
tower. There’s a huge bell above the door, back and forth in front of a very large door
but there appears to be no way to ring it. made of stone.
The brass bell is heavily dented on its right
and left side. DM’s Notes: The two statues walking in front
of the door have strict magical orders that no

Footprints -- Page 2 -- Number 6


one is to enter that chamber. They fight to and she says nothing to the group, but once
the death to make sure that happens. in a while turns her head to stare at them. If
freed she takes the male carving and they
Stone Guardian (2)
leave the tower forever and his promise will
AC 2, HD 4+4, hp 24, #AT 2, Dmg 1d8 +1/1d8 be broken.
+1, suffers ¼ damage from edged weapons,
Hidden under the chalk dust is a trap door to
takes ½ damage from cold, fire, or electrical
the wizard’s chambers under the tower. The
attacks. Normal missiles do no damage.
dust on the floor will be magically smoothed
Stone spells kill it.
after each trapdoor opening. There is no
4: Stone Storage ladder, but anyone entering the trap door will
be levitated down. Likewise, anyone wishing
This room contains thirty or so large blocks of to come back up needs only to stand
stone. These stones are various types, beneath the trap door to be levitated up.
mainly marble, granite, sandstone and
6: Talking Stairs
quartz. There’s also a great deal of stone
cutting and moving equipment around the
You discover wide stairs going up. On each
area, from many different types of hammers
step, on the riser facing you, is a carved
and spikes to large rolling carts. As you look
gargoyle face.
at this equipment you notice a pulley
system on the ceiling rigged to move stones. The referee is meant to have great fun with
the intelligence of this staircase. The staircase
5: Carving Chamber
has a happy-go-lucky personality. It’s more
than willing to talk to the characters while
Opening the door you discover a chamber
they aren’t walking on it. When they do walk
with over an inch of stone dust on the floor.
on it, the stair screams in pain. Then it gets
There seem to be two unfinished carvings at
nasty with sayings like:
the center of the chamber. As you crowd
the doorway, one of the statues turns slightly “My, you are a heavy one.”
and speaks to you: “Oh do come in. I’ve
been waiting so long for someone to “From where I am you don’t
appear.” The speaking statue is a carving look so good. I predict really
of a young human warrior. bad things in your future.
Those feet have been in some
The speaking warrior wants nothing more really nasty places lately.”
than to have its heel chipped away from the
If the characters treat the stairs with respect
large piece of marble at its side. When this is
they can learn all about the first floor and
done the animated creature will be free. For
rooms 2, 3, and 4.
this service it vows to help the group while
they are in the tower. The stairs from level two up to level three are
very much the same with a slightly sadder
There are a set of magical stone tools here
personality. Those stairs will talk about all the
that make cutting through rock ten times
chambers on the second level.
easier than normal. The tools have to be
charged with each full moon by leaving them SECOND FLOOR
in the moonlight all night. Their use makes an
incredible amount of noise, attracting all sorts 7: Servants Work Area
of nearby creatures. That’s why the wizard
only used them in this sound proof chamber. Walking the halls in this level you see all sorts
of work areas. There are benches for
The other statue is of a young human female candle and lantern making, benches for
warrior. Her feet need a lot of work to free,

Footprints -- Page 3 -- Number 6


polishing stone, several looms for rug 11: Alchemy Storage
making, and in a larger area you discover a
You discover some sort of storage chamber.
forge for working iron. There’s a large
There are many shelves containing large
supply of coal by the forge.
clay vessels of many different types.
8: Lesser Servant’s Quarters
There are hundreds of different types of
This dust-filled chamber is filled with cheap stored dust and earths in the jars. There’s
cots and empty chests. It doesn’t look as if nothing of value here. Some of the jars have
anyone's lived in it for a long time. glowing types of earth; these are curiosities
and nothing more, as the glow isn’t bright
9: Greater Servant’s Quarters enough to help in a dungeon.

As you open the door you find a well-lit THIRD FLOOR


chamber. The magical glow of the area 12: Outer Carving Corridors
shows three finely crafted beds, three large
cabinets, three large chests, and three The corridors between the rooms are filled
different styles of writing desks. with high quality statues. Each of the statues
moves in some way, being supported by
This is the area for the skilled artisans. almost invisible wires or set into gliding
Everything has been cleared out long ago. A trenches. This causes the statues to sway and
simple spell lights up the room every time the move as people walk by. All of the statues
door is opened. The light fades after a few have been made by creatures with STONE TO
minutes. FLESH abilities.
10: Presentation Chamber 13: Elite Carving Corridors

As you open this door, gentle flute music The other half of the third floor is filled with
begins playing. Looking in, you see a round stone weapons of many types. These
chamber with four wondrous statues. At the weapons are all suspended on pulley systems
center of the chamber are a table and two and sway and move as people walk by.
chairs. On the table are several bottles and Stone maces, axes, spears, spikes, clubs,
chalices of stone. hammers, and many sizes of stone spheres
swing back and forth all over these corridor
These statues are of females: an elf, a dwarf, sections.
a human, and a dryad. If a person sits in one 14: Warrior Statues
of the chairs the statues animate and dance
gracefully around the chamber. If the statues These three chambers each have ten
leave the chamber they will never animate animated dwarven statues. If the characters
again. have taken any of the tools from level one or
two, they can command these dwarves and
The bottles of wine are expensive. The four the statues will obey simple orders. The
chalices have carvings of females on them statues are obviously magical, but turn to dust
and the chalices talk when filled and picked if they leave the tower. These simple
up. The chalices are very intelligent and very constructs can only do one point of damage
sarcastic. They have the dwarven abilities to with their stone hammers as they move very
note sloping passages and new stone work. If slowly.
taken, they will constantly criticize their
masters.

Footprints -- Page 4 -- Number 6


15: Monster Statues 18: Medusa Portrait

As you open this door you hear sucking At the center of this chamber is a covered
noises and the soft sigh of a woman. frame of some kind. There are several
Looking in, you see only darkness. statues of surprised-looking men dressed as
merchants in this room.
Both of these chambers have an animated
statue of a vampire apparently sucking the The frame is a highly magical portrait of a
blood of a lovely female elf. The statues are Medusa. The picture is six feet tall by four feet
painted to look real. If bothered they both wide. If the characters do not take
attack. precautions in uncovering it, they must save
or be turned to stone. The picture won’t
Stone Guardian (2)
transport well and certainly can’t be used
AC 2, HD 4+4, hp 24, #AT 2, Dmg adventuring, as the first rip or tear will destroy
1d8+1/1d8+1, suffers ¼ damage from edged the magical effect.
weapons, takes ½ damage from cold, fire, or
19: Guardian’s Den
electrical attacks. Normal missiles do no
damage. Stone-altering spells destroy them. From the trap door you can see a large,
16: Imprisoned Medusa well-lit chamber below. There’s a great
deal of stone dust and sand on the floor.
This chamber is filled with mirrors, reflecting You can’t see any doors. There are quite a
whatever light you shine into the area. At few worm-like things moving in the sand, but
the center of the chamber is a large stone you can’t tell what they are.
bed. Chained to the bed is a live Medusa.
The creature doesn’t rise as your lights shine The magic of the trap doors forces the
on it. characters to gently float down if they enter
it. They cannot go down any other way as
The Medusa is almost starved to death and the magic of the trap door will actively resist
completely helpless. She has been trained ropes, ladders, etc. from being used. As soon
not to look at the faces of those who enter as any characters touch the sand they will be
the area and constantly keeps her head attacked by the Sandling.
down. She will talk with the characters if they
Sandling
address her. The Ebony Wizard used her
power to turn enemies into stone. All she AC 3, HD 4, hp 16, #AT 1, Dmg 2d8, appearing
wants to do is leave, and she will beg for as a pile of sand. Characters are surprised on
mercy. 1-4 on 1d6. The parent is ten feet long, and
there are hundreds of 4 inch long non-
17: Cockatrice Cages
combatant young flowing all over the area.
As you open this door you hear the clucking The secret door is wizard locked at the 12th
of chickens. In the chamber are two large level, and opens only when something made
cages. At the center of each cage is a of stone touches it.
huge, rooster-like creature. They've eaten
all their food and water and appear to be 20: Wizard’s Quarters
starving to death. Neither one moves much The wizard lived simply, but well. The bed and
as your lights shine on them. other furniture in the area are well made and
of marble. A large stone closet is filled with
These are two helpless Cockatrices. If the wizard’s robes. A set of 12th level spell books
birds die they lose the power to turn things to are on the stone writing desk. He was an
stone with a touch. expert in Alteration magic, and there are

Footprints -- Page 5 -- Number 6


three Alteration spells per level in his tomes in two rounds. Lightning and blows divide
(DM's discretion as to which ones). them into smaller versions (see the Monster
Manual for details).
21: Treasure Area
Pedestal One: A small stone coffer on this
There are five pedestals in this area and a
pedestal holds 1,000 gp.
large carved tub. The tub holds a Black
Pudding. This pudding has been trained to Pedestal Two: A small stone chalice holds ten
rest in the tub until vibrations awaken it, at blue-white diamonds, each worth 5,000 gp.
which point it begins attacking the largest
mass in the character party. Pedestal Three: An alabaster urn holds a
perfect emerald worth 1,000 gp.
Black Pudding
Pedestal Four: A magical Ebony Fly rests here.
AC 6, HD 10, hp 50, #AT 1, Dmg 3d8; as the
pudding engulfs a victim its corrosive nature Pedestal Five: A human skull, magically
destroys most metal in a round and plate mail turned to stone, rests on this stand.

Footprints -- Page 6 -- Number 6


THE EMPEROR’S LOST ARMY
An AD&D Adventure for Character Levels 5–7
© 2006 John A. Turcotte

This scenario is for 4–6 player characters of levels 5–7. The adventure can be set in any forlorn,
hard-to-reach area. As the DM will discover, the ruins feature elements from Asian mythology
and incorporate foes and magic from TSR’s Oriental Adventures. However, possession of that
work is not required. This adventure creates an “East versus West” theme, intending that the
ruins and dangers seem deliberately strange and alien.
This adventure is open ended; it provides a set piece. The player characters may choose to
explore the entire city. In the alternative, the DM may elect to have the party hear rumors of a
prophetic fountain (AREA A) or a tunnel with oddly writhing vines (AREA E). Needless to say, the
DM may create additional encounter areas within the lost city.
START: No one can say who erected the The ruins cannot easily be reached by the
mysterious ruins at the tip of the easternmost sea, for the all but impassible salt marsh
fjord. No doubt, the fortification was once surrounds the place, its trackless wastes sure
visible from the deep waters that snake their to trap any who enter. It is up to the DM what
way far inland. Now a dense impenetrable the party may encounter along the way.
salt marsh has strangled the furthest reaches
The crumbling ruins themselves are located
of the fjords, and tangled thickets obscure the
atop a promontory that stabs into the marsh
hill upon which it stands.
like an accusing finger. Once the city could
The crude Red Paint People who once be accessed directly from the fjord. A
scavenged along these shores, long ago zigzagging road cut into the side of the cliff
driven into the inland hills and badlands, could be found by an especially diligent and
report that the ruins were erected by an even thorough party, although it is concealed by a
more ancient people, a civilization that millennium’s worth of plant growth. The sides
abandoned the fortress long before their of the promontory are thickly wooded, and
brutish ancestors shambled out of the the ruins cannot be seen from the approach.
wilderness. The bizarre remains of these Only after cutting and clambering through
people have intrigued the curious for the grasping and clutching thorns and scrub
generations. Numerous expeditions have will the adventurers come upon the city’s
been made through the rugged and wild remains.
remote hills in an effort to reach it, and no
No wandering monsters will be encountered
two stories have been the same. Some say
here. Indeed, perceptive party members may
the ruins are empty and abandoned; others
discern that no animals of any kind enter the
have reported it haunted and teeming with
city’s limits. No insects of birds fly over or
shadowy dangers. Some have not returned at
through the ruins. The entire area is devoid of
all. All those who returned have reported
any life save the creeping lichens and vines.
bizarre architecture and discomforting
stonework and bas- reliefs, describing alien ENCOUNTER KEY: The city surprises those who
faces, weird jungles, and weird fabulous discover it. Cutting through the dense growth,
beasts. Surely, the structures were erected by the party reaches an unnatural clearing. The
inhuman hands. Who knows what horrors may summit of the rise is covered with the remains
lurk amidst those cyclopean remains? of an ancient city. Crumbling walls and fallen
masonry choke a tangle of streets and
DM’S NOTES: The ruins exist far from any
buildings. Surely, some great civilization once
settlements, at least a week’s march through
claimed this forlorn wilderness as its own.
hostile and unmapped wilderness, if not more.

Footprints -- Page 9 -- Number 9


The eons have not been kind. The structures 1,975) is an evil spirit drawn to this place by
have tilted and collapsed. Few, if any, of the the forgotten calamity that befell this lost
buildings remain standing. The wilderness is civilization. It does not leave the confines of
well on its way to reclaiming the city. Snarls of the city.
vegetation and stunted trees have worked
This creature attacks by swooping over the
their implacable way through the stones. The
party. By casting its shadow on a victim, the
masonry and monuments feature alien runes
devil moth may drain 1 level as if it were a
and unknown symbols, bas-reliefs of
wight. The range for this attack is 2", but the
wondrous plants and animals and the
victim is entitled to a save versus death magic
repeated cartouche of a sinuous and
to avoid being caught. The fiend will continue
whiskered dragon. Here and there, towering
this method of attack, avoiding combat,
steles cast long shadows over the ruin, their
unless it is itself successfully attacked at range,
faces once covered with graven images,
or until the party takes cover from its shadow.
long since eroded away.
In such an event, as long as it retains at least
The use of comprehend languages or a 50% of its hit points, it will dive to engage in
thief’s read languages ability will be of little physical combat. It fights with sharp pincers
assistance; the names and deeds and wing buffets. The touch of its silver-tipped
memorialized here are odd sounding and do claws causes paralyzation identical to that of
not connect with any known oral history. The a ghast. A victim struck by one of its wings is
people appearing in the surviving bas-reliefs engulfed in a cloud of shimmering dust,
are odd looking, wearing peculiar garments requiring him or her to save versus poison or
and bearing tools and items of utterly alien swoon into unconsciousness for 2–5 rounds.
design. The devil moth may not use its shadow attack
in hand-to-hand combat.
The party could easily spend weeks
exhaustively combing through the city’s ruins. If reduced to fewer than one-half of its hit
The city was already dense; the ruin caused points, the beast will flee, wailing eerily as it
by untold ages has created a maze of streets goes. It will flee directly to AREA B. What the
and a warren of chambers. Few roofs are party may not notice is that the monster’s
intact, but a myriad of underground tunnels, shadow detaches and independently glides
cisterns, and aqueducts remain. What may silently to the attack! The shadow of the moth
be found in these areas is up to the DM. No (AC: 4; MV: 1"/15"; HD: 3+3; HP: 20; #ATT: 1;
clue is given as to what caused this mysterious Dmg.: 1–4; SA: energy drain; SD: +1 or better
people to abandon the place. weapon to hit, immune to poison and mind-
affecting spells; AL: NE; MR: 20%; XP VALUE:
Although no wandering monsters are
360) will likely strike from surprise (q.v., Monster
encountered within the city limits, the area is
Manual, shadow). Its chilling touch continues
haunted by a unique and terrible foe. At to drain levels. Note that both the moth and
sunset, the bizarre devil moth emerges from its
its detached shadow turn as “special” on the
lair at AREA B and silently stalks the night air MATRIX FOR CLERICS AFFECTING UNDEAD. A
above the ruins. This ghastly thing appears to
protection from evil spell will function to
be a gigantic black moth with an 18' protect adventures from both enemies. The
wingspan. Its face is disturbingly humanlike,
sahdow will seek to avenge the moth but will
and its faintly luminous eyes glitter with mad also flee to AREA B if the tide of battle turns
intelligence. The thing will hunt down any
against it. If the shadow is destroyed, the devil
intruders within the city’s walls. The devil moth moth is reduced to 1 hp and may not heal for
(AC: 4; MV: 1"/15"; HD: 7+1; HP: 35; #ATT: 4 and
seven nights. Otherwise, the devil moth is fully
special; Dmg.: 1–3/1–3/1–4/1–4; SA: Energy healed of all damage upon the next sunset.
Drain, paralyzation, poison; SD: +1 or better
weapon to hit; MR: 20%; AL: NE; X.P. VALUE:

Footprints -- Page 10 -- Number 9


It should go without saying that this fiend is for 60' before emptying into a narrow but
familiar with the entire layout of the city and high-ceilinged chamber. The walls are
will eventually find a party within the ruins constructed of kiln-fired bricks. The floor is
wherever they may hide. strewn with bones. The ceiling soars 40' feet
overhead; the overall impression is of being at
In addition to any additional encounter areas
the bottom of a well.
created by the DM, there are six locations of
interest within the city. The devil moth lairs here during daylight
hours, clinging to the ceiling like an obscene
A. FOUNTAIN OF THE SEVEN DRAGONS: This bat. If its lair is entered, it will fight to the
area was once found in the center of a large
death. If its shadow (q.v.) has not been slain,
plaza. Now the space is crowded with fallen it will detach, and both weird creatures will
masonry and debris. The large oval fountain is
engage the party. Searching through the
now dry and holds only a pile of moss- pitted bones is an unpleasant experience, but
covered rubble. If examined, the rubble
those with the stomach to do so will find the
consists of jumbled marble statues of following: 1,300 gp, a suit of +1 chain mail, a
porpoises, sea turtles, weird mer-creatures
small ceramic vial containing two doses of oil
and other marine life. Topping the jumble of of sharpness (providing a +3 bonus) and a
statuary are seven sinuous dragons, shattered
silver flask (worth 25 gp) containing a potion
by the fall. of invisibility.
Anyone entering the fountain itself to
C. THE AMPITHEATRE: This depression initially
examine the rubble experiences the appears to be natural, a gently flowing bowl.
immediate sense of being watched. Indeed,
However, upon close inspection, long rows of
there is a sense of a wrathful intelligence benches, nearly buried beneath lost ages of
observing them, although there will be no ill
debris and a thick blanket of gray-green
effect. The entire fountain radiates magic if a moss, can be seen to surround a central flat
detect magic spell is cast. Seven spirits inhabit
area. Trees now grow here and there through
the fountain. If any item worth at least 1,000 the stone, bizarre fungi fester in the shade.
gp is left in the fountain, the seven spirits of
The entire area is noticeably colder than
the fountain will answer any question posed anywhere else in the city. Oddly, the
as if a legend lore spell had been cast at 11th
acoustics of the place have not diminished,
level of ability. If the same person asks more despite the damage caused by time and the
than one question per day, the spirits will
elements. The party’s voices and movements
become annoyed and will rebuff the echo weirdly.
petitioner. Continuing to pester them will
result in a curse (the exact effects are left up The ancient amphitheatre is haunted. It is
to the DM). However, their anger is reserved possible, although unlikely, that the heroes
for those who attempt to retake their may spy a small wildcat skulking through the
offerings. If any of the valuables are later growth. The creature will shadow the PCs
removed from the fountain, the spirits will throughout the city, waiting for an opportune
bestow a powerful curse upon the individual. time to strike, preferably while its victims are
He or she will make all saving throws versus bedding down for the night. In fact, it is a
spells at a −7 penalty unless and until they malign shape-changing spirit known as a
make atonement, and merely replacing the bajang (AC: 2; MV: 12"; HD: 6; HP: 32; #ATT: 2;
item will not suffice! It is up the DM to Dmg.: 1–4/1–4; SA: spells, poison; SD: nil; MR:
determine how an offending PC may purge 10%; AL: CE; X.P. VALUE: 692). Its true form is
himself of the spirits’ wrath. that of a stunted, withered, and evil-
appearing humanoid with birdlike feet and
B. LAIR OF THE DEVIL MOTH: A circular pit can talons where its hands ought to be. Thrice per
be found amidst the mess of this ruined
day, it may cast the following spells
structure. The tunnel worms beneath the ruins

Footprints -- Page 11 -- Number 9


(summaries of Oriental Adventures spells roots have inexorably worked their way
provided in parenthesis): curse, divination, through. The walls of the circular chamber are
ghost light (R: 12"; DUR: concentration; AOE: 1" covered with curious engraved runes and
square; EFFECT: summons a ghostly green flowers. What was surely a small ceremonial
light, intelligent creatures under 1 HD save vs. pool or bath in the center of the room has
spells or panic for 1 round, fighting at −2 if become a muddy morass.
necessary), steam breath (R: 0; DUR: Inst.;
What appears to be a large muck-covered
AOE: 3" x 2" cone; EFFECT: victims suffer 6d6 hit
root in the pool is in fact a giant bloodworm
points of damage, save vs. breath weapon
(HP: 32).
for one-half); transfix (R: 12"; DUR: Special;
AOE: 2" square; EFFECT: All in AOE must save At the eastern end of the chamber, possibly
versus spells or become transfixed [unable to overlooked amidst the debris of the fallen
take any action] until a condition set by ceiling, is a small (2' high) statuette of a
caster arrives, new saving throw permitted woman now covered in lichen, dust, and dirt.
every six turns), wind breath (R: 0; DUR: Inst.; If the writing on the walls can be deciphered,
AOE: 6" x 3" cone; EFFECT: Caster expels a 60 the shrine will be discovered to be sacred to
mph wind; 50% chance to knock down size M one “Amat-Erratsoo-Oh-Mee-Kam-Mee” (note
creatures, 1d4 damage, flying creatures that this phonetic spelling is deliberately
blown back 10–30'). Note that its dark masters incorrect), an alien-sounding goddess of the
will not permit it to use its ability to call down dawn. If the statuette is cleaned, it will be
an ancient curse upon the party members; found to be a masterful carving made from a
they are utter strangers to its mythos. The single piece of jade worth some 38,000 gp! If
bajang’s claws secrete a poison that requires disturbed, however, a pair of foo dogs (HP:
those struck to save versus poison or suffer −1 41, 34) will immediately appear from the Astral
on to-hit and saving throw rolls for 2-7 rounds. Plane to deal with the blasphemy. If cleaned
This effect is cumulative. and left alone, the goddess will bless the PCs,
the effect of the spell remaining in effect for
The bajang keeps its treasure in a small
seven days.
burrow dug into one of the first row seats. It is
well hidden and will only be found if the E: THE LOTUS EATERS: This area is secluded
entire amphitheatre is scoured. The evil spirit behind a series of walled gardens, now
keeps its treasure, 500 oddly pierced silver overgrown and abandoned. In the exact
pieces and a +2 buckler, deep within its center of the maze is a standing bone-white
burrow, nestled within the bones of its past structure. Beyond its portals, a wide but low
victims. hall slants down into darkness. A warm and
fetid scent rises from below, a strange and
D: HIDDEN GROTTO: A secret grotto exists
puzzling smell, almost like sweet perfume.
beneath the tumbled remains of one of the
larger surviving monuments. Four arches are This area was once an underground bath
all that remain of a wall that once surrounded house, warmed by natural geothermal vents
a wide courtyard. Trees and sprouting beneath the city. The walls, ceiling, and floors
growths have erupted throughout the yard, of the slanting hall are covered with snarled
splitting the stone and casting wide tiles in vines. If closely watched for some time, some
their wake. A “sinkhole” (actually an opening of the shoots can be seen to swell and pulse,
intended to invite the sun’s noon rays) can be visibly twitching on their own.
discovered in the precise center of the place,
now concealed by a copse of tightly grown Player characters should exercise caution, for
trees. A narrow, brick-lined passage three terrestrial strangle weeds (HD: 4, 3 (x2);
debouches directly into what appears to be HP: 27, 19, 14) inhabit the web of vines.
a natural cavern some 25' below the ground. The passage continues to slope down for 60'
The ceiling was once worked, but grasping before emerging into a large circular stone

Footprints -- Page 12 -- Number 9


chamber beneath the earth. The plant been a grand building set on the highest
growth is even more pronounced here, which point of the promontory. This structure has
seems puzzling given the absolute lack of more than two dozen rooms, a walled
light. Three equally spaced archways lead garden, and a pair of courtyards. The palace
away into darkness. The sickly-sweet smell is ruins have been soundly looted over the
even stronger here. Condensation makes the ages. Here and there are signs of an ancient
stone slick. battle. Skeletal remains in fantastic and
baroque armor still clutch peculiar weapons.
If anyone bears light into this stygian
chamber, four yellow musk zombies (HP: 14, A recent collapse has exposed a pair of
11, 10, 9) shamble into this chamber from the bronze doors. Deeply engraved runes warn of
areas beyond the archways. Three appear to danger and of the “Wrath of the Emperor.”
be human, but the fourth is a hunched, The portals are not locked, but are wedged
bestial figure (in fact, originally a caveman). tightly shut. A combined strength of 40 is
All three of the human zombies are armored, required to open the doors, although they
two in studded leather armor and one in may be bypassed by magic. Beyond the
chain. Those in studded leather are armed doors, a wide hall descends down into
with battle axes. The chain-mail clad zombie darkness.
is armed with a +2 footman’s mace. The
F1. HALL OF ANCIENT MEMORIES: Untouched
caveman zombie is armed with a stone axe.
by time, the bright colorful mosaics adorning
Three rounds after combat is joined, an even
the walls and ceiling are astounding. The
more frightful monstrosity shuffles into this
ceiling soars some 25' overhead. The mosaics
chamber, a massive, rotting yellow musk
depict the city as it must have once
zombie bear (HP: 16, attacks twice per round
appeared. Palaces, minarets, and high-
for 1-8/1-8)!
walled gardens overlooked a shipyard. The
The three sizeable chambers beyond are fjord is thick with purple-sailed boats of odd
pitch dark and uncomfortably steamy. The air design. Flocks of cranes, colorful birds, and
is thick with a pungent cloying musk. Each immense dragonflies dart and wheel in the air
room is the lair of a separate yellow musk above the city. The wilderness is so changed
creeper (HP: 20, 16, 14). These horrid growths as to be alien. No firs and birches can be
flow from a ghastly latticework of skulls, bones seen; instead, what seem to be towering ferns
and remains. The baths are filled with the and bizarre branchless trees extend in all
creepers’ greedy roots, thick algae and directions. On the ceiling, a great ruler
floating scum. Anyone brave enough to take oversees the scene from the starry heavens,
on these vegetable horrors will find the surrounded by a retinue of celestial advisors,
remains of several generations’ worth of many of whom are fabulous beasts.
victims scattered amidst the disgusting muck,
The mosaics tell the story of the people. They
as well as (Chamber 1) a wrought silver and
claim to have traveled to this land from
gold torc depicting a boar hunt worth 900 gp,
across a vast sea in immense barges. They
(Chamber 2) 750 gp, and a curious
found the wilderness inhabited by the
ceremonial pipe inlaid with mother of pearl
decadent remains of an ancient empire and
and coral worth 350 gp and (Chamber 3) a
alien, serpentine foes. They found decaying
wrought gold drinking cup fashioned to
cities with cyclopean, windowless towers.
resemble the head of a stag worth 1,300 gp
Slaying the degenerate inhabitants of those
and a potion of animal control
ruins, they conquered the land and
(mammal/marsupial) in a stoppered flask.
established a stronghold.
F. PALACE OF THE CELESTIAL EMPEROR:
For generations, the people flourished.
Virtually nothing remains of the palace. A few
Cultivating the land, they became self-
high walls surround what must have once
sufficient and seldom, if ever, made the

Footprints -- Page 13 -- Number 9


voyage back to their homeland. Overseen by enough, at the end of its run, the iron ball
the guiding hand of their sovereign, the arts strikes the eastern wall and plunges into the
flourished and they worked marvels. The pit, inflicting an additional 6–24 points of
mosaics depict the Emperor’s subjects damage on those unfortunate enough to be
constructing peculiar roads and bridges, beneath it! By comparison, those run over in
channeling water from the mountains to flood the hall are crushed for 2–24 points of
their fields, all to grow a strange and unknown damage (and their possessions must save
water-loving grain. Surely, this is naught but versus crushing blow).
fantasy, for no such structures exist today.
The heroes may attempt various methods of
Eventually, however, a great cold descended stopping the ball; the efficiency of these
upon the land from the north. Crops failed, efforts must be determined by the DM. Note
and a cruel savage people—no doubt the that those trapped in a pit beneath one of
predecessors of the Red Paint People— the stone balls may be hard pressed to
descended from the mountains, driven forth escape!
by fierce gales. The people of the city
Each antechamber is honeycombed with
withdrew behind its walls, only to find that
small alcoves, each of which is home to a
their ancient scaly enemies had escaped
small fetish or statue, carved from soapstone
extermination. Hiding behind illusions of
or other soft rock. These are all propitiations
humanity, these serpentine foes had
made to the Emperor’s ancestors and are of
infiltrated the nobility and mounted a surprise
no value.
attack, assassinating those closest to the
Emperor and plunging the struggling empire F3. ETERNAL GUARDIANS: The dual portals into
into chaos. The mosaics end in the midst of this chamber open easily, as if still oiled. The
the great battle as the creeping icefields mosaics in this room depict great stormy skies
approach. and roiling thunderclouds. His Celestial
Majesty the Emperor appears here as well, his
A pair of gigantic gilded portals, each
countenance as gloomy as the weather. At
decorated with grand engravings of majestic
his right hand, a great coiled dragon roars in
cranes, lead further into the complex. Each is
challenge. To either side of the chamber,
adorned with a massive iron pull ring. These
statues of fierce warriors in baroque armor
doors, meant to be opened by horses, can
stand at the ready in shallow alcoves.
be opened by magic or a successful BEND
BARS/LIFT GATES roll. In a time of desperate need, the Emperor
would descend to this chamber and,
F2. ANTECHAMBERS: The hallways to these
accompanied by a tireless vizier, he would
chambers slope to the east. The doors of both
pass on through AREA F4 and from there into
rooms are trapped; if the pull-ring of either is
AREA F5. The challenge to his rule came from
tried, a secret door at the western end of the
within, however, and the Emperor was never
hall if flung aside and an 8'-diameter iron ball
able to muster his forces of last resort.
immediately begins to roll down the ramp.
Note that the doors into these rooms may be The vizier remains waiting here for his
opened, but they are stuck, and must be majesty’s call. Since the party members are
forced. The opener will have only 5 segments not of royal lineage, and therefore must surely
(1 attempt) to open the portal and slip inside. be enemies of His Celestial Majesty, he reacts
Others will not be so lucky. Those who flee in accordingly. Rising silently at the gallery’s far
advance of the ball find to their horror that end, he claps his hands, and a pair of raiju
each hall ends in a 10'-deep spiked pit. Those (q.v. WANDERING MONSTERS; HP: 19, 14)
falling into the pits suffer 1d6 from the fall and appear with a clap of thunder to repel the
strike 1–4 spikes, each of which inflicts and trespassers.
additional 1–4 damage. If that were not

Footprints -- Page 14 -- Number 9


The vizier is a 8th level shujenka, the Oriental N, CN, LG, and LE align suffer 8 hit points
Adventures counterpart to the Western cleric. of damage (save vs. spells for one-half
He wears silken prayer robes (worth 250 gp), a damage), victims of CG, NG, CE, NE align
phylactery of free action (as the ring of the suffer 6–24 points of damage (save vs.
same name), a +3 ring of protection, a scroll spells for one-half)), dispel magic,
of protection from poison, and a jade mask magical vestment
worth 750 gp. He carries a scroll with the
fourth level:
following spells: dispel evil, invisibility to
protection from evil 10' radius
enemies (R: touch, DUR: 3 rounds/level, AOE: 1
creature, EFFECT: invisibility to all beings who While the raiju engage the trespassers, the
may have hostile intentions towards the vizier will cast withdraw and bolster himself
shujenka or those things he represents), with deflection, magical vestment, aid, resist,
polymorph self (as the 4th level magic-user and protection from evil 10' radius. He will
spell of the same name), snake barrier (R: 12", prefer to aid the raiju from afar with hold
DUR: 3 rounds/level, AOE: 2" sq./level, EFFECT: person, bless, and dispel magic where
invisible wall that bars all snakes, reptiles, and appropriate. If engaged, he responds with
snakelike monsters), spell immunity. He bears castigate. Under no circumstances will he
a tall iron staff with a mace-like top, a +1 surrender, although he will not follow the PCs
tetsubo, inflicting 2–9 points of damage on a out of the chamber. If reduced to 0 hit points,
successful strike. The vizier (AC: 7 (3 with the vizier collapses into a pile of ashes with a
magical vestment); MV: 12"; C8; HP: 43; AL: LN; sigh, leaving his possessions behind.
X.P. VALUE: 1,430) is undying. While not
technically an undead creature, he sees The portals here leading further into the
through all illusions (no save required) and complex, depicting a regal crane and
saves against all mind-affecting spells as a dragon, are quite heavy and identical in all
12th level cleric. He has memorized the other respects to those found in AREA F1.
following spells (summaries are provided for F4. ARMORY: This sealed room holds
spells from Oriental Adventures): replacement weapons for the Emperor’s
first level: legions. The door is literally sealed with wax.
augury, bless, cure light wounds (x2), Within, hundreds of pole arms, spears, bows,
deflection (R: 12", DUR: 16 rounds, AOE: and swords hang ready in well-oiled racks. In
caster, EFFECT: Protected from missiles addition, tens of thousands of arrows have
and blows, caster allowed a save against been carefully wrapped in waxed paper and
successful hits to avoid attack, taking no sealed into long casks. Enough munitions to
damage from missiles and half-damage arm hundreds of troops lay in wait.
from melee attacks), resist (R: touch, DUR: F5. CHAMBER OF THE HEAVENS: The arched
8 turns, AOE: One creature, EFFECT: hallway leading to this area is intricately
Subject immune to normal cold and decorated. The walls display bright mosaics of
heat, −1 hit point per die of damage a difficult ocean voyage. Great cresting
from magic fire and cold) waves and sea life dominate the scene, as
second level: the people of the city vie against the
aid, detect charm, hold person, elements in massive, purple-sailed barges. A
obscurement (identical to the 2nd level stern and severe man stands at the prow,
druid spell), withdraw unmoved by the stormy seas. He holds a
large luminous pearl aloft.
third level:
castigate(R: 6"; DUR: Inst., AOE: 2' radius; A trap has been set just before the door to
EFFECT: victims of LN align must save vs. this chamber. The floor is set with a pressure
spells or be deafened for 1–3 r., victims of plate. If a wide tile if pressed (approximately
where the pearl-holding captain’s heart

Footprints -- Page 15 -- Number 9


would be), the trap is disarmed. Otherwise, if ransom, if it could somehow be removed from
more than 100 pounds is set upon the plate, a this place.
massive 8' x 8' stone block immediately above
However, the display of the cosmos is not only
the plate comes crashing down. Anyone
an ostentatious show of wealth and power, it
beneath the block must immediately save
also serves as a bridge between the city and
versus petrification or be crushed to death.
the Celestial Bureaucracy. If the minyan is
Those that successfully save suffer 2–12 points
moved by those of a differing ethos (i.e., not
of damage and are able to jump clear.
Lawful Neutral) or if the gems and pearls are
The door itself is not trapped, but is stuck and removed from the ceiling, a loud gong is
must be forced open. sounded, sufficient to cause the walls and
floor to tremble. Should the party cease its
This room beyond is spectacular. A dim, dark-
burglary and flee at this point, nothing further
blue radiance flickers along the walls like occurs. Should the thievery continue, the
witchfire from an unidentifiable source. The
gong sounds twice more, and the witch-fire is
30' high ceiling has been set with pitch-black extinguished, plunging the room into
tiles, but brilliant gemstones and pearls have
darkness. All those engaged in plunder must
been set within. The overall effect is a save versus wands or be subject to a fear
reproduction of the starry heavens. A wide
spell. If this portent is also ignored, the gong
channel of silvery liquid mostly surrounds a sounds thrice, causing the floor to pitch and
dais in the center of the chamber. Atop the
heave and the witch-fires to reignite in an
dais is a small shrine-like structure. Curiously, a angry red-orange hue, and a powerful Go-zu
pair of poles lay parallel to either side.
Oni appears to rout the robbers (AC: 0; MV: 9";
Reference the detail map. HD: 12+8; HP: 72; #ATT: 3; Dmg.: 6–16/6–16/1–
Immediately before the door, set into the 10; MR: 20%; AL: LN; X.P. VALUE: 6,420)! This
floor with brilliantly colored tiles, a massive hulking celestial being has the body of a
creature, something like a turtle and nine-foot tall blue-skinned giant and the
something more like a dragon, clutches a head of a fierce bull. It wears resplendent
great pearl. robes and is armed with a tremendous trident
with which it may attack twice per round in
The shimmering liquid is a channel of addition to goring with its horns. At will, this
quicksilver representing the waters of the being may cast cause fear, fire shuriken (R: 6",
world (remember that mercury is a slow- DUR: inst., AOE: Up to 2 creatures (2 shurikens
acting poison if touched). The gems in the are created), EFFECT: creates razor-sharp
ceiling depict the heavens and the pearls pinwheels of fire; on a successful hit, the
represent the planets. The whole work is an shurikens cause 2–16 points of damage (no
accurate depiction of the night sky above save) and the smoke created by the hit
the city. causes −2 to hit on next attack), fly, invisibility,
The dais is 7' above the floor of the chamber. and polymorph self. Twice per day, it may
Atop it, the “shrine” can be found to be a cast cloud trapeze (R: 0; DUR: 1turn, AOE:
palanquin of some type, meant to be borne caster + 2 creatures, EFFECT: Creates a small
about by the use of the long poles. It is cloud carrying caster and others at a rate of
baroquely decorated and inset with precious 10 miles/round for up to 1 turn). This oni may
metals and stones. In fact, it is a holy minyan. automatically detect invisible creatures and
It requires 20 men to move it about. When objects and regenerates 3 hit points per
hoisted onto a field of battle, however, it round as long as it retains 1 hit point. Upon
functions as a prayer spell for all friendly reaching 0 hit points, its material form is slain
troops with a 25 round duration. Its power and its spirit returns to the heavens. This fierce
may be used twice per day. This powerful defender will pursue the adventurers
item would no doubt be worth a king’s throughout the complex.

Footprints -- Page 16 -- Number 9


If the ceiling can be reached, a hoard of return to their vault. They may not be
gems may be attained. There are five pearls reanimated without a proper offering to the
(100 gp. (x 3), 300 gp, 500 gp. value), 7 star Emperor’s ancestors.
sapphires (1,000 gp each), 3 star rubies (1,000
The plans for the gong and the command
gp each), 12 diamonds (750 gp each), 4
phrase are both, of course, long lost. At the
aquamarines (400 gp each), and 26 star rose
DM’s discretion, the search for this information
quartz (50 gp each).
could serve as the basis for a short campaign.
F6. VAULT OF THE SUN ASCENDANT: After In effect, the army and its animating device
wrenching the portals to this chamber open, constitute an immense magical relic, if an
the party is nearly blinded by the brilliance unwieldy one. However, any ruler would be
beyond. This domed chamber is brightly lit. most desirous of possessing an ageless
The walls and high (40') ceiling depict a unyielding force, and would certainly be
brilliant skyscape, with drifting clouds, flying willing to pay handsomely for the secret to
dragons, and flocks of impossibly brilliant controlling it.
birds. Precious stones have been set into the
Some 30,000 gp worth of precious and semi-
walls to create the dazzling cerulean, amber,
precious stones could be removed from this
and auric colors. At the apex of the dome, a
resplendent chamber, although it would take
brilliant sun (a continual light spell) shines
days to do so.
down. Directly beneath it is a marble table of
sorts. A large circular frame of sorts rests atop However, the Emperor’s ancestors will be
the table, a shining silver mallet beside it. At most displeased if barbarians such as the
the far end of the chamber is yet another set player characters seek to enter AREA F7 while
of massive doors. These are gilded with gold, the host beyond is dormant. Unless proper
silver and mother of pearl. A single massive obeisance is made, the gilded bas-relief peels
design flows across both, a great and itself off from the portals, becoming a flesh-
spectacular heron-like bird. and-blood feng-huang (q.v. WANDERING
MONSTERS; HP: 49) and defending the
The floor is also decorated. Brilliant greens
threshold. The creature will do its utmost to
and deep blues form an enormous map of
prevent an unauthorized intrusion, resorting to
the surrounding area (as it appeared
force if it must, but certainly seeking to
thousands of years ago) on the floor, with the
intimidate them into retreating by invoking
table set where the city should be.
the majesty of the Celestial Bureaucracy!
The frame and the mallet both radiate a
F7. HIS CELESTIAL MAJESTY’S LEGIONS: Beyond
strong enchantment dweomer. The heroes
the portals, the heroes are treated to a sight
may not know this, but they stand within
almost beyond belief. A wide ramp leads
reach of probably the most valuable and
down into a vast unlit vault roughly hewn
powerful treasure in the land. The frame is
from the living stone, and row upon row of
empty, but if a special gong is fashioned,
life-size terracotta statues have been placed
hung within and sounded with the proper
here. The detail is incredible. Some are armed
command phrase (known only to the long-
with pole arms, others with bows, and there
dead Celestial Emperor and his direct heirs),
are even some fashioned into the likeness of
the army in AREA F7 beyond animates and
charioteers, complete with teams of horses.
answers the call. The army will follow the
An entire army stands at attention, endlessly
reasonable commands of he who stirs them,
waiting in the gloom beneath the ruins.
such as “Defend these walls!” or “Engage the
yuan-ti army!” They will serve their summoner 2,000 figures have been placed here in tight,
obediently (and without the need for rest) for orderly regiments, sealed in the darkness,
seven days and nights, at which point they ready for their emperor’s command. All of the
will simultaneously cease their operations and figures radiate magic. None will animate of

Footprints -- Page 17 -- Number 9


their own accord, however, unless the magic 200 swordsmen armed with long swords
gong is sounded and the command given
300 archers, 200 armed with composite bows
(see AREA F4, above). The statues may even
and 100 armed with light crossbows
be struck or destroyed while inanimate, with
no ill effect. 100 mounted archers (with horses) armed with
composite bows.
Except for their weaponry and area of
function (footman, bowmen, charioteer, etc.) In addition, there is a mounted daimyo
the terracotta forces are identical (AC: 5; MV: (general), armed with a katana (treat as a
9"; HD: 2+2; HP: 10 each; #ATT: by weapon; longsword, but inflicting 1–10 hit points of
DM: by weapon; X.P. VALUE: 216). They suffer damage on a successful hit), and a short
only one-half damage from edged weapons sword. He has two mounted attendants, each
and cold-based attacks. They are immune to of whom can fight from the saddle with their
all mind-affecting spells, poison, petrification, katanas or short bows.
and paralysis. Fire-based attacks cause full
damage and cause those affected to Lastly, there is a standard bearer (although
become permanently slowed (as the spell) as the silk standard (depicting a crane in flight) is
their joints fuse together. Invisibility has no very nearly rotted through), nearly two dozen
effect against these troops. Stone to flesh, extra horses and even, incredibly, four pages
transmute rock to mud, move earth, stone who tend to these steeds.
shape, and dig spells will utterly destroy those The detail on the terracotta troops is
affected with no saving throw permitted. A impressive. The soldiers are lifelike and life
mending spell repairs 1–4 hit points to these sized (as are the horses); they vary in uniform
simulacra. The method of creating the troops and hair style according to rank. Note that
has been lost, but it is probably similar to that the depictions of armor do not affect the
employed to create stone guardians (q.v.), actual armor class of the figures, as all are
although only royalty would have the constructed from the same material. Their
financial wherewithal to create them in large bronze weapons, although tarnished and
numbers. pitted by time, are still functional.
The force consists of the following: Upon the sounding of the gong and the
1,200 footmen, of whom 1,000 are armed with proper command, the legions simultaneously
spears and 300 are armed with halberds animate and muster, marching in orderly rows
up the ramp and along the long hall to the
100 charioteers armed with short bows, with surface. Appropriately commanded, they are
chariots drawn by two terracotta horses (HD: an imposing force, tirelessly carrying out their
3+3; HP: 15 each). The wheels of the chariots orders without hesitation or fear, needing
are outfitted with cruel spikes, enabling them neither rest nor refreshment, and fighting
to crush and grind opponents for 2–12 hit without pity or remorse. Perhaps one day the
points of damage on a successful hit. earth will shudder beneath their tread.
100 pikemen, armed with pikes.

HERE ENDS THE EMPEROR’S LOST ARMY

Footprints -- Page 18 -- Number 9


Footprints -- Page 19 -- Number 9
Footprints -- Page 20 -- Number 9
Death from Above!
© Michael Haskell

An AD&D Mini-Module for 4–6 Characters, Levels 6–9

Two cloud giants, brothers linked by their evil intelligence and


depraved joys, fly their cloud castle high above the civilized
lands. Brave adventurers must stop them before they bring red
ruin to the realms of men!

In this mini-module, the PCs must mount a daring


raid on the flying castle of a pair of cloud giants
to destroy them before they can attack the lands
below. How the PCs reach the castle of the cloud
giants is left to the Dungeon Master and the needs
of his campaign. Possibilities include being ferried
by friendly pegasi or other flying mounts, use of
potions of flying, or a teleport spell from a court
magic-user. The safest place to land on the cloud
island on which the castle sits is Area A on the
Dungeon Level, as it can be approached from
below without risk of being seen or detected by
the giants’ alarm system (see below). It is possible
to attempt to land in the castle’s courtyard, but the cloud giants will be warned of any
approach to this area and will take defensive actions. In cases of great need, they can bring
their “pets” from the lower Dungeon Level up to the castle itself. Alternatively, they may simply
retreat to the Dungeon Level and await the coming of the adventurers wherever they choose.
It will be impossible for the PCs to affect the flight of the castle itself, though they may not learn
this until they have tried! The giants themselves can guide its flight from anywhere on the cloud
island, though they cannot steer except from the courtyard or towers.

KEY TO THE CLOUD GIANT’S LAIR


Dungeon Level
A. The stone castle rests on a thick island of monsters beneath the surface of the stone.
cloud that flickers with lightning as it races High above the platform at A, one of two
through the sky. The gray clouds seem to roil hexagonal towers forms one corner of the
and shift constantly, but the castle and its castle’s outer wall. On the platform’s interior
grounds sit on it as solidly as if they rested on side are closed 25'-tall double doors of solid
the firmest earth. One corner of the castle’s black wood bound in a strange metal.
foundation forms a cut-out at the rear of the
The massive portals are barred from the
lower area, making a platform that is
inside. If not forced open by exceptional
bounded on two sides by sheer stone walls
strength or magic, any blade longer than a
and on two sides by the empty sky. Whatever
short sword can be inserted beneath the bar,
eldritch quarry provided the stone for this
some 9' above the ground. A character with
flying castle is beyond normal ken. The stone
a STR of at least 16 can then lever the bar
is predominantly black, shot through veins of
upward to open the door - provided he can
gold that seem to pulse and shift, sometimes
reach the correct height. A thief who
suggesting the forms of animals, men, and
inspects the doors at this height has his

Footprints -- Page 11 -- Number 10


normal find traps percentage to deduce this other three wolves wander through the
method. The blade so used must make a save chamber, gnawing on the frozen and
vs. crushing blow at –2 on the die or be cracked bones of those humans and demi-
broken when the bar is removed. humans that have served as their meals.
Strange forms of ice cling to the walls, as if the
Hallways and chambers on the Dungeon
shadowy forms of nightmare had been
Level are all 30' to 35' tall, and doors are 25' melted and refrozen by the horrid breath of
tall, unless otherwise noted. The secret doors
the winter wolves. Juxtaposed against the
in this hall and the Dungeon Level’s main black and gold stone, these evil shapes seem
corridor are detectable as normal. They are
to loom above the viewer. The giants have
operated by catches hidden in whorls of not fed their hounds in a while, and they will
color 15' from the floor. When a secret door is
hungrily attack anyone who enters their
activated, an entire section of wall, 10' or 20' kennel, weaving and howling through the
wide, will sink into the cloud floor for 1 full turn.
hoary, twisted condensations of their own
At the end of this time, it will slowly rise back breath. Each wolf has only a 30% chance of
into position.
pursuing PCs down the corridor. They cannot
The chamber beyond the door is quite bare; open the doors once closed.
its walls, floor, and ceiling made of the same
Note that each pelt could be worth 5,000 g.p.
shifting stone as the castle walls. It is unlit, if it is intact, though damage from combat
though a dim radiance seems to emanate
and spells may lessen this value.
from the stone, enough to allow vision within
5' if there is no other source of light. The 2. This 80' X 80' room is the barracks of twenty
double doors from this chamber into the ice trolls, the cloud giants’ assault troops (AC:
hallway swing open quite easily, though they 8; MV: 9"; HD: 2; HP: 16, 15, 14, 13 (x2), 11(x2),
are also 25' tall. The hall beyond is 20' wide 10 (x4), 8 (x2), 7, 6 (x4), 5, 4; #ATT: 2; DM: 1–8/1–
and floored with cloud. The vapors roll and 8; SD: Regenerate 2 h.p./round in water;
shift, and flashes of lightning sometimes flare immune to cold; magical weapons needed
within them, but anyone walking on this to hit; INT: Semi; AL: CE; SIZE: L; XPV: 44 +
surface will find it is perfectly hard, level, and 2/h.p.). It is divided into smaller chambers by
smooth. It can be traversed without danger. partitions of faintly luminous ice. A large pool
However, magical fire will carve it out, of water in the center of the chamber emits
creating a hole in an area matching the shifting vapor into the room, which is intensely
spell’s area of effect. Any hole 20' or greater cold. Between the vapor and the dim light of
in depth will reach a level of cloud that is not the ice, visibility in this chamber is limited to
enchanted to support weight; at 50', open sky 30' for most beings. Other light sources can
is visible. only expand this radius only to 40' because of
the thick fog produced by the water, which is
1. Each of the double doors into this warmer than the air though still very cold.
chamber is decorated with an elongate,
Beneath the vapor, the floor and walls of this
serrated white triangle. The wood of the room are made of a numinous blue stone.
doors is cold to the touch. The doors open
inward to the chamber beyond. The partitioned chambers are populated by
ice trolls as indicated on the map. The trolls in
This 50' X 100' chamber is the kennel of 5
the chambers to either side of the door will
winter wolves (AC 5; MV: 18"; HD 6; HP: 37, 33, attack anyone entering the chamber other
26, 24, 23; #ATT: 1; DM: 2–8; SA: Frost breath
than the giants, as their masters often send
once/turn for 6–24 (save for half damage); slaves down to sacrifice themselves to the
SD: Immune to cold; INT: Avg; AL: NE; SIZE: L;
trolls as food. The groups in the far corners will
XPV: 245 + 5/h.p.) Two always wait silently join any melee at the beginning of the third
within 10' of the doors and surprise anyone
round, and the leaders in the far chamber
bursting through on a 3 out of 6 chance. The

Footprints -- Page 12 -- Number 10


across from the door will join the following 4. The outer, 20'-wide section of this
round. The trolls will not pursue anyone out of chamber’s floor is made of the same stone as
this room. Note that downed trolls and parts the rest of the castle, but the central 60' X 60'
of downed trolls can move up to 30' to find area is made of clouds, seemingly identical to
water for regeneration. the hallways on the Dungeon Level. A 20' X
20' area in the center of the ceiling is also
The area of wall between the chambers on made of these clouds, and iron rungs are set
the wall to the left of the door is the trolls’
in the ceiling, each 3' from the next, and
larder. Human body parts are jammed into running in a line from the center of the
the ice here, marred by signs of recent
chamber’s far wall.
gnawing.
The cloud section of the ceiling is the passage
3. The secret door slides downward into the
up to the courtyard of the giants’ castle. The
cloud floor to reveal a 100' X 150' room cloud section of the floor is not enchanted as
floored and walled in the shifting black stone
the hallways were, though, and anyone
of the castle’s exterior. Across from the secret attempting to walk across it will immediately
portal, massive double doors of black wood
fall through and plummet out of the bottom
stand closed and forbidding. A huge of the castle’s cloud island, falling thousands
creature prowls through this room, its body
of feet unless he has some means of arresting
like a lion 10' tall at the shoulder but with the the descent.
beak of a vulture. Its massive forepaws end in
cruel talons. This is a vulture lion (AC: 2; MV: A thief or monk that successfully climbs the
15"; HD: 15; HP: 73; #ATT: 3; DM: 4–24/4–24/3– wall (very smooth and slightly slippery, q.v.
18; SD: Immune to fear; MR: 25%; INT: Low; AL: DUNGEON MASTERS GUIDE) will have no
CN; SIZE: L; XPV: 7,060; See DEITIES & trouble traversing the rungs to the cloud gap.
DEMIGODS). When the secret door opens, it The hole upward is 10' deep and lined with
will be 10'–60' from the opening and will rougher stone, but another climb walls roll will
immediately attack, though surprise should be required to achieve the courtyard. Any
be checked for as normal. other character has a base 25% chance of
falling while crossing the rungs, assuming he
The vulture lion will fight to the death. It will can get to them in the first place. This
pursue fleeing characters into any hallway
chance increases by 20% increments for each
but not into any rooms other than 4 as long as encumbrance level past “normal gear” (q.v.
that room’s denizens are still alive, though it
PLAYER’S HANDBOOK, pp. 101–2). If a
will wait outside a chamber into which character falls from the rungs, roll a d4 to see
characters have fled for stragglers to emerge.
in which 10' section the fall occurs. The use of
rope can mitigate or negate the chance of
falling from the rungs if it is cleverly employed.
Castle Level
Courtyard. The walls surrounding the portal to rectangular building, its walls 40' tall beneath
the Dungeon Level are 40' tall and 5' thick; a peaked roof that rises another 20'. The
they are made of the same black and shifting keep is flanked by two 60'-high towers, each
stone as the castle itself. The walls rest on a topped by a flat, merloned roof.
courtyard that measures 100' X 150' which is
The thick walls that surround the castle and its
flagged with stone of a soft gray hue and
grounds are 50' tall and unpierced by any
decorated with statuary and vases from
gates. No stairs or ladders scale them, and
which exotic flowers and vegetables sprout.
their tops are not crenellated or set with
Neat, lovely gardens and orchards lie on
battlements in any way.
each side of the courtyard and stretch to the
walls of the keep proper, which is a large

Footprints -- Page 13 -- Number 10


The two cloud giants who occupy the castle attempting to gain entry to the towers from
are twin brothers, evil, intelligent, corrupt, and the roof outside must somehow overcome
strange. They keep human, humanoid and both defenses, though, and each requires a
demi-human slaves, whom they torture until separate knock spell or successful open doors
they are totally submissive and brainwashed. roll by a character with a STR of at least 18/91
These slaves tend the gardens and orchards, (q.v. PLAYER’S HANDBOOK, p. 9). The towers
serve the fey giants their vegetarian meals, contain no windows, nor does the keep itself.
and are periodically fed to the monsters However, from the roof of each tower,
below the castle. The giants often agree to massive gongs hang down on each face.
serve in some evil alliance in exchange for a These glimmer brazenly, and when the sun
steady supply of pre-trained slaves, and it is lowers or rises, they seem to be coated with
one of these alliances that has the castle flashing blood. These gongs will magically
hurtling toward some civilized area even now. sound when any flying creature approaches
There are currently twelve human slaves in within 48" of the cloud island, alerting the
the castle, though the giants expect fresh giants, who can then move to a tower’s roof
ones soon. or to the courtyard to assess the threat. The
gongs will sound according to the direction
Keep. The double doors into the castle open
from which the threat approaches, and they
easily. If the PCs have come up through the will pass the sound among them as the flier
Dungeon Level and the giants have not been
swings around, so the giants always know the
alerted to their presence, they will be at table direction from which they are threatened.
when the PCs enter the keep, eating massive
Note that the gongs will not detect a flier that
vegetable croquettes from immense silver stays beneath the level of the courtyard on its
platters (AC: 2; MV: 15"; HD: 12+7; HP: 65, 58;
approach. It is entirely possible that whoever
#ATT: 1; DM: 6–36; SA: Hurl rocks for 4–24; SD: sent the PCs had learned this fact -probably
Surprised only on a 1; levitate self + 20,000 g.p.
at great cost! If somehow removed from the
weight; INT: Very; AL: NE; SIZE: L (18' tall); XPV: cloud castle, the gongs will lose all their
5,990, 5,878). Four slaves stand against the far
enchantment, but as each weighs thousands
wall, behind the table. The other eight are of pounds, their removal would be difficult
variously occupied in the kitchen, the pantry,
indeed.
and their own quarters.
The left tower is given over to cooking and to
All of the keep’s walls, interior and exterior,
the slaves, and no treasure will be found in it.
are made of the eldritch black stone. In The lower level of the tower on the right holds
sunlight and in shadow, strange forms seem to
the giants’ beds and their personal effects,
writhe across them in sickly gold. In the light while the upper story is their reflecting room
of the giants’ hearths, shadows pace the wall
and contains a shrine to an evil sky deity.
that are cast by no object within the rooms. The parlor on the keep’s main level contains
These seem to gather especially thickly in the
massive versions of surprisingly normal
torture room when the giants are about their furniture, complete with hassocks,
horrid pleasures.
antimacassars, a curio cabinet, and various
Each of the keep’s towers has two levels and divans and settees. The torture room contains
a flat-topped roof protected by merlons; all the grisly implements in whose use the
each interior level has 25'-high ceilings. giants so delight, with beds and receptacles,
Access to either roof from inside a tower is boots and manacles scaled for all sizes of
difficult even after the trapdoor in the ceiling creatures. Both rooms contain massive
is attained, as they are secured by a thick bar hearths, and three more of these are in the
and a high-quality lock. The bar is simple to keep’s main chamber, one linked to the
remove, but the only keys to the lock are on kitchen’s oven and stove.
the persons of the cloud giants. Any PCs

Footprints -- Page 14 -- Number 10


If the PCs enter the keep through the front contain large numbers of nonvaluable and
door, the giants will initially assume they are nonmagical objects. Finding the real treasure
new slaves, bearing gifts from their former in all of this might be quite a challenge even
masters. One giant will order them to go into after the PCs have bested the giants! This is
the torture room, strip, and be silent until the important because the PCs have absolutely
giants come to them. If the PCs do not no way, short of a wish, of influencing the
immediately enter the torture room -whether flight of the castle once the giants are dead
they advance, attack, speak, or even or fled, and the giants themselves will never
hesitate- the giants will bark out, in common, take directions from the PCs on how to direct
“Slaves, down!” The human slaves, just visible their castle, even on threat of death. Any
behind the massive table, will immediately request along these lines to a charmed giant
drop to their knees and press their heads will allow for an immediate saving throw with
against the ground. If the PCs do not also do +2 on the die. This means that the castle will
this, the giants will immediately know they are still be hurtling through the sky, possibly
under attack. toward the very town the PCs were asked to
defend, although without direction from the
During any combat in the keep, the giants will giants it will not land there or even slacken its
flip over their 10'-wide table and stand behind
pace. Indeed, if not controlled, the castle will
it, where they have access to 8 boulders, eternally circle the earth -or fly off into space
receive a bonus of +4 on their AC and saves
when it reaches the edge of the World Disc,
for all spells and frontal attacks from missile or be consumed by the Great Morkoth that
weapons. They will be effectively immune to
rolls the world through its labyrinth, or emerge
melee attacks from the front; would-be through the nictitating membrane of the
attackers must move around the tables unless
Great God’s Only Eye, depending on your
they possess weapons greater than 10’ in game world’s cosmology!
length. While they will never surrender, if
badly hurt, the cloud giants might attempt to If the PCs have not arranged for some means
flee, by either climbing to the top of one of of rescue, they must figure out a way to get
towers or running out into the courtyard and down to the ground with whatever treasure
then using their levitation ability to rise above they find and any slaves they may wish to
the castle and let its momentum carry it away rescue. Note that these slaves will be entirely
from them. They could also leap down the passive in the matter of their rescue until each
portal to the Dungeon Level, either entering has received a heal spell or a cure serious
that level or proceeding downward through wounds and a cure disease spell, or a full
the cloud in Area 4 and then levitating once year of rest and recuperation has elapsed,
they are in the open air. though if they remain on the castle grounds,
they will continue to plant and harvest and
Note that the four human slaves will not move cook, should the PCs so desire them to. If left
at all during combat, maintaining their
on the castle, they will continue to perform
prostrate positions. They will passively allow these tasks until some other fate finds them...
themselves to be cut down or destroyed by
spells aimed at the giants. The giants’ treasure consists of the following:
The giants’ treasure is scattered throughout • Jewelry: One gold torque set with
their keep and on their persons, at the DM’s moonstones (8,000 g.p.), two jade armbands
discretion. Some should be kept on them, (2,600 g.p. each), and one platinum circlet
though as they have no real use for the set with pearls (7,000 g.p.).
magic items they possess, these are more
• Gems: Two aquamarines (100 g.p. each),
likely to furnish decorations somewhere.
seven zircons (50 g.p. each), two blue quartz
Some rooms, especially the parlor, the
(10 g.p. each), one violet garnet worth 500
bedroom, and the reflecting room, will also
g.p. (note that these gems might be worked

Footprints -- Page 15 -- Number 10


into settings on any number of surfaces in the • potion of clairaudience
keep). • potion of levitation
• broadsword of dancing
• The silver dinner service on which the giants
• wand of illumination
eat, four plates, two goblets, and cutlery • magic-user scroll of six spells: legend lore,
worth a total of 6,000 g.p. and encumbering Mordenkainen’s faithful hound, Nystul’s
for a like amount. mystic aura, shield, transmute rock to mud,
wall of iron.

Here ends DEATH FROM ABOVE!

Footprints -- Page 16 -- Number 10


Footprints -- Page 17 -- Number 10
The Hidden Shrine of Tharizdun
By Alphonso Warden
These two secret rooms are dedicated to the god Tharizdun, a malign entity whom all of the
other gods from the Greyhawk campaign setting banded together to imprison in times long
past. They can be inserted into virtually any dungeon complex or temple from the DM’s
campaign world with little to no work. For those DMs unfamiliar with the Greyhawk campaign
setting, Tharizdun can be replaced with another evil deity whose chief aim is the disruption of
order.
1. Chapel of Tharizdun
The small antechamber beyond the secret
door opens into a sizeable, rectangular
room of the deepest mauve. The air here
must be supernaturally chilled, for the other
areas of this subterranean complex seem
infinitely warmer in comparison.
Occasionally you catch glimpses of writhing
snakelike forms on the walls of this eerie
place; they appear for but a second and
then disappear. Could it be a trick of your
eyes . . . ? Perhaps. What most grabs your
attention, though, is the huge shimmering
curtain of deepest ebony shaped like an
inverted, two-tiered triangle. It extends from
the ceiling, some forty feet overhead, to a
point ten feet above the flagstone floor. The
base of the triangular curtain stretches from
one end of the room to the other, a
distance of almost thirty feet! Lastly, a lilac-
colored altar stands against the back wall,
twenty feet beyond the hedge of blackness.

A former follower of Tharizdun, He of Eternal


Darkness, ordered the construction of this
chapel. The walls themselves radiate strong
illusion/phantasm magic. They were
long room (see area 2). Note: Pushing against
enchanted by the cleric of the dread god to
the bottom right corner of the secret door
replicate a similar effect he observed in the
also causes it to click open.
now forgotten Temple of Tharizdun located
deep in the heart of the rugged Yatil Trick/Trap: Those looking upon the triangular
Mountains. This temple was the first and shape in the air are affected as by the spell
grandest of all the temples dedicated to the antipathy. Those failing to successfully save vs.
Dark God and will hereafter be referred to spell must quit the shrine immediately, and
simply as the Temple of Tharizdun for the sake may nevermore return. The cleric entombed
of brevity. in area 2 crafted the spell trigger to resemble
the insignia of his lord and master, Tharizdun.
Beyond the secret door in the west wall,
which automatically swings open whenever Monsters: Lying in wait within three deep
someone says, “All praise Tharizdun, He of niches set high on the walls of this chamber
Eternal Darkness,” is a 10-feet-wide by 30-feet- are an equal number of grells. The niches are

Footprints -- Page 25 -- Number 11


very difficult to spot from the floor of this in his god had been crushed, and that he
room, thus affording the grells therein surprise wished to embrace the worship of their
5 times in 6. infernal lord. Always happy to increase
Baalzebul’s sway over the denizens of the
The three grells have guarded the Crypt of Prime Material Plane, the nefarious clerics
Thezra, the small chamber behind the secret
welcomed Thezra into their order. Thezra
door in the west wall, for hundreds of years. quickly rose to prominence in the unholy
They originally served as guardians in the
order, but as he grew older, nearing death,
Temple of Tharizdun before coming here. he began to reflect on his former deity. Partly
They immediately attack anyone who enters
born of fear and partly born of guilt, he asked
this chapel, fighting to the death, for they are to be entombed in a shrine honoring
honor bound to forever protect the undead
Tharizdun. Due to his years of service, the
remains of Thezra. head of the order elected to grant Thezra’s
3 Grells (AC 4; MV 12"; HD 5; hp 30, 25, 20; #AT request, commissioning a mighty crypt to be
11; D 10x1–4/1–6; SA Paralyzation; SD Immune built for him. The troubled cleric felt that the
to lightning; AL NE). construction of the shrine might atone for any
loss of faith in his former god.
2. Crypt of Thezra, Servant of Tharizdun
Some part of the imprisoned deity stirred
The secret door opens into a 10-foot-wide
upon Thezra’s death. Finding the cleric’s final
by 30-foot-long crypt with a lone stone
act a mockery of devotion, Tharizdun
sarcophagus standing against the far wall.
decided to punish his one-time faithful
The basalt sarcophagus is devoid of any
follower; the cleric was condemned by
decoration save for a small inscription at its
Tharizdun to forever haunt this crypt as an
base that reads: Here lies Thezra, faithful
undead abomination, a specter.
servant of Mighty Tharizdun. Curses to those
responsible for wrapping blackness in Thezra the specter attacks any PC lifting the
everlasting chains. lid of his sarcophagus. He fights vigorously,
even pursuing fleeing PCs, as his thirst for the
Monster: The stone sarcophagus houses the souls of the living is great.
undead remains of Thezra, a high-ranking
cleric of Tharizdun in life. He left the once- Thezra, Specter (AC 2; MV 15"/30"; HD 7+3; hp
mighty Temple of Tharizdun some 550 years 48; #AT 1; D 1–8; SA Energy drain; SD +1 or
ago when it was abandoned. He, along with better weapon to hit; AL LE).
many of the other followers of Tharizdun, had Treasure: Hidden under a secret panel (treat
grown frustrated when their repeated as a secret door) inside of Thezra’s
attempts at awakening their god, thought to sarcophagus are the following items: a 7-foot-
reside in a cyst-like chamber 333 feet below long purple robe, four of the legendary 333
the temple erected in his honor, failed to Gems of Tharizdun, and a strange iron horn
bear fruit. (The servants of Tharizdun, via many with a handle set on either side of its tube. The
divinations, came to believe that some robe is a Purple Robe of Tharizdun and the
essence of their god was contained in the horn is Wailer for Tharizdun (see New Magic
hazy form of utter blackness seen in the Items). The four gems are large diamonds of
strange chamber, which they referred to exquisite workmanship, each valued at 5,000
simply as the Black Cyst). gp. (A sage may offer up to twice this amount
Like many of Tharizdun’s disillusioned if told of their history).
followers, Thezra eventually lost faith in his
god ever returning to this world. During his
Development
travels he happened upon an order of The DM can use the enigmatic horn Wailer for
wicked clerics in league with the arch devil Tharizdun as the launching point for many
Baalzebul. He explained to them that his faith

Footprints -- Page 26 -- Number 11


interesting adventures. It is only through the Experience Point Value: 1,500 Gold
blowing of the horn that the PCs are able to Piece Sale Value: 3,000
access the Black Cyst. An interesting
Wailer for Tharizdun: This curious horn of iron
proposition for the DM is to have the PCs
was fashioned centuries ago to enable the
somehow learn of the horn’s true purpose—
builders of the Temple of Tharizdun to
perhaps after employing the services of a
commune with their malevolent god. By
sage—thereby giving them a motivation to
sounding the horn, the subterranean portions
explore the great fane of He of Eternal
of the Temple of Tharizdun, up to and
Darkness in the Yatil Mountains, which is fully
including the Black Cyst itself, could also be
fleshed out in Gary Gygax’s epic module,
accessed. It is otherwise an ordinary horn that
WG4 The Forgotten Temple of Tharizdun . Both
emits a dreadful, deep tone when blown.
the PCs and the DM will find the temple to be
a mysterious and forbidding place. Experience Point Value: 3,000 Gold
Piece Sale Value: 15,000
New Magic Items
Closing Notes: This feature is dedicated to
Purple Robe of Tharizdun: This robe has a long Gary Gygax, whose hauntingly beautiful
pointed hood whose front and back pieces Forgotten Temple of Tharizdun remains my
extend down to the wearer’s torso, and favorite adventure module of all time. I still
whose sides cover the shoulders. The pointed get emotional every time I crack open my
back and front pieces are adorned with twenty-one-year-old copy. It should be
inverted, two-tiered black pyramidal designs. readily apparent to Mr. Gygax’s many fans
The robe functions to allow its wearer to that most of the pertinent information in this
withstand the extreme cold conditions feature was drawn from the groundbreaking
encountered in the Black Cyst beneath the module.
Temple of Tharizdun; it is otherwise an
ordinary garment.

Footprints -- Page 27 -- Number 11


Tower of the Elephant

By Thulsa ([Link]

An AD&D Adventure for Character Levels 4-6

The shimmering shaft of the tower rose frostily in the stars. In the sunlight it shone so
dazzlingly that few could bear its glare, and men said it was built of silver. It was
round, a slim perfect cylinder, a hundred and fifty feet in height, and its rim glittered in
the starlight with the great jewels which crusted it. The tower stood among the waving
exotic trees of a garden raised high above the general level of the city. Robert E.
Howard: "The Tower of the Elephant"

Introduction. The Tower of the Elephant is The PCs, being brave or foolish (or both),
a low-level adventure based on Robert E. have no such hesitations. They set out to
Howard's short story by the same name. It steal the jewel from the wizard. Inside the
is suitable for 2-4 characters of levels 4-6, tower, the PCs learn why the jewel is called
preferably a mix of fighters and thieves, the Heart of the Elephant and how it turns
although a magic-user could be useful. out to be their key to destroying Yara.
The adventure should be playable even
for those players who have read the The PCs should have little trouble getting
original story; part of the challenge is to directions to the Tower. At the same time,
find Yag-Kosha and the Heart of the they hear rumors of Yara's dark powers,
Elephant before the PCs stumble into Yara, his incredible age, and how his power is
the wizard of the Tower. Although it is not drawn from the magical jewel. No
absolutely necessary, it obviously helps if unwanted visitor has ever returned from
the DM has read "the story prior to running the tower.
this adventure.
Rumor Table:
Summary: In the temple district of Arenjun,
Zamora's notorious City of Thieves, stands PCs in Arenjun are able to pick up 1-3
a glittering tower said to house a fabulous rumors from the following table if they
jewel called the Heart of the Elephant. The spend some time seeking out information.
city's thieves avoid the tower and the This should make for some fine role-
jewel, fearing its master, the sorcerer Yara, playing; be sure to play up everyone's
who is said to be three hundred years old. great fear of the evil Yara.

Die Description
Roll
1 The wizard of the Elephant’s Tower, is over 300 years old. (True)
2 The Elephant’s Tower was built in a single night using magic. (True)
3 Undead guardians stalk the gardens of the Tower. (False)
4 Yara came to Zamora from Khitai, where he lived in a great jade palace
with a hundred servants. (Partly true)
5 Even the king of Zamora fears Yara’s power. The king drinks heavily to
dampen his fears. (True)
6 The wizard has one known weakness: He can only die if he is slain with a
silver dagger blessed by a priest of Ishtar. (False)
7 Yara once killed a foreign prince by turning him into a spider, and then
crushing the spider under his heel. (True)
8 Re-roll (or DM’s invention).

Footprints 14 Number 13
check means that the character drops
down and suffers normal falling damage
(1-6 per 10’ fallen). PCs scaling the tower
end up on the tower balcony (AREA 5-2).
Entering the Tower from the ground: Of
course, the PCs might also choose to enter
the tower from the ground. They will have
to fight, neutralize or sneak past the gate
guards and the guards on the lower floors.
If the guards manage to sound the alarm,
Yara is alerted and responds in force, after
preparing himself with protective spells.

Human guards patrol the outer garden


day and night. Every ten minutes, there is
a 1 in 4 chance that the guardians come
across the PCs. They do not bother with
questions before they attack, although at
least one guard attempts to retreat to the
tower to warn Yara of the intruders.

The guards are equipped with silvered


corselets, jewelled sword-hilts and plumed
helmets. There are 24 guards within the
tower. The guardians (AC: 1 (w/DEX), F2;
HP: 11 ea.; #ATT: 1; DM: 1-8) wear +3

OUTER GARDENS. The Tower itself is


surrounded by two circular walls. Starlight
or sunlight is reflectedn a great jewelled
dome. It is said that Yara built the tower in
just one night, using powerful magic.

Each storey is about 25 feet tall (including


the stone in floor and ceiling; inner height
is about 18 feet), and there are six stories,
although this is not apparent from the
outside. There are cleverly constructed
doors and windows, but they are closed
and not visible from the outside. The
occupants of the tower breathe air that
comes from above.

Scaling the Tower: The walls of the tower


are smooth and cannot be scaled without
rope and grappling hook. A successful
ranged attack roll against AC: 2 is required
to throw and fasten a grappling hook to
the balcony. Climbing up to the dome
balcony is daunting; the walls are
considered “very smooth’ for purposes of
a thief’s Climb Walls ability (q.v.,
DUNGEON MASTERS GUIDE). PC thieves
must make three climbing checks; at 50,
100 and 150 feet, respectively. Failing a
Footprints 15 Number 13
studded leather and bear a +1 small steel coil of what looked like a thin, strong
shield). They are armed with longswords. rope, knotted at regular intervals.
Robert E. Howard: "The Tower of the
INNER GARDENS. During the day, lions are Elephant"
kept in caves beneath the tower garden.
Human guards patrol the inner garden Taurus is tall and muscular (although with
from sunrise to sunset, after which the lions a big belly), but with lightning reflexes.
(see below) are released from their cages. Taurus has shoulder-length black hair and
Should the tower come under attack a wild, ungroomed beard. Although
during the day, the guards attempt to Taurus is a Nemedian, his skills rival those
warn Yara, and the wizard responds to of the Zamoran master-thieves. He has
intruders in force (by first releasing the lions travelled far in the Hyborian world and
in the garden, and then attacking with (somewhat exaggerated) tales of his
spells - levitating above the party if they escapades can be heard in the drinking-
are outdoors, trapping them within a wall dens of major cities such as Belverus,
of force if they are indoors). Messantia, Asgalun and Shadizar.

During the night, there are no human Taurus will always carefully plan his
guards in the Inner Gardens, but instead thievery. He sometimes accepts missions
a far more insidious threat; a pack of five to retrieve precious items for people who
lions (AC: 5/6; MV: 12”; HD: 5+2; HP: 31, 30, pay the right price, with few questions
29, 28, 25: #ATT: 3; DM: 1-4/1-4/1-10; SA: asked. As befits a Prince of Thieves, Taurus
rear claws for 2-7/2-7; SD: Surprised only often swears by Bel, the Shemitish god of
on a 1). Yara has enchanted these lions thievery.
with a permanent silence 15’ radius spell.
They attempt to move silently and attack Taurus is a 7th level Thief (AC: 7; MV: 12”;
with surprise. Spell-casters who come too HP: 20; S: 14, I: 14, W: 13, D: 16, C: 8, CH:
close find it impossible to cast spells with 17). He is armed with a +2 dagger. He
verbal components. further carries one dose of black lotus
powder (equivalent to dust of sneezing
Taurus, the Prince of Thieves: If the PCs are and choking) stolen from a caravan
in the inner gardens at night, they bound for Stygia, 150 ft. of rope made from
encounter Taurus, the Nemedian Prince dead women's hair, and his thieves' tools.
of Thieves, on a roll of 1-2 on 1d6. Taurus
knows much about of the tower's DUNGEON LEVEL
background history (he knows 1d4+2
rumors from the Rumors Table). The master 0-1 STAIRWAY. The stairs down from the
thief is initially distrustful towards the party. entrance hall (Area 1-1) lead into this
He won't simply stand aside and let the chamber.
PCs steal all the treasures of the tower for
themselves, but neither will he join a party 0-2 HALL. This great hall is the living
unless he feels he is properly chambers of Yara's guardsmen. A large
compensated. If the party offends or wooden table stands upon a floor of lapis-
threatens him, he leaves, but if sufficiently lazuli; upon the table are half-empty wine
provoked, he might wait for the right goblets and food plates, as well as dice
moment to sneak attack and use his black and a few coins (2-20 sp).
lotus dust against the offenders.
Unless the alarm has been roused, there
Taurus, called a prince of thieves, are 2-8 guards in this room (and unless it is
was tall as the Cimmerian, and night, they are wearing armor and keep
heavier; he was big-bellied and fat, weapons within arm's reach).
but his every movement betokened
a subtle dynamic magnetism, which 0-3 BARRACKS. Sixteen beds are
was reflected in the keen eyes that arrayed along the walls of this room (the
glinted vitally, even in the starlight. guards never sleep at the same time).
He was barefooted and carried a Under the beds are small chests and bags

Footprints 16 Number 13
containing personal items such as combs, true value of the statue are unknown (and
mirrors, a few coins (1d8+2 gp) and a 5% are left up to the DM to decide).
chance per chest examined to find
something of greater value (roll on a If anyone lingers in this vault, they are
random non-magical treasure table in the attacked by a pair of spectres (AC: 2; MV:
DMG). 15”/30”; HD: 7+3; HP: 40, 26; #ATT: 1; DM:
1-8; SA: energy drain; SD: +1 or better
0-4 TOILET. The guards' latrine stinks of weapon needed to hit) who appear to
stagnant urine and dirt. The sturdy door is be the shades of Khitan warriors, judging
kept closed most of the time. by their ancient armor and weapons.

0-5 ARMORY. Several weapon racks LOWER LEVELS


are stacked with melee and ranged
weapons, including 12 daggers, 10 1-1. GRAND ENTRANCE HALL. The main
longswords, 2 battle-axes, 4 halberds, 7 doors to the tower are 9 feet tall and
shortbows and 80 arrows. made of bronze. Three guards are always
stationed outside the doors. In the event
0-5A CELLS. These cells serve a dual of an attack, two remain to fight intruders
purpose. In addition to keeping his while the third attempts to escape to warn
prisoners here, Yara uses some cells as Yara.
cages for the lions which patrol the
gardens at night. If attacked in the Inside the entrance hall, the western set
dungeon during the day, the guards of stairs lead down to the dungeon level
attempt to free the lions. (Area 0-1). The eastern set of stairs lead
up to the first floor (Area 2-1). Rich
The prison cells currently contain nothing tapestries adorn the walls, but the room is
but empty chains and a few skeletal dominated by a black stone statue of a
remains with cracked, yellowed bones giant spider which stands on a low dais to
(but see below). The DM might wish to the north. The statue is non-magical.
place NPC prisoners in the cells to be used
as seeds for further adventures. 2-1 STAIRWAY. The western set of stairs
lead to the grand entrance hall (Area 1-
For each cell examined, there is a 1 in 8 1); the eastern stairs lead up to Area 3-1.
chance that the PCs encounter a violet
fungus (AC: 7; MV: 1”; HD: 3; HP: 15; #ATT: 2-2 EMPTY ROOM. This chamber is
1-4; DM: 0; SA: flesh rot). It attacks without empty.
provocation. It is a recent inhabitant of the
dungeon; not even the guards know
about it yet.

0-6 FORBIDDEN VAULT. Yara has


forbidden his guards to enter this room.
The double bronze doors are green with
age, covered with cobwebs, and feature
strange designs and carvings of demonic
spiders.

Inside the dark and unlit chamber,


covered in more cobwebs, is a strange
idol, nine feet tall, representing a man of
Eastern appearance. It appears to be of
a greyish stone, but if the stone is
damaged (5 hp or more), it is revealed
that the idol is actually made of gold but
encased in stone. The origin, history and

Footprints 17 Number 13
2-3. YAG-KOSHA’S PRISON. This is the 3-1 YARA’S STUDY. The archetypical
prison of Yag-Kosha, the elephant-being wizard's study, this room has a white
of Yag (see the statistics for details of his marble floor and is furnished with rich
appearance). In his current state he is silvered tapestries (worth 320 gp), two
mangled, blinded and broken. On a gold wooden divans with silken cushions (50
and ivory altar beside the creature is a gp), and a large ivory table (200 gp). In a
huge crimson crystal, the Heart of the secret compartment in the eastern wall
Elephant (worth 10,000 gp). are two small wooden boxes. Both are
trapped with needles which deliver the
Several outcomes of the party's encounter dreaded Greenblood Poison. If the saving
with Yag-Kosha are possible. If the party throw is failed, the victim loses 1-2
approaches the elephant-being with permanent points of Constitution. The first
respect, allowing Yag-Kosha to "identify" box contains a scroll of bestow curse and
them with his proboscis, and he feels they magic jar. The second box contains a
can be trusted (using ESP to find out bronze circlet, set with an amber in the
whether they intend to simply steal his gem form of a spider, inscribed with ancient
and leave, for example), the elephant- Zamoran letters (worth 500 gp).
being begs the party to kill him. This will
empower the "sorcery of the Blood and 3-2 LIBRARY. Yara's library contains a
the Jewel" (a trap the soul spell), allowing medium-sized collection of sorcerous
the PCs to attempt to imprison Yara in the tomes, among them titles such as The
gem. Seven Curses of Khrosha, The Book of the
Spider-God, and The Invocations of Zath.
On the other hand, if the PCs attacks the The books mentioned each have 1-3
elephant-being or behave disrespectfully, random magic-user spells within their
Yag-Kosha ignores them (killing him simply pages, levels 2-4, as well as much
ends his misery, but if slain in combat he interesting information regarding the
will obviously not help the party by spider-cult of Yezud and their god, Zath.
enchanting the Heart).
UPPER LEVELS
Yag-Kosha, the elephant-being of Yag
(AC: 3; MV: 6”; HD: 11+11; HP: 31; #ATT: 3; 4-1 STAIRWAY. The western set of stairs
DM: 6-9/6-13/6-13; SA: spell-like abilities; lead down to Area 3-1; the eastern stairs
SD: spells; See NEW MONSTERS, q.v.). Yag- lead up to Area 5-1.
Kosha's stats differ from those presented
in the NEW MONSTERS appendix ; he is 4-2 FAILED EXPERIMENT. Yara used this
blind, weak from torture, and has long room to attempt the construction of a flesh
since lost the ability to fly, since his wings golem. He was only partly successful; his
withered when his race first came to earth. rituals have produced a hideous
amalgam of dead body parts with a small
2-4 MAP ROOM. This room contains spark of unintelligent life. The creature is
several large maps of Zamora, Shem and in effect equivalent to a juju-zombie (AC:
Turan, including maps of major cities, 6; MV: 9”; HD: 3+12; HP: 29; #ATT: 1; DM: 3-
caravan routes and oases. A few maps 12; SD: +1 or better weapons needed to
contain the suspected locations of lost hit, immunities). The wizard has no control
cities, tombs and treasure hoards. over the creature, so he has locked it
away in this room; the flesh golem-zombie
2-5 TRAPPED CHAMBER. The door to this attacks anyone entering the room.
chamber is trapped with a poisonous
needle trap (save or die). The chamber 4-3 YARA’S CHAMBER. Unless roused by
itself contains little of value. the alarm, Yara, the wizard of the
Elephant's Tower is here, slumbering in evil
2-6 EMPTY ROOM. This small chamber dreams induced by the black lotus. Since
is empty. the door to his chamber is locked,
however, he probably wakes up and
prepares himself to face any intruders
should someone attempt to breach the
Footprints 18 Number 13
doors. The doors are wizard locked at 10th Although Yara is well-versed in arcane lore
level of ability. and magical spells, it is the magical jewel
known as the Heart of the Elephant which
Yara, the wizard of the Elephant's Tower, is his true source of power. Yara had
is a potent foe. travelled far and wide, learning black and
forbidden magic, when he came upon a
Then came Yara, versed in dark yellow-skinned people worshipping an
knowledge handed down through elephant-headed being in the jungles of
the days of barbarism, since before Khitai. Through trickery and magic he
Atlantis sank. First he sat at my feet turned this godling, Yag-Kosha, into his
and learned wisdom. But he was not slave and brought him back to Zamora in
satisfied with what I taught him, for it chains of steel and sorcery.
was white magic, and he wished evil
lore, to enslave kings and glut a It is said that Yag-Kosha built Yara's tower
fiendish ambition. I would teach him in a single night, and that the Heart of the
none of the black secrets I had Elephant keeps Yara immortal; he is
gained, already over 300 years old.
through no wish of mine, through the
eons. But his wisdom was deeper Yara is driven by a fiendish ambition. He is
than I had guessed; with guile gotten feared by all in Arenjun; even the king of
among the dusky tombs of dark Zamora fears him greatly. Yara is a 10th
Stygia, he trapped me into divulging level magic-user (AC: 6(8); MV: 12”; HP:
a secret I had not intended to bare; 26; #ATT: 1; DM: by weapon; S: 11; I: 19; W:
and turning my own power upon me, 16; D: 14; C: 14; CH: 15). He wears a +2
he enslaved me …No more was I a ring of protection and a +3 dagger at his
god to kindly jungle-folk -- I was slave hip in a jewelled hilt (450 gp value). He
to a devil in human form. further carries a potion of vitality, a scroll
Robert E. Howard: "The Tower of the of protection from devils, and a scroll with
Elephant" two spells: charm monster and stoneskin.
Note that Yara is immune to 1st level
Yara is a tall, gaunt old man. His eyes are illusion/phantasm spells due to his
cold and cruel when the sorcerer is supernatural Intelligence.
awake; dilated and far-staring when he is
intoxicated with the fumes of the yellow Yara has memorized the following spells:
lotus. He dresses in silken robes and his
voice is like the hiss of a cobra. first level: armor (already cast), charm
person, magic missile, shield

second level: ESP, levitate, mirror


image, web

third level: dispel magic, hold person,


lightning bolt

fourth level: dimension door, polymorph


other

fifth level: contact other plane, wall of


force

The outer door is of ebony, with a silver


grinning skull in the center.

The chamber itself is lavishly furnished with


rich Iranistani carpets (worth 100 gp), silken
tapestries from Khitai depicting demons

Footprints 19 Number 13
and devils (200 gp), and gold-decorated telescopes he has been trying to discover
wooden chairs and divans (140 gp). the green planet Yag (which according
Note: If the PCs have successfully to Yag-Kosha circles on the outer rim of
negotiated with and/or freed Yag-Kosha space), but he has so far been
from his terrestrial prison, Yara becomes unsuccessful.
the target of a trap the soul spell cast by
Yag-Kosha. This means that if a character 6-4 LABORATORY. This is a complete
has the gem prepared by Yag-Kosha alchemist's lab.
(easily worth 10,000 gp), and can get
within short range of Yara, he can 6-5 SHRINE OF THE SPIDER GOD. Yara is
complete the spell by speaking its final a worshipper of Zath, the spider-god of
word. If Yara fails the save he is captured Yezud. This chamber contains an evil
inside the gem. If the wizard makes the shrine to that god. A black, three-pronged
save the PCs are in for trouble! pedestal stands in the middle of the room,
surrounded on all four sides by curtains of
5-1 TRAPPED TREASURE CHAMBER. filmy, finely-spun cobweb. This web affects
Massive double doors of iron-reinforced those attempting to pass through it
wood prevent entry to this room. The (without first speaking a command word,
doors are wizard locked at 10th level of "Ia! Zathar!")as a double-strength web
ability. Inside is a great chamber filled with spell.
wealth; Iranistani carpets (worth 400 gp),
fine silks from far-off Khitai (700 gp), and Atop the pedestal is a silver amulet set with
several chests containing Kothian silver a yellow amber stone. Inside the amber is
coins (4,000 sp) and gold from the mines a tiny black spider. For a priest of the
of Ophir (700 gp). One chest contains two spider-god, the amulet functions as a
potions of healing and one potion of necklace of prayer beads with the bead
heroism. of karma special bead. For a non-follower
of Zath, wearing the amulet has the same
A giant spider (AC: 4; HD: 4+4: HP: 22: #ATT: effect as that of a periapt of foul rotting.
1; DM: 2-8; SA: poison, webs) guards this Yara cannot use it himself and keeps it for
treasure room. Initially, it hides in the future bargaining with a priest of Yezud.
ceiling, and jumps down on unwary
intruders. A set of stairs lead up to the top If the amulet is removed from the
floor (Area 6-1); another set of stairs lead pedestal, a swarm of 2-12 tiny spiders (AC:
down (Area 4-1). 8; MV: 2”; HD: ½; HP: 2 each; #ATT: 1; DM:
0; SA: Poison (save at +2 or be paralyzed
5-2 OUTER TERRACE. Attempts to scale for 2-8 rounds) scurries out and attacks the
the tower, if successful, are likely to end transgressor!
up on this terrace which juts out 20 feet
from the main tower walls. 6-6 STORAGE. Similar to Area 6-2, this
room contains supplies of little value.
6-1 HALLWAY. The stairs lead down to
Area 5-1. CONCLUSION

6-2 STORAGE. The room contains Yara is a powerful wizard and could
various supplies, such as candles, chains,possibly kill the PCs whether they have
chalk, ink and paper, oils and powders, Yag-Kosha's enchanted heart or not. The
wax, spare clothes and so on. A thorough outcome of the adventure depends on
search reveals a silvered dagger (worth the PCs' tactics, luck and timing. At the
100 gp). DM's option, the Yara's tower might
collapse if the wizard is killed, since it was
6-3 OBSERVATORY. Several large built using sorcery. The ruins might also
windows in this chamber provide a great become cursed (or haunted by strange
view of Zamora's night sky, allowing Yara monsters) to prevent player characters
to study the movement of the planets and (and others - after all, Arenjun is the City
the stars. Through magically enhanced

Footprints 20 Number 13
of Thieves) from plundering the gem-set FREQUENCY: Very Rare
outer walls. NO. APPEARING: 1
ARMOR CLASS: 3
NEW MONSTER MOVE: 12”/24”
HIT DICE: 11+11
ELEPHANT-BEING OF YAG % IN LAIR: 55%
TREASURE TYPE: Nil
I am very old, oh man of the waste NO. OF ATTACKS: 3
countries; long and long ago I came DAMAGE/ATTACKS: 6-9/6-13/6-13
to this planet with others of my world, SPECIAL ATTACKS: Spell-like abilities
from the green planet Yag, which SPECIAL DEFENSES: See below
circles for ever in the outer fringe of MAGIC RESISTANCE: Standard
this universe. We swept through INTELLIGENCE: Genius
space on mighty wings that drove us ALIGNMENT: Lawful Neutral
through the cosmos quicker than SIZE: L
light, because we had warred with PSIONIC ABILITY: Nil
the kings of Yag and were defeated Attack/Defense Modes: nil/nil
and outcast. But we could never X.P. VALUE: XII/4,400 + 16/hit point
return, for on earth our wings
withered from our shoulders. Here we The elephant-beings of Yag are a race of
abode apart from earthly life. We winged, elephant-headed humanoids
fought the strange and terrible forms from another planet or dimension. They
of life which then walked the earth, have green skin, topaz eyes, wide flaring
so that we became feared, and ears, a curling proboscis and white tusks.
were not molested in the dim jungles Due to their extreme longevity, usually
of the east, where we had our learn to speak and understand most
abode. human languages.
Robert E. Howard: "The Tower of the
Elephant"

Footprints 21 Number 13
based attacks. They possess both
These beings rely primarily on their magical infravision and ultravision 60’.
abilities in combat, although they will not
hesitate to use their considerable physical Originally from the green planet Yag on
strength if it seems appropriate to the the outer rim of space, a number of their
situation. Their physical attacks consist of race rebelled against their king, but were
a gore with their tusks and a pair of smiting defeated and cast out. They fled through
blows from their fists. At will, an elephant- space on great wings which carried them
being of Yag may use any of the following quicker than light, and came to earth
spell-like abilities: cause/remove fear, before the rise of Atlantis and Valusia.
dispel magic, ESP, ray of enfeeblement, They witnessed the Cataclysm and were
shield and wizard mark. They may cast worshipped as gods by the jungle-folk of
fabricate and major creation seven times the East. The elephant-beings of Yag are
per day. Once per day they can grant not immortal, although their lifespans are
another’s limited wish. The beings also claimed to be "as the lives of planets and
have the ability to cast a special form of constellations". Upon coming to earth, the
trap the soul, which requires the sacrifice race lost their wings and could not escape
of a sentient creature of equal or greater from the planet. As such it is a dead or
Hit Dice than the target. Note that the dying race; Yag-Kosha was the only
elephant-being can sacrifice itself to known specimen left alive before he
employ this ability. All spell-like abilities are asked Conan to kill him, thus releasing him
employed as if the elephant-being were from his earthly prison.
an appropriate spell-caster of 18th level.
Elephant-beings of Yag take only one-half
damage from acid, cold, and electricity-

HERE ENDS THE TOWER OF THE ELEPHANT

Footprints 22 Number 13
Footprints 23 Number 13
Footprints Magazine
88: The Gateway (An arched opening in a wall) water all shower down a twenty foot fall.
89: The Obsidian Eye (A black eyeball)
90: The Tapped Keg Ghoul (1) (AC: 8; MV: 12”; HD: 2; HP: 12; THAC0 18; #ATT:
(A beer barrel with a spigot on the side) 3; DAM: 1d6/1d6/1d8 (claw/claw/bite); SA: paralysis;
91: The Silken Shadow SD: spell immunities; SZ: M; INT: Average; Al NE; ML 18;
(The silhouette of a buxom woman) XP: 700)
92: The Pontiff’s Cap (A peaked white hat)
93: The Raging Rhino (A rhinoceros charging) One moment you are struggling with a ghoul in foul,
94: The Great Boar’s Skin (A flayed boar skin laid out) stagnant water and the next thing you feel is a sensa-
95: The Tower and Troll tion of falling. The ghoul is no longer a threat as it is
(A tower with glowing eyes visible through the open impaled upon a propped-up spear. The ghoul took the
doorway) spear and not you!
96: The Jade Hare (A green rabbit)
97: The Full Pot (A large iron pot) Standing up and looking around, you find yourself on a
98: The Knotted Cord (A noose) smelly pile of garbage and rotting offal. You must have
99: The Copper Hoop released a trap door in the shallow pit of water. You
(A circle of copper inlaid in the signboard) hear some of your friends calling down to you as you
00: Wenta’s Bounty (A woman holding a tray of drinks) look around the big cavern.

The Dead Down Below You can also hear something shuffling in from a cave
mouth that opens into this cavern. A carrion crawler
An Encounter for 2nd Edition AD&D is coming through the cavern entrance. It is moving
By Rex Baker quickly toward you!
Introduction Carrion Crawler (1) (AC: 3/7; MV: 12”; HD 3+1; HP: 20;
A planar rift has been opened to the Negative THAC0: 17; #ATT: 8 or 1; DAM: Special or 1-2; SA: paraly-
Energy plane by a powerful lich. Undead have been sis; SZ: L (9’ long); INT: non-; AL: N; ML: Special; XP: 420)
called; true ghouls are now able to enter the material
world. True ghouls were originally featured in the ad-
venture Kingdom of the Ghouls written by Wolfgang
Baur (Dungeon, #48,
p. 70). They are much
more powerful than
the ghouls that players
are used to. This can
be a deadly surprise!

This scenario
can be ‘dropped’ into
any dungeon explo-
ration where caverns
are a possibility. While
checking an area of a
room, the PCs stumble
into what looks to be
a common pit trap.
The floor drops open,
plunging a PC into
foul, stagnant water.
The drop is only ten
feet, but the pit also
contains a chained
ghoul. While struggling
with this foul creature,
a second trap door,
the bottom of the pit,
is opened. The rust-
ed chain holding the
ghoul breaks, and the
PC, the ghoul and the

28 January 2009
The Dead Down Below
the Underdark. Drow,
mind flayers, cloakers
and the like all inhabit
various areas of the un-
derground. Once the
carrion crawler is dis-
patched, an explora-
tion can begin.

The Deadly Intersec-


tion

The caves vary


in height and width
but are basically
level. Most areas al-
low for two persons to
walk side by side and
the cave ceilings are
no lower than 7 feet.
These caverns were
formed by water and
were later enlarged by
various humanoids who
lived here in ages past.
Even dragon lairs may
connect to the tunnels. Some caverns are large and
they have natural chimneys that lead to the surface.

A walk of one mile will reach a four-way inter-


section that leads to several areas: up to the outside,
further into the Underdark, and forward to the planar
rift. The caverns leading to the rift and to the outside
are a relatively short walk from the intersection, but a
new danger awaits. Powerful undead are gradually
finding their way out of the rift and are now present in
force.

After the initial battle, you have been able to explore


part of this cavern complex without any problems. This
changes rather quickly as you round the next corner:
eight undead garbed in battered armor and carrying
rusted pikes are surging forward in a phalanx forma-
tion! Behind them, a foul cleric is chanting and ready
to cast an evil spell!

True Ghouls: Ghoul Soldiers (3d6, minimum of 8) (AC:


4; MV: 12”; HD: 4+4; THAC0: 15; #ATT: 3 or 1; DAM:
1d6/1d6/1d8 (claw/claw/bite) or by weapon (pikes);
SA: paralysis; SD: spell immunities; SZ: M; INT: Average;
AL: NE; ML 18; Turn as ghasts; XP: 1400); ghoul priest
The carrion crawler is a scavenger of subterra- (AC: 0; MV: 12”; HD: 9+9; HP: 72; THAC0: 9; #ATT: 3 or
nean areas, feeding primarily upon carrion. When such 1; 1d4/1d4/1d6 (claw/claw/bite) or 1d8 (staff); Turn as
food becomes scarce, however, it will attack and kill wraith; Spells: cause light wounds (X2), curse, darkness
living creatures. The crawler looks like a cross between (x2), detect good, detect magic, aid, darkness 15’ ra-
a giant green cutworm and a cephalopod. Whoever dius, heat metal, hold person, silence 15’ radius, dis-
landed on the pile of offal will have to be pulled out with pel magic, prayer, protection from fire, pyrotechnics,
a rope, run or fight. Should this threat be eliminated, the speak with dead, cause serious wounds, divinations,
caverns can be a means of escape or adventure into tongues, wall of fire.

January 2009 29
Footprints Magazine
The soldiers ad-
vance in two pairs with
four pikes presented
at once. They will keep
marching forward, using
the eight foot pikes to
keep opponents at bay
while thrusting at them.
When two fall, two more
take their places till they
are killed. Morale will not
break, even if the cleric is
destroyed.

The cleric will try


to silence any spell-cast-
ers that are present. If
none are, the cleric will
instead use wall of fire or
pyrotechnics. If any op-
ponents get within melee
range, the priest will use
hold person or cause seri-
ous wounds.

The rift to the Neg-


ative Material Plane has
caused the emergence
of these special undead into the
Underdark. This scouting force is a
“special encounter”, not a typical
random one. One ghoul lord and
two ghoul priests are in the cavern
areas. Ghoul soldiers may be found
in greater numbers, but a typical
squad is composed of a minimum
of eight ghoul soldiers plus one
ghoul sergeant (1 HD more power-
ful, THAC0: 14, AC: 3, and wielding
a two-handed sword +1) or ghoul
priest.

Conclusion

The PCs can escape the cav-


erns by retreating to and going up
through the trap doors. They can
also escape to the outside by using
the cavern that is marked, “south to
cavern below 5c”. They have two
other choices here: they can go to-
ward the planar rift and battle legions
of undead to reach the powerful
lich as described in Kingdom of the
Ghouls. Destroying this foul, undead
mage would bring much fame and
reward to the PCs from any nearby,
good aligned kingdoms. The sec-
ond choice is to go on and explore
the Underdark, braving the dangers
of this vast world of evil creatures.
30 January 2009
The Haunted Inn of the Little Bear: Revenants Revenge
By Brian Wells

DM Information: This adventure is designed for


3-6 characters of 1st to 3rd level. At total of 5-8
character levels is optimum. No particular
character class is required, but a thief would
be helpful. Additionally, no particular magic or
magic items are required but the party should
possess at least one or two magic weapons to
combat a shadow.
Nearly two years prior to the start of this
adventure, the Little Bear Inn was the scene of
a massacre. A mysterious and dark stranger
arrived on a storm-swept night bringing a tale
of flight and terror. No sooner did he finish his
frightful tale than a large group of brigands
burst through the inn door and slaughtered all
they could catch.
Since the events that brought the Little Bear to
ruin, the merchant caravans of the region
have changed their travel routes and now
give the road to the inn a wide berth. The trail
is still very evident but is much overgrown with
tall grasses and forest undergrowth.
This adventure begins as the PCs (player
characters) are accompanying, or guarding,
a merchant caravan. One of the wagon Adventure Introduction: The following is the
drivers, Bifrom Farsight knows the story of the story as related by Farsight:
Little Bear Inn. Farsight will tell the story to the
PCs as they camp for the night near the road “The Inn of the Little Bear was a most popular
leading to the inn. Additionally, other caravan resting point for the road-weary travelers. The
members speak in hushed tones of the horror Inn was maintained by two burly brothers,
and undead curse associated with the inn. Wilk and Mearene Aferton. Fine horses, food,
These mysterious murmurings should serve to drink and warm beds were available to
raise the interest of the party. travelers at all hours...so long as they had a
jingle in their purse. On a particularly stormy
The merchant caravan will make camp for the night a dark stranger arrived. He made the
evening close to the trail leading to the Little proprietors, brothers Wilk and Mearene,
Bear Inn. The party will have one night to uneasy as began to whisper words of
explore the inn. From the turn-off to the Inn the warning to those who would listen. He told of
party will travel near one mile and should a sinister and powerful band that followed his
arrive at the inn a few hours before nightfall. trail. The dark stranger indicated that he was
The goal for the PCs is simply the lure of headed toward the nearby community to
treasure and adventure. There is also the warn the lord of a plot against him, but was
mystery of the dark stranger to solve – though forced to stop at the Little Bear, due to the
not critical. raging storm.

Footprints -- Page 6 -- Number 15


“Yet that very night the bandits descended Location 1: A circular cage of rusting iron
upon the inn and made great slaughter sways ever so slightly in the evening breeze.
among all who were in and around the inn The cage is 8’ tall and 4’ in diameter. A heavy
on that stormy night. Few escaped and brass chain suspends the cage from a
those that did hid in the forest until they deteriorating wooden frame. At the bottom of
could safely push on through the storm to the cage is a bundle of smelly furs and hide
safety. After a great battle the bandits skins. Insects and other small creatures are
captured and beat the dark stranger. The crawling around the patchy furs and frayed
brigands locked him in the jailer’s cage clumps of cloth. In the center of the knot of
outside the Little Bear, leaving him to die of cloth and furs is an obvious ovular shaped
his wounds. Since that stormy and blood- lump, about two feet by three feet.
filled night the Little Bear Inn has been a dire DM: The cage holds the remains of the dark
place and is avoided by all. stranger and a revenant. If disturbed, the lump
will move and a boney skeletal hand will pull
“The corpse of the dark stranger still lies within
back the moldy cloth and furs exposing the
the cage. It is said that those who were slain
skeletal face of the revenant. In a harsh
also remain within the Little Bear. A brave few
whispering voice, it will ask to be released from
have entered the inn only to flee in stark
the cage to avenge its death. The revenant
panic ... bringing back tales of the
will explain that he was on a mission of some
supernatural and violent confrontations with
import - it can’t recall what the mission was for
the walking dead. Even with these tales of
certain, but the revenant will say that there is
terror there are still those that have risked all
a note inside the inn which it was to deliver.
to explore the inn. It is rumored that the
The revenant will plead to be released, for
proprietor brothers were misers and they
time is now short, and its death will remain un-
were in possession of a small fortune at the
avenged.
time of their mutual demise. But don't take
my word for it lads; there lay the road to the The lock on the cage is heavy and quite
haunted inn.” corroded. The mechanism is of a simple design
(+10% to pick locks), once picked a firm grasp
DM: The Inn of the Little Bear is within two hours and a heavy tug will pop the lock open. The
walking distance. The PCs will have an bars are quite corroded as well and PCs
uneventful trip to the inn. attempting bend bars may add +15% to bend
bars/lift gate check.
Outside the Inn: The Little Bear Inn is currently
occupied by several undead monsters. The Upon its release the revenant will go to the
area around the inn is now overgrown and a doors of the inn and in a hissing guttural voice
large tree has fallen onto the stables, leaving it it will summon all those that wish to be
partially in ruin. Also, it appears to be partially avenged. The great double doors will slowly
burned. open and 11 skeletons will emerge and these
undead will slowly shamble to the stables. They
Large, wooden, double doors are the only
will walk as if they are becoming accustomed
entrance to the inn. The doors are securely
to using limbs that have not been used in quite
closed and locked. The structure appears
awhile. Once these undead are all out of the
sound, but weather and neglect are taking a
building, and gathered in the stables the
toll. Weather, vegetation and insects are
bones in the corrals will move and jostle.
slowing eroding the inn. Amazingly, the
Skeletal horses will quickly form and the band
windows remain though they are covered with
of undead will ride off into the forest.
dust and spider-webs both inside and out.
Nothing can be seen through the glass. The As the skeletons exit the ruined building, the
jailer’s cage containing the revenant is set revenant will enter the inn and return shortly
near the front of the inn, just off to one side. (The parchment from room 3, level 2, will be
gone). If the revenant is left undisturbed, there

Footprints -- Page 7 -- Number 15


will be no skeletal undead in the inn for the char can be seen metal tongs, hammer
remainder of the adventure, other forms of heads, chisels and an anvil.
undead will remain. After the revenant and
the skeletons have left the doors to the inn will The burned and dirty remains of a complete
be closed but not locked. Entrance to the inn blacksmithing tool set can be found by sifting
can easily be gained at this time. through the ash and char of the remains of this
building. Wooden tools and handles were
Combat with the revenant should be avoided consumed in the fire, but the heads of various
at all costs. The party, at the recommended hammers, a complete set of blacksmithing
levels, has no chance of defeating the tongs, a working metal-forge and the anvil
revenant in combat. If they do not free the remain and are useable. If these tools are re-
revenant, the party will have to discover an hafted (handles replaced) and taken to a
alternate method of entry (window, chimney, city, they can easily be sold to a blacksmith.
etc). Also, the skeletons residing in the inn will The tools are valued at 100 gp. If a professional
be in place to meet the PCs. armorer can be found, this craftsman would
be willing to pay as high as 150 gp for the
If the PCs release the revenant, they should be entire set.
awarded the full experience for defeating the
11 skeletons. Additionally, the party should be Level One
award 200 xp per character for releasing the
revenant. Location 1: The heavy wooden double doors
are quite weathered but remain very stout.
Revenant (AC: 10; MV: 90; HD: 8; HP: 45; THAC0: The wooden beams are bound with heavy
12; #ATT: 1; DM: 2-16; SA: paralyzation, spells; bronze strapping. The exterior walls of the inn
SD: regeneration (3 hp/rd), reform limbs; SZ: M; are faced with large stone blocks and appear
INT: Very; AL: N; XP: 1,725 (FF p 75)). to have been quarried from the local area.
The angle is steep but the roof looks to be solid
Location 2: The Stables: Various animal tracks
and surface with a grey slate or flagstone.
can be seen mixed in the dust and ash among
the skeletal remains of the many livestock At three feet above head height, a wooden
animals that perished in this enclosure. Their beam juts from the exterior of the stone wall;
sun bleached bones are quite visible just to the right of the wooden double doors.
scattered, kicked and broken, about the Suspended from this beam by a pair of
corral and in the stable. A fire must have been copper chains is a thick flat weathered board.
fierce as the rails and posts of the corral are in The copper chains are corroded green with
disarray. There can also be seen the simple age and exposure to the elements. The
stone foundations of the two burned and elements seem to have been even less kind to
charred stable structures. the surface of the board and it is marred and
scratched. Still visible are these words in the
There are skeletal remains of 20 light riding
common tongue: “Welcome to the Inn of the
horses and one war-horse. Should the
Little Bear.”
revenant be released from the jailer’s cage,
then the war-horse remains will be the first to DM: If the revenant was released from the
animate, and this beast will act as the mount jailer’s cage, the doors to the inn will be
for the revenant. From the remaining bones, 11 closed, but unlocked. Should the doors be
other skeletal remains of light riding horses will locked, there is a -15% chance to lock-picking
animate as well. These will be the skeletal abilities to gain entrance through the main
remains of light riding horse and will provide doors. The thick, wooden doors of the inn are
the mounts for the 11 skeletons of the inn that of local Heried Wood, and will require 3 hours
will follow the revenant with an axe to batter a hole large enough to
gain entrance (18 turns).
Location 2a: The ash within the confines of the
charred foundation of this small structure is The arrow slits into Rooms 2 and 3 of Level Two
heavy and grey. Sticking out of the ash and do not have the shutters secured, and can

Footprints -- Page 8 -- Number 15


easily be pushed open. A dwarf, halfling or reveal an additional 4 cp, 7 bp, and a bronze
gnome will have an easy time slipping through dagger with sheath. The weapon is a dagger
the arrows slits, larger characters or those in +1 and the blade of the dagger will glow and
bulky armor will have a greater difficulty and provide enough light for 20 feet of visible light
may get stuck (PC makes a dexterity check; when removed from the sheath. A read magic
failure means they get stuck and take one spell will reveal the name Arlenetier Rory.
damage getting released). The chimney is
quite large and with some rope can be easily Special DM Note: During the search of the inn,
climbed down to reach the interior. The rough the party will discover a total of 11 corpses.
exterior wall surface of the inn offers +10% to a These corpses are inanimate until the party
thief’s chance to climb walls. descends into the Dungeon Level One of the
inn. Detect magic will not reveal this condition.
Any fires set in the inn will quickly spread and When the PCs enter Dungeon Level One they
begin to burn contents of the room and then will hear some scraping, dragging and then a
quickly spread. If this occurs, the inn will begin loud bang. The corpses have animated (11
to burn out of control in ½ turn (5 melee skeletons) and are now searching for the PCs.
rounds), and burn to the ground in four hours, The dragging and loud bang is the sound
unless steps are taken to prevent the spread of made by the two skeletons in the main room
the fire. The adventure is concluded should this on Level One as they bar the front doors shut.
occur. Immediately upon animation the skeletons will
hunt for the PCs. The skeletons will come down
Room 2: This is the common room of the inn.
to the Dungeon Level One in waves (refer to
Overturned in the room are three heavy
skeleton location below).
wooden tables and scattered are ten chairs.
There are timber stairs that lead up to the 11 skeletons (AC: 7; MV: 120; HD: 1; HP: 8 (x2),
second floor of the inn from this room. Along 7, 6 (x 3), 5, 4 (x3), 2; THAC0: 19; #ATT: 1; DM: 1-
the back wall, directly across from the front 6; SD: Immune to sleep/charm/cold/sleep, ½
doors is a finely crafted wooden bar. The edged weapons; SZ: M; INT: Non; AL: CE; XP:
scattered black coals and ash from the 20+1/hp. (MM p87))
fireplace lend a grey dusting to the contents
of this room. In the fireplace is a great bronze Skeleton Locations:
spit. Built into the stone wall and easily visible, is Level One Room #2: Five (5) Skeletons hp 8, 8,
a winch system for rotating the spit. Impaled 6, 5, 2
on the spit is what appears to be a human
looking skull. Laying in various twisted positions Level Two Hall: Two (2) Skeletons hp 7, 6
about the room are the remains of five
Level Two Room 1: Two (2) Skeletons hp 6, 4
corpses in complete decay.
Level Two Room 2: Two (2) Skeletons hp 4, 4
DM: The skull on the spit is from one of the
unfortunates of the dark night when the inn Room 3: This room contains four large wooden
and its guests were attacked (does not count barrels and six boxes. There is a heavy wooden
as one of the 11 skeletons). There are five table with various knives, forks and cleavers on
bodies in this room. Each has decayed it. Also on the table are two empty buckets
beyond any recognition and there is not much with scrub brushes. Scattered about the room,
left but skeleton and ragged clothing. These on the flagstone floor, are shards of broken
skeletons, as with all the skeletons in the inn, crockery, stoneware plates and dishes. Set
will not animate until the party enters neatly into the floor is a heavy beamed
Dungeon Level One. wooden trap door, bound with heavy bronze
strapping.
A search of the room will reveal a small broken
chest behind the bar, bound with copper DM: The door to this room is not locked. There
strapping. This chest contains three copper are two small paring knives, three butcher
pieces (3 cp). A careful search of the room will knives, three large forks for skewering meat,

Footprints -- Page 9 -- Number 15


and two large meat cleavers, all are bronze The two chests both look to be made of
(12 sp total). Highland Heried wood. They show signs of
being battered, but do not look to have been
The four barrels are 30 gallon kegs and are opened. Both these chests are locked, but the
tightly sealed and heavy (240 lbs each). Three locks are of a simple design; +5% to open
of the barrels contain stale beer. The stale locks. Each chest will contain several changes
beer will taste harsh but will appear to be of men’s clothing in faded earth tones. These
palatable; any who drink this beer will need to clothes are of a heavy course, but durable
make a save vs. poison two turns after drinking material, and of a common utility design and
or become violently ill for one hour (six turns). cut. Because of the Heried wood construction,
The fourth barrel contains fine ale that is now it would take five turns with a battle axe or
perfectly aged. It is imported ale from one of heavy mace to splinter and destroy these
the lowland Shield Kingdoms and can be sold chests. Otherwise, a successful secret doors
for 20 gp. check on each chest will reveal a hidden
The six boxes contain the remains of spices compartment within each chest:
and ingredients for preparing meals. Most of Chest 1: This secret compartment contains a
these spices have long ago gone bad, but if tattered piece of hide, with a drawing that
carefully inspected there will be found a few can be used as a crude map to the dungeon
items of some value: a ½ pound sack of salt level of the Little Bear Inn (see Map #2).
(12 sp); ¼ lbs Black Pepper corns (1 gp); a Wrapped within this piece of hide is a large
small sack with six pieces of curled reddish skeleton key made of copper. This key is used
bark (Cinnamon Sticks 8sp each), and a to open the secret door to Room 3a of the
wooden shaker of Allspice (3 sp). Dungeon Level One.
The trap door set into the floor has a large Chest 2: This secret compartment is stuffed
bronze ring that can be gripped to help lift it with several folded parchments.
open. If the trap door is lifted it will reveal a
narrow set of heavy timbered stairs leading Parchment 1 – (Magic-User) comprehend
down 15 feet into the cellars below the Inn of Languages, detect magic, knock
the Little Bear (refer to the Dungeon Level
One, Room 1). Parchment 2 – (Druidic) cure light wounds,
hold animal, neutralize poison,
Room 4: The room contains the broken remains
of two heavy framed wooden beds. It Parchment 3 – (Clerical) cure serious wounds,
appears that a course rope had been strung light, speak with dead, Parchment 4 –
back and forth across these simple frames to (Illusionist) hallucinatory terrain, improved
suspend canvas mattresses. The mattresses phantasmal force, spook
have been ripped open and the straw stuffing Each scroll is written at 9th level.
has been strewn about the room, gathering in
the sharp corners of the room. Tipped over Level Two
and lying on its side, is a small crude wooden
table. And in the south east corner of the room Special DM Information: The doors to Rooms 1
are two course wooden chairs. At the foot of and 2 are both slightly ajar. Those characters
each bed is a wooden chest with bronze able to track will notice that very faintly in the
strapping. dust on the floor there is a clear trail from the
door of Room 2 to the door of Room 1. This trail
DM: A search of the room will reveal two keys, is made by the carrion crawlers of Room 1, as
which can be used to open the wooden they enter and leave the inn on their forages.
chests, one key per chest. There is also a brass The tracks of these creatures not obvious, the
oil lamp, a flint and steel, and two flasks of oil breezes that flow in from Room 2 have made
that can be found hidden in the straw. direct identification impossible, but the trail is
still evident.

Footprints -- Page 10 -- Number 15


Room 1: The heavy wooden door to the room
is slightly ajar. The door is of a blackened
wood and is held together with heavy copper
strapping. The heavy wooden shutters, at
each of the arrow slits, are closed and look to
be bolted from within the room. The two beds
have been overturned and partially stacked
upon each other along the center of the west
wall. Leaves and twigs have somehow worked
their way into the room and are scattered and
matted about the floor. Most of this residue of
plant material is packed into each of the
corners. Across the room from the door, at the
base of the arrow slit, are what appear to be
the remains of two corpses.
DM: The slight trail in the dust that leads to this
room is lost once it enters the room. The
various movements of the carrion crawlers
within this room do not allow for the formation
of a discernable trail; the activity of the
crawlers has moved the dust and debris into
the corners of the room.
There are two carrion crawlers, a mated pair,
that live in this room.
The beds are stacked so that it is very difficult
to see what is under the beds by bending
Also in the hallway of the second floor are two
down and looking from the doorway. Entering
corpses. These are completely decomposed,
five feet into the room will allow a much
similar to those that are found on the first floor
clearer view to the underneath of the beds.
of the inn. If investigated, each of these
From this better position it will appear as if
bodies will show obvious signs of being fed
there is a large mass of leaves and twigs
upon and one has three large, foul smelling
stuffed under the beds against the far wall.
leathery sacks attached to its sides and
another on its back. The sacks are broken Both carrion crawlers are under the beds.
open and empty, but a slimy residue remains Should anyone enter the room there is a base
indicating that these smelly things were only 20% chance that the crawler will attack
recently broken open. These leathery sacks immediately, as they perceive a threat to their
are carrion crawler eggs. The young crawlers nest. Should the beds or bedding be disturbed
have hatched and are now in the forest there is a 100% chance that the crawlers will
outside the inn looking for a place to call attack.
home. They are not going to pose a problem
this evening, but may return if the party On closer inspection, both bodies in this room
decides to remain too long, or convert the inn will show signs of being fed upon. One of the
into a long-term shelter. Also on these bodies bodies has 10 large, foul smelling leathery
will be found two bronze daggers (1 gp each), sacks stuck to the chest and sides of the dried
a bronze short sword (4 gp), a copper-headed carcass. These are carrion crawler eggs. The
mace (2 gp) and a small leather sack of coins crawlers have made their nest under the beds
(The sack will contain: 2 gp, 14 sp, 20 cp, 30 in the mass of twigs, sticks and leaves. They
bp, and 18 tp). have brought these materials in from the forest
outside the inn. Within the nest are: 2 gp, 10 sp,

Footprints -- Page 11 -- Number 15


100 cp, 75 bp, and 300 tp. There are also four If the shutters of the room be closed (by the
brass oil lamps (full of oil, 29 sp each), six PCs), the bats will attempt to flee the room
bronze forks (4 bp each), five bronze spoons (4 through the door and out into the hall. This
bp each), and two bronze daggers (1 gp activity may (25%) arouse the ire of both of the
each). carrion crawlers in Room 1. The bats will then
return to combat the PCs until death.
2 carrion crawlers (AC: 3/7; MV: 120; HD: 3+1;
HP: 15, 11; THAC0: 16; #ATT: 8; DM: paralysis; SZ: The bodies are nothing more than skeletons
L; INT: Non; AL: N; XP: 616, 608. (MM p13)). Due and do show signs of having been scavenged.
to the mating habits of these crawlers they are The carrion crawlers have removed anything
producing very little toxin. Only four tentacles shiny (including coins).
of each crawler have the poison that will
cause paralysis on a successful hit. Also, saves 7 giant bats (AC: 8; MV: 180; MC: C; HD: 1; HP:
against the weak paralyzation poison are 8, 7, 6 (x2) 4 (x2), 3; THAC0: 19; #ATT: 1; DM: 1-4;
made at +4. SD: -3 to be hit; SZ: L; INT: Non; AL: N; XP: 18, 17,
16 (x2) 14 (x2) 13 (FF p14)).
Room 2: Heavy wooden shutters hang open
and gently swing allowing the outside breeze Room 3: Heavy shutters block the only arrow
to blow freely into the room through the arrow slit visible in this room. There are two
slit. Blown leaves, twigs and dust are gathered undisturbed beds that are evenly spaced
roughly into the corners of the room. Two along the interior north wall. Between the beds
disheveled beds are evenly spaced along the is a small wooden table.
south wall. Straw and torn canvas from the DM: This is the room that the revenant was to
mattresses is further strewn about the room. A stay the night of the attack. If the revenant
small table has been tipped over between the was released, the parchment lying on the floor
two beds. On the floor between the beds and has been removed by the revenant. If the
against the north wall are two corpses. revenant was not released, then read the
DM: If any PCs have tracking abilities, the trail following description as well:
from the hallway, made by the carrion There appears to be an oil lamp sitting on the
crawlers, is lost within a few feet of the door to table. In the center of the room on the floor
this room. But it would appear obvious to the below the shutters lies a single piece of
party that the trail would be headed to the parchment.
arrow slit. The outside breeze blowing in
through the arrow slit makes any tracks into or The writing on the parchment appears to be in
out of the room a short term affair. a heavy-handed scrawl. The words on the
parchment are in the highland runic code
The ceiling of this room is quite vaulted and and are as follows:
shadowy. The peak of the ceiling rises up to a
very sharp point 15 feet above the floor. There From: Lord Birlion
is a strong odor of ammonia in the room, and To: Lord Difrom
upon inspection the party will find white
blotches that look like white clay. These Dear Lord,
blotches are the droppings of the giant bats
that roost from the ceiling of this room. I’ve uncovered a plot to end your life. It
would seem that the title which you hold as
Hanging from the ceiling, hidden in the dark
warlord of Legacy has been contested. In
shadows are seven giant bats. Any intrusion
the event of your untimely death, Artimi
into the room will disturb the bats and cause
Askon is to succeed you as warlord. Do take
them to attack. Only three bats will attack
the necessary precautions. My informants
each melee round. Each bat will only remain
have determined that emissaries of young
in combat for two rounds (two attacks total)
Artimi are in route to end your earthly
then it will flee out the window.
existence.

Footprints -- Page 12 -- Number 15


I’ve dispatched my most trusted aid, Tiborn, DM: Once the door out of this room is opened,
to deliver this message as well as aid in your the shadow will be alerted to the presence of
protection. He can be trusted to defend you the party in the dungeon. Try to use the
with his life. We both know what will occur description of this room to focus the party on
should young Artimi ascend to the Lordship the ceiling, as they anticipate maybe giant
of Legacy Burgh. spiders…there is no monster in this room.
Room 2: The air in this room is heavy and stale.
Sincerely,
The dust suspended in the air is heavy and
thick like a fine, damp mist, and it is heavy with
Birlion the Strong
the odor of decay. At the far end of the room
are two huge wooden vats, set on their sides
Dungeon Level One and wedged against the stone block wall.
DM Information: This level of the dungeon is the These kegs have great heavy taps pounded
lair of a shadow. The shadow is hiding in the into place and appear to be ready for use in
pile of crates in the northwest corner of Room dispensing their contents. West of the door, in
2, (2a). This particular shadow is very fearful of the northwest corner, there are many wooden
light and should light be shown directly upon boxes loosely stacked and disorganized. Thick
it, this shadow will retreat. However, it will mats of cobwebs sway gently back and forth
attack if cornered. A light or continual light as they hang from the low ceiling. The
spell cast directly on the shadow will damage contents of the room are coated in a thick
the monster. The shadow will suffer 1d6 grey layer of dust.
damage for each level of the spell caster with
DM: The huge wooden kegs contain clean,
a save for ½ damage. The spell will fade
fresh water. Each vat will hold 1,500 gallons.
immediately on damaging the shadow. The
This was stored use during the long harsh
shadow will seek to surprise the party and
winters of the highlands, and should bandits
attack from behind.
siege to the inn.
Shadow (AC: 7; MV: 120; HD: 3+3; HP: 18;
Wooden crates contain various trade goods:
THAC0: 16; #ATT: 1; DM: 2-5; SA: strength drain;
Four crates oil flasks @ 40/crate, two crates
SD: +1 or better weapon to hit, 90% hide in
hooded lanterns @ 10/crate; two crates water
shadows; SZ: M; INT: Low; AL: CE; XP: 289 (MM
skins @ 15/crate; 400’ of rope on wooden
p86)).
spool; three crates of tinderboxes @ 25/crate;
Warning: If the party does not possess any six boxes of candles @ 100/box; ten crates
magic weapons (or just the +1 dagger from standard rations – now rotted beyond use ;
Level One, Room 1) the shadow may be five crates iron rations : 50 weeks total use
replaced with a ghoul. (shelf life of six more months).

Room 1: A narrow set of heavy timbered stairs The shadow will hide down in the crates at this
lead down 15 feet and end in the cellar. These location in room 2. If the crates are carefully
stairs are centered in the middle of this room. searched the shadow will attack the nearest
A heavy wooden door is set into the southeast PC. But if the party moves past this location
corner of the room, to allow access to the rest the shadow will wait until they are leaving the
of the cellar. Chiseled blocks of grey stone room and attack from behind. See DM
neatly fit together to form the walls, while cut Information for this level for specifics of the
flagstone is set into the floor and neatly shadow.
mortared in place. Thick cobwebs obscure the
Set into the short alcove that leads from Room
low ceiling, and the stale air is heavy with dust.
2 to Room 3 there is a secret compartment
Aside from the stairs and the heavily framed
concealed in the wall. In this small alcove is a
door, the room appears bare.
copper hook with a key. The key unlocks both

Footprints -- Page 13 -- Number 15


doors (Heavily Bound Iron Doors) that open There are six bundles of furs. Each bundle
into Room 3. contains the same types of furs. Role ranger or
druid wisdom check to identify fur types. (refer
Room 3: The floor is of cut flagstone and to p.27 DMG)
mortar. The walls and ceiling are of smooth-
cut grey stone blocks. The room seems to be Two bundles of small dark brown furs – 100
quite clean as the various objects, bundles muskrats pelts – 20lbs each bundle
and crates are neatly stacked. The ceiling is of
smooth stone and the air is clear and fresh. One bundle of long skinny dark brown furs,
There seems to be no coating of dust on the very heavy musky odor – 25 mink pelts – 4lbs
contents of this room. One heavy bundle of large oval bark brown
and black pelts – 100 beaver pelts – 100lbs
DM: All doors opening directly into this room
are locked and are constructed of heavy iron. Two bundles of orange-red pelts, fur is long
It is within this room that the proprietor brothers and soft, tails are tipped with white – 60 fox
kept their more valuable trade goods. The pelts in each bundle – 10lbs each bundle.
brothers ran quite a profitable business as they However, vermin have infested the fur and
bought and sold to the travelers that stopped there is only a 25% chance the fur is still viable
at the inn. The contents of this room would for sale.
change over time as the brothers traded their
goods and their inventory varied with items Room 3a: In the center of the room is a heavy
collected from their guests. The contents tarp covers a small pile of objects. There is a
include: fine layer of dust in this room.

Two small wooden boxes – these contain 10 DM: This is the treasury room of the two
vials each. A cleric making a wisdom check brothers. The door to this secret room is locked;
will recognize these small containers to be there is a slit in the stone wall by the door that
vials of Holy Water. However, most have dried looks to be a small unobtrusive crack in the
out. Roll a percentile check for each 30% mortar. This will take the key from Chest 1
chance of survival. located in Room 4 of Level One. The
parchment with Map #2 should give the party
One small chest – contains 40 strands of a great hint as to the existence of this room.
wooden and polished stone beads (40 gp per Picking the lock to open the secret door is at
crate). A cleric making a wisdom check will -5% due to the complexity of the lock
know these are prayer beads (non-magical). mechanism. Attempts to batter the wall down
Three small crates labeled incense @ 40 will beat the stone and mortar off the wall and
course heavy sticks/crate (40 gp per crate). reveal a heavy iron door.

Ten small crates of small silver mirrors @ 10 Under the tarp the party will discover:
mirrors/crate (100 gp per crate). 52 small leather sacks 250 tp/sack – 25 lbs
Three long crates arrows @ 50 arrows /crate 15 medium leather sacks 700 bp/sack – 70 lbs
Two crates crossbow quarrels @ 25 20 medium sacks 400 cp/sack – 40 lbs
quarrels/crate
Eight bars of pure silver @ 20 lbs/bar – 9 gp
Four bronze hand axes; three composite long each
bows; two light cross bows.
24 small leather sacks 250 sp/sack – 25lbs
One locked metal case contains a steel
scimitar. The lock is -3% to pick locks and there One small sack of gold dust (64 gp value)
is a poison trap, save vs. poison or the
Room 4: An overwhelming odor of decayed
character will fall into a deep comatose sleep
and rotting flesh rolls out of this room. The smell
for two days.
is so powerful that not gagging and retching is

Footprints -- Page 14 -- Number 15


quite difficult. Set into the ceiling are eight left the concealed door slightly ajar and did
great heavy bronze hooks; there is a chain not bother to close the hatch leading to the
and winch system to raise and lower the forest. The crawlers, which are young from the
hooks. Below the hooks on the ground are adult crawlers on Level Two caught the scent
great putrid mounds of rotted and dried flesh, of the rotted carcasses and discovered the
huge bones can be seen jutting from the tunnel. However, the escape tunnel is again
greenish hued mass. Stacked about the edges concealed by a fallen tree and it is not likely
of the room are many crates, boxes, and the PCs will discover it from the outside.
spilled sacks. Pooled into the waxy ooze that
has formed around these containers can be These carrion crawlers are juveniles; however,
seen what looks be rotted vegetables, fruits they will rush out and attack any who enter
and grains; such as onions, turnips, garlic and investigate the contents of Room 4.
cloves, pears, apples, tomatoes, corn, rice, Their nest has been assembled in the hallway
wheat etc. The door that exits this room to the and is constructed from a pile of loose burlap
south is ajar. sacks. Within the nest are three bronze
DM: Before the door to this room is opened the daggers (1 gp each), 1 steel dagger (10 gp),
party should be able to detect the faint wisps 37 sp, 10 gp, and 40 cp.
of the foul odor of decaying flesh. When the Carrion crawlers (AC: 3/7; MV: 120; HD: 3+1;
door is opened all within ten feet of the door HD: 10, 8; THAC0: 16; #ATT: 8; DM: paralysis; SZ:
must save vs. poison +2 or become over L; INT: Non; AL: N; XP: 580+4/hp. (MM p13)).
whelmed by the smells; those that fail will Due to the age of these carrion crawlers their
become ill and function at -2 to hit, for the paralyzation poison is still very weak. All saves
next two turns. are at +4.
This was the food locker for the inn. The great Follow-up Tale: After time is allowed to pass,
mounds of flesh are the remains of huge sides the party will hear a tale of an army of
of beef that have rotted and fallen to the undead that attacked the stronghold of Artimi
floor. All the food contents of the room have Askon, of the Legacy Shireship. From out of the
rotted and are spoiled, thus creating the woods on a dark night the undead attacked
powerful odor. and surprised Artimi’s chief advisors and
Two carrion crawlers have made their home in numerous henchmen. These were the only
the “L” shaped hallway that leads from Room figures attacked directly, but Artimi and a few
4 around to Room 3. Also, these crawlers faithful followers were forced to escape into
discovered a hidden escape tunnel in the the woods and have not returned. After the
woods just beyond the inn. The tunnel is last henchman was slain, the undead army
partially hidden behind a stack of empty then fell to the ground and turned to dust. The
boxes in the north wall. The innkeepers were skeletal mounts too fell to the ground, but one
able to tell a few guests of the tunnel before huge skeletal mount and its rider followed
being killed by the brigands. The fleeing guests Artimi into the woods …

Footprints -- Page 15 -- Number 15


Footprints -- Page 16 -- Number 15
Footprints -- Page 17 -- Number 15
BANDIT STRONGHOLD
An AD&D Adventure for 2-4 Player Characters Levels 2-4
By Brian Wells

INTRODUCTION and guard them (an agreement he will


honor).
Use this adventure as a drop-in during
wilderness travel between communities. After the attack on the caravan the bandits
Success in the adventure will be best headed down the road for two miles before
achieved if party makeup includes at least turning off the road and into the forest. At the
one character with woodland experience and point at which the bandits headed into the
tracking abilities. If the party lacks a character forest they left two guards behind to see if they
with tracking abilities, then have such a were followed. As these bandits watch the
character be volunteered from the caravan. road they are not above waylaying any
NOTE: This adventure uses the monetary hapless travellers that look to be easy marks.
systems of the Primitive Wildlands from “The Should the party exercise caution they may be
Haunted Inn of the Little Bear,” found in able to surprise these lookouts and maintain
Footprints #15. the element of surprise.

Early in the morning, after starting out on the DM INFORMATION


road, the party will come upon the aftermath
of a raid. Three wagons are off to one side of If the party is on foot the bandit lair will be 15
the road and the burned remains of one other miles away into the trackless forest. If the party
is in the road’s center. At the party’s is mounted then the lair should be placed be
approach an armed group gathers around nearer to 45 miles distant. At the time that the
the three wagons and eyes the party warily. party finds where the bandits left the road and
turn into the forest, the bandits are two hours
This a merchant caravan originally headed to ahead of the party.
the next town, just ahead of the party, to sell
and trade. The leader’s name is Angor Bandits (2): AC: 8; MV: 12”; F1; HP: 8 ea.;
Harumth. The caravan was ambushed by THAC0: 20; #ATT: 1; DM: 1-6 (short sword &
bandits and the caravan’s members were spear); AL: N; XP: 10+1/hp (MM p66).
driven into the forest. There are eight people Once the party is several hours into the
total in the caravan and three are wounded. wilderness, roll each turn for encounters with a
Along with the stolen goods and treasure few of the more mundane carnivores of this
taken, the bandits also made off with land; 1 on a 1d6 indicates that there is an
Harumth’s daughter, Illeazza. Harumth is encounter. The creatures encountered are as
desperate to recover his daughter. He will follows:
eagerly hire the party to rescue his daughter
and pay the party 400lbs in raw silver for her D8 Roll Encounter
safe return. Angor will also throw in a bonus of 1-2 Black Bear: AC: 7; MV: 12”; HD: 3+3;
20lbs of silver for the head of each bandit that THAC0: 16; #ATT: 3; DM: 1-3/1-3/1-6; SA:
the party is able to slay. Harumth would also Hug (2-8); AL: N; XP: 85+4/hp. (MM p9).
like the safe return of his stolen goods, but this 3 2-8 Bandits: AC: 8; MV: 12”; HD: 1-6 hp;
secondary to the safe recovery of his THAC0: 20; #ATT: 1; DM: 1-6 (short sword
& spear); AL: N; XP: 10+1/hp (MM p66).
daughter.
4-6 1-4 Wolves: AC: 7; MV: 18”; HD: 2+2;
Angor is headed to the next town and THAC0: 16; #ATT: 1; DM: 2-5; AL: N; XP:
travelling in the same direction as the party. 35+3/hp (MM p101).
The caravan will ride ahead to the next town 7-8 Wild Boars: AC: 6; MV: 15”; HD: 3+3;
and await word from the party. Should the THAC0: 16; #ATT: 1; DM: 2-12; SD: Fight
party be encumbered with baggage, Angor with negative hps; AL: N; XP: 85+4/hp.
will offer to take these items to the next town (MM p11).

Footprints -- Page 21 -- Number 16


Should there be an encounter with an animal cast wall of fire to hopefully finish the
the creatures will sense the party coming encounter.
through the forest long before they are seen.
They will lay hidden in the forest and look to Should Keshah be surprised by the arrival of
attack from behind or from the side. any strangers, she will cast strength on herself.
Again, a group of five of her bandits will
Should the encounter indicate bandits this will confront the strangers to determine if they are
be a small patrol that is checking the back recruits or enemies.
trail of the returning raiders of the caravan.
They will be alert for the two lookouts that KEY TO THE AREA AROUND THE
were left at the road. All other encounters STRONGHOLD
after this will be treated as wolves.
Location A: Each of these two locations will
Gradually the land will become hilly and the have a bandit on guard. The bandits will
forest will thin out a little bit. The party will rotate every four hours. A new set of bandits
come across a well-used trail in the forest, will come out of the stronghold and relieve
almost a road, and there will be many horse those are on duty. Usually the bandits at these
tracks up and down the trail. There will also be locations are not very diligent in their duties as
very obvious signs that a large group of horses they are expecting the bandit guards at the
has headed down the trail ahead of the party. road where the trail comes out of the forest to
This is the sign left by the bandits as they return do most of the watching. The view from these
to their lair. Shortly after the party will find two locations does allow the bandits a
themselves on a ridge overlooking a lake with panoramic view of the area for many miles.
a large bluff. At this point show the party the
Location B: This is a large corral with forty-two
map to the area around the bandit lair, and
horses. There is an attached wooden barn for
explain what they see as they ask about the
the storage of feeds, saddles and tack
details of the map.
needed to maintain the mounts in good riding
The bandits have made their stronghold at the condition. Mixed in with the horses are several
steep rocky outcropping. The leader of the cows and sheep; these animals are the
bandits is a female dark elf known as Keshah primary sources of meat for the bandits.
the Sword. Keshah and her second in
command, a half-ogre named Uume Torge, Location *: At the base of the cliff near the
found these old ruins and made repairs. The shore is a red asterisk. This marks the location
ruins have been rebuilt and Keshah has been of a jade deposit. If any characters that have
pretty active in attracting followers to her lapidary or thieving skills roll less than their
band. This group has been waylaying Intelligence on a d20, they will recognize the
travellers for some months with some mild quality and value of the jade deposit.
success. ROOM DESCRIPTIONS
Keshah has a few strategies in the defense of Location 1: The trail, cut into the face of the
her stronghold. If she has been given steep mountain side, ends in a stone wall inset
advanced notice that strangers are headed with a pair of heavy wooden double doors.
towards the great meadow she will send five On the second floor of this stronghold are
bandits to find out who the strangers are and three evenly spaced arrow slits.
why they are here. She will turn herself
invisible and fly out to the location as her The second level room overlooks the trail and
bandits wait for the arrival of the strangers, will always have a bandit guard watching the
waiting in a position behind the strangers. approach to the stronghold; see description
Should she feel that they will be trouble for her for Room 9.
gang, she will cast slow on the fighters, Location 1a: This stone shelf juts out from the
reserving magic missile and web for face of the stronghold. Set into the surface of
spellcasters. When all are engaged, she will the stronghold at a height of four feet from the

Footprints -- Page 22 -- Number 16


ground is a heavy bronze rod and a huge of the stronghold. The room is filled with
bronze ring. On the second floor of the captured edible goods and food stuffs that
stronghold, above the bronze ring, are two the bandits have stolen in the last few months.
arrow slits and around the corner, towards the In the room are the following:
front of the stronghold, are two more arrow slits
spaced closer together. 20 crates of standard rations @ 10 weeks per
crate
Room 11 has a secret door that opens out
onto this ledge. The secret door is locked at all 10 crates of iron rations @15 weeks per crate
times and cannot be unlocked from the 19 crates of mixed vegetables (onions, garlic,
outside. A successful search for secret doors carrots, various peppers, beans, & potatoes)
will indicate that there is a door present. Read
Room 11’s description for further details. The 1 crate that contains 5 lbs of peppercorns
surface of the cliff is a rough surface and 9 barrels of ale
provides a +20% to a thief’s Climb Walls ability.
2 barrels of fine mead
Room 2: Smooth stone blocks makeup the
outer walls of this room. The east wall has 3 barrels of beer
been chiseled from the face of the cliff. Along
the North wall solid stone stairs lead ten feet At a position in front of the door leading to
up to the upper level of the stronghold. In the Room 5 voices can be heard 40% of the time
room there are four rough-cut heavy beamed during the day or early evening, and loud
tables and fifteen rough wooden chairs. snoring can be heard 100% during the night.

The great double doors that open to the From the door to Room 4 can be heard a
outside of the stronghold are locked at all steady resonating plop, plop, plop …
times and will not be opened until the guard Room 4: This room appears to have been part
upstairs yells down to open the doors. At the of a natural cave that has been actively
approach of anyone who is not expected the enlarged. Rough chisel marks are very evident
guard will shout down to this room and alert up and down along the stone walls. In the
the guards. The weakness in this defence is eastern alcove is a low circular stone wall.
during the rotation of the guards, as this is a Next to the stone wall is a long coil of rope
normal activity and is virtually unnoticed by and a wooden bucket.
these bandits. Any activity that is outside the
norm will cause the guards to go on alert. In the main chamber of the room is a heavy
During the day there is a 50% chance of 2d4 wooden bench with many pots, pans, and
bandits being in this room. They are under eating utensils, all neatly stacked. A heavy
orders from Keshah to attack any and all wooden rack supports a tapped keg. The tap
unannounced intruders to the stronghold. looks to be old and worn. A steady drip
Should there be a confrontation, one bandit comes from the spout of the tap, and falls into
will run and raise the alarm in the stronghold. a good-sized puddle on the floor.

Room 3: The room looks to have been part of The acoustics of the room make the dripping
a natural cave that has been enlarged, as sound from the keg much louder than would
rough chisel marks are very evident up and normally be expected; this also means that
down along the stone walls. The floor is very any voices spoken in the room will also be
dirty with a coating of sand and stone chips. amplified, including whispers.
Many wooden crates and barrels of various
During the day Gumosh the cook will be in this
sizes are neatly stacked about the room.
room 80% of the time. If not in this room he will
It is very evident to any that examine the be hanging around his private quarters (Room
ceiling that the chamber has been expanded; 6), or in the prison section of the stronghold
raising its height. This is the food storage area (Rooms 7-8) as Gumosh is also the jailer.

Footprints -- Page 23 -- Number 16


Down the well at a depth of 40 feet is a secret on the floor is a bowl of what smells like sour
door. Beyond this door is a narrow cave that gruel and another bowl of what appears to be
leads deep into the great rock ridge that the slimy water. Set into the center of each wall is
stronghold has been built into. The DM may a heavy bronze ring. Through the ring of the
decide where it may lead. wall across from the door hangs a set of crude
bronze manacles. Locked into the manacles is
Room 5: This room has been roughly carved a young half-elf maiden in very fine quality
from the solid rock of the cliff. Many heavy clothing. She is dirty; her hair dishevelled, but
wooden beds fill this room. The beds are of a through the grime it can be determined that
simple wooden-frame construction with what she is quite beautiful. She looks very grumpy.
appears to be straw or grass stuffed
mattresses. The strong odours of unwashed This is Angor Harumth’s daughter, Illeazza. She
bodies and rancid grease are evident. is not very happy about her situation. She will
be willing to go with the party if rescued.
This room is the common barracks of the
bandits. During the day there is a 70% chance Illeazza is a Magic-User of 1st level and a
of 2d4 men being in this room. At night there is Fighter of 2nd level. She was on her way to the
a 90% chance of 2d8 men being asleep in this destination community of the party to petition
room. a powerful sage, or try to locate a powerful
sage, to aid her in her magical studies.
Room 6: This chamber contains a heavy
beamed wooden bed and at the foot of the ILLEAZZA HARUMTH: AC: 7; MV: 12”; F2/M1; HP:
bed is a wooden framed trunk. T here is a small 12; S:13; I:18; W: 12; D:18; C:17; CH: 19; #ATT: 1;
wooden stand with a little brass oil lamp. Next DM: by weapon; SA spells; SZ: M; AL: N.
to the lamp is a bronze short sword lying on
top of its sheath. Shoved back into the sharp Should the party treat Illeazza well, then she
corner of the room is a small wooden chair. may wish to join them in their extended
adventures of the Burgh/Dalken Highlands. At
This is Gumosh’s private room. He acts as the any rate she will be reluctant to disclose her
cook and jailer for the stronghold. During the magical and fighting abilities to the party until
day, Gumosh will be in this part of the she is better acquainted. Her spell books were
dungeon area only 20% of the time. At night taken during the attack on the caravan and
he is in this area 90% of the time. they are being stored in room 11. Illeazza will
definitely wish to recover those books before
The wooden trunk contains three changes of she leaves the stronghold.
dirty, odiforous clothing, although it looks to be
of fine quality. There is a loose stone in the Room 8: The corner of the room has a pile of
floor under the trunk. This stone can be what appears to be moldy hay and some dirty
removed to reveal a secret compartment. furs. The smell from the room is of very strong
Lying loose in the hole are 300 tp, 200 bp, 70 stale urine. Near the door are several bowls of
gp, and 10 sp. Mixed into the loose coins are a what smells like sour gruel. Set into the center
set of pearl earrings (25 gpv) and a simple of each wall is a heavy bronze ring. Through
silver chain necklace (10 gpv). There is loose each of the heavy bronze rings there hangs a
soil in the bottom of the hole and a jewelled set of crude bronze manacles. In each set of
steel dagger (120 gpv) can be excavated. manacles is chained a young woman in very
tattered clothing. Each of the manacled
On Gumosh at all times is a ring with three women looks to be filthy and in sad condition.
keys. These keys open the doors to Rooms 7
and 8, and the locked door at the bottom of There are three females in this cell. Upon closer
the stairs, that allows access to this part of the inspection it can be determined that one is a
dungeon. human, another is a half-elf and the last is an
elf. These women were each abducted
Room 7: In a corner of the room is a pile of separately from around the local region; the
mouldy hay and some dirty furs. Near the door elf was stolen during a raid when the bandits

Footprints -- Page 24 -- Number 16


ventured south east into the great Elven The weapons rack contains:
Valley. They were all taken while they were
alone doing chores, walking woodland trails, 25 unstrung composite long bows, 13 quivers
tending livestock, etc. They will inform the of arrows @ 20 arrows per quiver, 15 bronze
party that they had heard from Gumosh that battle axes; 10 bronze daggers; 5 bronze short
they were to be taken north into the Frozen swords, and 25 bronze broad swords.
Lands of Benthual and sold into slavery to the The wooden crates contain the following:
drow. These are commoners and their families
are not wealthy enough to pay any ransom 2 crates of shields @ 10/crate
that was demanded by Keshah. The successful 5 crates of studded leather armor @ 5
return of these women will aid greatly in suits/crate
establishing a good reputation for the
members of the party, word spreads quickly of 3 crates of arrows @ 100/crate
brave deeds through the clans of the
highlands. 2 crates of helms @10/crate

Room 9: Sharp arrow slits are cut into the south 3 crates of short swords (steel) @ 10/crate
and west stone block walls. Centered in front 5 crates of ballista quarrels @ 15/crate
of the southern wall, before the central arrow
slit, is a heavy ballista on a wheeled cart. A Room 10: The northern and eastern portions of
weapons rack is hung against the east wall this room are chiseled into the stone of the
and several crates are stacked against the cliff. In the north east corner is a canopy bed
railing at the top of the stairs. of fine workmanship. Two openings in the west
wall appear to be tightly shuttered, and allow
During the day there will always be 2 guards in no outside light into the room. Below the
this room. There is a 20% chance of 1d4 others shuttered opening in the northwest corner of
in the room as well. These bandits watch the the room is a great pile of animal furs and
approach to the stronghold that has been pelts. Below the torch on the north wall is a
chiselled into the face of the cliff. The great small bench with a wash basin and towel. At
double doors of room 2 are locked at all times the foot of the canopy bed is a heavily built
and will not be opened until the guard in this wooden trunk, constructed of a black wood.
room yells down to open the doors. At the There is a spiral stair case in the north west part
approach of anyone that is not expected the of the room that leads down.
guard will shout down to those in Room 2 and
alert any who are in the room, while the other This is the private quarters of the bandit leader,
guard will knock on the door to Room 10 and Keshah the Sword. Keshah is a drow. In
notify the leader, Keshah the Sword, that daylight conditions she is at -2 to hit and on
visitors approach. The weakness is during the saving throws. Should Keshah be alerted as to
rotation of the guards, as this is a normal the presence of strangers in the stronghold
activity and is virtually unnoticed by these (the party), she will take her body guard, the
bandits. Any activity that is outside the norm half-ogre Uume Torge and go though Rooms
will cause the guards to go on alert. 11 and 12 to Room 5. She will rouse the men
and plot an ambush within the stronghold. If
The ballista is not cocked or loaded unless she is aware that the party is very powerful or
there is reason to suspect those that approach most of her men have been slain, she has two
the stronghold. Refer to page 108 of the choices. She can use the rope in Room 11 to
Dungeonmasters Guide for information on the escape down the face of the cliff, or she will
ballista. try to make her way into room 4 and drop
down the well and use the secret door and
cave to escape the lair.
As a last resort to save herself, Keshah will use
her spells discussed else where.

Footprints -- Page 25 -- Number 16


If surprised in this room, then Uume Torge will The niche has a long coil of rope lying on the
fight fiercely while Keshah escapes to safety. stone floor. On the end of the rope is a heavy
Should Keshah be cornered and forced to bronze hook. Should Keshah be trapped and
fight, she will fight with a short sword and cut off from escape through the well in Room
dagger of dark elf make. All drow weapons 4, she will grab some random treasures from
and armor have long since lost their Room 12 (She will definitely grab the rod from
dweomers. Room 12), and open the secret door that
opens out onto the ledge at Location 1a.
The trunk at the foot of the bed contains Keshah will then secure the bronze hook into
changes of very expensive and fine women’s the ring and climb down the cliffs to make her
clothing. There is also a suit of fine black chain escape into the dense forest.
mail (non-magical).
This room is the general treasure room and has
Keshah has a gold chain around her neck. On goods of value which Keshah and her band
this chain is a heavy bronze key. This key opens has captured. Some goods she trades with the
both the iron door that leads into Room 12 inhabitants of the underworld, while other
and the secret door that opens into Room 5 goods she sells to local smugglers or thieves.
from Room 12. This key also opens the secret The rogue city of Dragon’s Keep is one of her
door that opens from room 11 to the ledge better locations for the distribution of her ill-
outside Location 1a. At Keshah’s waist is a gotten gains.
bag of holding that contains her spell books.
The booty contains the following:
KESHAH THE SWORD: AC: 2 (chain + dexterity);
MV: 12”; F5/MU7; HP: 39; #ATT: 2; DM: by 3 complete sets of woodworking tools; 2
weapon; SA: spells and spell-like abilities complete sets of stone masons tools; 2
(clairvoyance, dancing lights, darkness, complete sets of blacksmith tools; 1 set of
detect lie, detect magic, dispel magic, faerie jeweler’s tools; 3 sets of flintknappers tools; 5
fire, know alignment, levitate, suggestion); SD: lockpick sets; 4 sets of leatherworking tools; 20
Magic resistance (64%); SZ: M; AL: CE. She is suits of studded leather armor; 1 suit bronze
armed with a short sword and dagger, and plate mail; 3 suits bronze ring mail; 3 suits
can fight with both at no penalty. bronze scale mail; 50 bronze short swords; 20
bronze battle axes; 30 bronze spears; 30 large
Keshah has memorized the following spells: shields.
first level: magic missile, mending, Pelts: 25 beaver (2 gpv ea.); 30 ermine (4 gpv
protection from good, unseen servant ea.); 60 fox (3 gpv ea.); 25 mink (3 gpv ea.);
second level: invisibility, strength, web 123 muskrat (1 gpv ea.); 10 wolf (1 gpv ea.).

third level: slow, tongues 10 bolts fine cloth (25 gpv ea.); small open box
containing glass beads (8 gpv); four chests
fourth level: wall of fire with bronze spikes (200 lbs’ worth).
UUME TORGE: AC: 5; MV: 12”; F5/A5; HP: 40; Room 12: This room appears to be a natural
ATT: 1; DM: by weapon; SA: 18/00 STR, cave formation. No work appears to have
assassination; SD: thief skills; SZ: L; AL: CE. Uume been made widen or expand the room. Loose
is armed with a short sword, a +1 short bow, 14 coins and open sacks lie jumbled about the
arrows, and 6 +2 arrows. edges of the room. Mixed into the general
contents of the room are a couple of heavy
Room 11: This room is full of goods and
looking wooden chests and a bronze box.
produce lying around loose, heaped in mixed
piles, or jutting from chests. In the south west This door into this room is locked. The door is an
corner is a 5 foot wide niche cut into the stone iron door, and there is a needle trap
wall. There is a spiral stair case in the northwest concealed in the lock mechanism. Should any
part of the room that leads up. attempt be made to pick the lock the needle

Footprints -- Page 26 -- Number 16


trap will fire. If the key to this room is used to cloth cape with sable trim (150 gpv); and a
unlock the door, then the needle trap will be fine jacket of martin fur (800 gpv).
avoided. The needle is coated with a
substance that will cause excruciating pain for Bronze box: the flat bronze box does not
1 turn (save vs poison applies), all activities will appear to have a lid. Secret doors detection
be at -2. At the end of 1 turn the pain will be (+1) to find the catch that opens the box. This
so great that the player must save vs poison box is needle -rapped in the same fashion as
again at +2, or fall into a coma, with death the iron door to this room.
occurring in 4 days. A neutralize poison will The box contains a vial of the pain/coma
avoid the effects of the poison. Slow poison poison (20 doses); a Rod of Pass without Trace
will delay death for another 4 days. (as the spell 18 charges); 10 semi precious
Percentages to find and remove the needle: stones (20 gpv ea); a scroll of cure light
wounds (X3); a scroll of neutralize poison (X2);
To find the trap: -10% and a medium leather bound book, Illeazza’s
spellbook.
To remove the trap: +5%
Illeazza’s spell book is protected by a shocking
To pick the lock: +5%
grasp and a permanency spell combination,
There are 25 leather sacks of 1000 tp; 17 sacks compliments of her previous master. The
of 200 bp; and 1 sack of 200 cp, 100 sp, and 25 command phrase to safely open the text is
gp. “Arlentier Rory,” the name of a famous mage
that Illeazza wishes to someday meet.
2 chests contain 1000 cp & 300 sp Otherwise, touching bare skin to the tome will
1 chest contains a fox cape (330 gpv); a inflict 1d8+18 points of damage.
green cloth cape with mink trim(90 gpv); a red

Footprints -- Page 27 -- Number 16


Footprints -- Page 28 -- Number 16
Footprints -- Page 29 -- Number 16
Footprints -- Page 30 -- Number 16
THE (FALSE) TOMB OF HORRORS
© 1986, 2009 by Joseph Pallai

An AD&D Adventure for This module is designed for 4-8


Character Levels 12-14 Player Characters of 12-14th level of
experience and it is ideal that the
FORWARD: I made this module in 1986 players are experience as well, or they
for two reasons: to prepare my players shall in all likelihood die quickly, as this is
for Gary Gygax’s masterpiece, Module a module where player skills are more
S1 The TOMB OF HORRORS, and to mess important than character abilities.
with the two players who had played Characters should be similar to those
through the module, before I was the presented in TOMB OF HORRORS. Also
Dungeon Master. “Oh that module, it is necessary to own that module in
well, we already played that when I was order to present the illustrations therein
DMing,” I remember one of them saying. in order to continue the deception that
Needless to say, this module was a huge this is, in fact, the real tomb.
success; and by the time the players
stopped making assumptions based on 1. ENTRANCE TO THE FALSE TOMB
the original module, they had lost two OF HORRORS. This is a plain stone
henchmen and one player character. passageway. The ceiling is 10 feet high;
They were scared, yet committed and a statue of a four armed gargoyle
to the bitter end. When the morning can be seen at the end of the hall.
came around, there were only a few
characters still living yet the audience As soon as the characters pass the 20-
remained largely intact. It isn’t the most foot mark, a large iron portcullis will
action packed module I’ve made and crash down where noted on the map.
it is pretty much a player-killer; but for This portcullis cannot be bent or moved
the three groups I’ve run through it, in any way except for the following:
the outcome is always the same: the Disintegrate, Transmute Metal To Wood,
survivors feel justifiably accomplished. Alter Reality or Wish, (note that there
may exist other means to pass the
NOTES: Originally made in 1986 bars, such as assuming gaseous form).
this module has been converted
to the Second Edition rules, but
not the 3rd Edition rules, as I do A. The gargoyle statue is
not own those. If however you made of stone and has an ivory horn
do that, I’d love to have a copy. (worth 500 gp). This horn can easily be
twisted off (it unscrews) and if placed
point first into the gargoyle’s mouth,
a small crawlspace (3 feet high)
will open in the base of the statue,
allowing access to the False Tomb.

Footprints -- Page 16 -- Number 17


2. FALSE ENTRANCE TO FALSE tomb for details and for the details on
TOMB OF HORRORS. The walls of the number of spikes that hit, etc.).
this passageway are painted with
pictures and runes. At the end If the players open the west door, a 30-
of the passage are two doors. A foot deep pit will open, its bottom filled
mosaic path leads down the hall. with a black pudding. This pit cannot
be detected by any means (due to its
If the players ask about the pictures,3’ thickness) except by a True Seeing
give them descriptions from the real spell, which will reveal a fine rectangle
TOMB OF HORRORS (Area 3). All pits where the stone plug is. After this pit is
are 10 feet deep, except where triggered, it will remain open. Characters
noted otherwise and filled with take 3-18 points of damage from falling.
spikes. They open automatically if
stepped upon. Thrusting with a pole Black Pudding (1): AC: 6; HD: 10*;
reveals them 4 in 6. If stepped on, HP: 54; MV: 60”; #ATT: 1; DAM: 3-24;
the chance to fall in is 100% modified Save as F5; ML: 12; AL: N; XP: 1600.
downwards by dexterity (see the real

Footprints -- Page 17 -- Number 17


If the characters open the east door of movement rate and at the end of 5
a +1 spear will shoot out and hit the rounds, see where they are. If caught
character if he fails a save vs. wands. between a slab, then they are crushed
The spear will cause 3-13 (2d6+1) to death. If an iron bar is wedged in the
points of damage if it hits. The party place of a slab, it will not move. If an iron
can use the spear afterwards (it inflicts bar is placed in front of a moving slab;
regular damage in the hands of a PC). it will give the characters one count for
every three bars (rounded down).
3. FALSE ENTRANCE TO FALSE
TOMB. Double doors are at the end of Magic will not stop the slabs due to
this 40 foot long hallway. The ceiling powerful anti-magics, but the following
is 20 feet high and filled with spikes. spells will allow the characters to get
around the slabs: Alter Reality(gives the
If the characters open the double party 5 additional rounds, nothing else),
doors, they find they open to a section Dimension Door, Duo-dimension, Plane
of wall with the painting of a skull with Shift, Teleport, Transport Via Plant (only if
gems for its eyes and teeth. They will the druid brought a small tree with him),
then hear a rumbling sound 30 feet Word Of Recall, and Wish.
behind them. Slowly count to 5 (1 ½
seconds per count). At the end of the The descending ceiling cannot be
count, daylight will be extinguished by stopped, but it may be avoided by
the descending slab of adamanite (5 the following spells: Alter Reality, Dig
feet in thickness at the 10-foot mark). (makes a pit for characters to hide in),
If the characters fail to react before Disintegrate, Earthquake (this breaks
the end of the count; either by running the machinery and hits the characters
past the door, placing an iron bar in the for 10-100 points of damage from falling
way, trying to stop it or whatever, they rocks, etc.), Move Earth (wedges it),
will be doomed (see below to see what Passwall (makes a 10’ deep hole in the
affects the slab) because in 10 more ceiling that the characters can stand
rounds, another slab of adamanite (5 under and not get hurt), Plane Shift,
feet in thickness at the 40 foot mark) Slow (makes it move 1’ every round),
will begin to slide down. The characters Stone Shape (wedges it), Transmute
have 5 rounds to get to the double Rock To Mud (characters must save vs.
doors or else they will be trapped within. death ray or be smothered to death),
Web (gives 1 more round) and Wish.
If any characters are caught between
the two slabs, then the ceiling will 4. SITTING ROOM. This room
lower at a rate of 2’/round (10 rounds contains a desk, a mirror, and a door
to live) and at round 9 small holes for on the west wall. The mirror is framed
the spikes will appear in the floor. In the in gold and on the south wall. The
following round the characters trapped desk is ordinary and on the east wall.
will be crushed and spiked to death.
If the characters search the desk, they
If the characters try to run past the slabs will find a piece of paper with 12 names
(either one); allow them to cover 1’/1” on it and a platinum comb. The comb

Footprints -- Page 18 -- Number 17


is magical and evil and will detect for collar (8 gems, deep green jade
both. This is a comb of baldness, and worth 100gp each). There is NO secret
anyone foolish enough to use it will lose compartment in this collar however.
all their hair permanently (lose 1 point of
Comeliness no saving throw). The comb 7. DARK ROOM. This room is pitch
appears to be worth about 700gp. black, the darkness seems to absorb
your light.
The mirror is a mirror of life trapping. It
currently holds 12 prisoners and can This room is under the effects of a
hold 8 more. If the players look into permanent Continual Darkness spell. If
the mirror, make them save vs. spells the characters walk into the room, they
or they will be trapped. There is a 5 in will fall over a trip wire onto 1-6 poisoned
6 chance that a trapped creature will spikes. Damage is 1-6 for each spike and
ask the players to release them. Two each spike is poisoned (save or die).
of the prisoners are hill giants and the
rest are normal character types (Roll on If a continual light spell is cast, characters
the TOMB OF HORRORS Pre-Generated will notice that the whole floor is spiked
Character Chart to determine class (except near the door). Characters will
and magic items). The prisoners, if freed, not trip over the spikes, but there is a 5%
will pay the characters back by going chance/character that a spike will nick
on the adventure and asking for no the character (save at +2 or die if nicked).
pay. Four of the characters are bald.
8. DEVIL’S DEN. The winding
5. SECRET DOOR COMPLEX. This passage leads to a 30’ by 30’ room
is a bare room with no visible exits. that has its ceiling supported by four
black columns and on each wall is a
Each of these rooms requires a different green devils face. A sword is stuck into
method to open each door. The locked the floor in the middle of the columns.
door is an extremely difficult lock that
penalizes the thief with a -10% penalty. The green devil faces look like
The door cannot be magically opened. ILLUSTRATION #6 in TOMB OF HORRORS.
The bas-relief faces are about 10’ tall.
5A. Pivots to the left. Each devil face’s mouth is a deep red
5B. Lifts up. color and is about 3’ wide. Nothing
5C. Push 3 knobs simultaneously happens if something is placed in the
and then push open mouths.
5D. Pull down. The pit here is 10’
deep and filled with spikes. The sword can only be removed with
5E. Pull inward and then a combined Strength of 30 or more.
upwards. The sword is a cursed two-handed –3
sword that has a Sympathy spell cast
6. GARGOYLE LAIR. This gargoyle upon it (save at –2 or keep the item).
appears to be the exact same one in
Room 8 of the Real TOMB OF HORRORS 9. CAVERN OF CURSES. This is a
(use its statistics). It has a gem-studded small cavern that has an alcove in

Footprints -- Page 19 -- Number 17


the northeastern wall. There seems of water). These rooms are ten feet
to be a figure in the alcove. An altar high, thus the party will have 20 turns to
of green rock lies before the alcove. escape. The doors will not open by any
means except a Wish. If a false door is
This cavern is an extremely evil place Wished open, the spear will still shoot
and if detected for it, it will be almost out but will only cause 1-6 points of
unbearable. The altar is of unknown damage. The holes in the ceiling are 1”
origin and materials. If any non-evil in diameter and can be plugged with
being touches the altar, that character spikes (15% chance/turn cumulative
will be cursed. The curse is a –1 penalty that a spike will get wedged out).
to all hit and damage rolls and a
+1 penalty to AC. The curse can be 11. GAS FILLED CHAMBER TO FALSE
removed with a Remove Curse spell. CRYPT. An orange cloud is preventing
you from seeing where this corridor goes.
Within the alcove is a statue is of a
skeletal man in rich, rotting clothes If the characters say that they will hold
holding a gold staff and wearing a gold their breath before entering the cloud,
crown. If anyone touches the staff, then nothing will happen; otherwise
then one magic item will get drained the characters must save vs. Poison
of all power (choose randomly). The or lose 1-8 points of Strength for 48
crown may be removed. If worn, that hours. After two days, the character’s
character will instantly be turned into Strength will return to normal.
a pile of ash and is forever lost (Wishes
notwithstanding). A. False Crypt of False Tomb. Ten
coffins lie against the east and west
10. DOORS OF DROWNING. This is a walls. A jet black throne with ivory skulls
small room with doors on each wall. and jade serpents for armrests is on a
dais in the south wall. A rotting skeletal
All f the doors here are locked -even figure dressed in rotting robes is seated
the false ones. If any character opens in the throne. The figure stands and
a false door, than that character needs yells in a booming voice, “Who dares
to make a saving throw vs. wands to to disturb the rest of Acererak! It is your
avoid getting impaled by a spear that death that you have found!”
is spring loaded to the door (inflicting
2-12 points of damage upon a strike). This is a magically prepared skeleton
(AC: -2; MV: 12”; HP: 28; #ATT: 1as
When the characters reach Area “A”, 4HD monster; DAM: 3-9 (2d4+1); SD:
all of the doors will Wizard Lock shut and Can absorb 9 spell levels before being
then a series of holes will appear in the affected’ Save F4; AL: N).
ceiling (each room has 100 holes). The
characters will hear the rushing sound Attached to the back of the door is a
of water and in two rounds, water will silver inlaid mace that glows brightly
begin to pour into the rooms. In one with a golden sheen (the last character
turn, ½ a foot of water will be in the will find this). This will automatically “hit”
room (it takes two turns for each foot

Footprints -- Page 20 -- Number 17


the “lich” and the “lich” will roar with and then the secret trap door in Room
pain (see original TOMB, Room 18 for 12 (the statue will move magically).
details). Note: these trapdoors will only open
once by any group of characters. For
The throne is worth 35,000 gp (and example, if the characters come here
weighs that much). Also lying around from the trapdoor at area 12 they are
is a leather bag containing: 100pp, forever trapped here; otherwise they
7 gems (60 gp each), and a potion can use the trapdoors to escape.
of good dragon control (2 doses), a
potion of longevity, and a potion of ESP. On the floor is an invisible skeleton
holding a piece of parchment. The
12. CHAMBER OF STATUES. Four parchment reads, “Look in many places
vicious-looking statues made of iron where Acererak would not be and you
stand in each corners of this room. will find him. His fakes are many and his
Each holds a polearm. A large stone jokes cruel.”
vat squats in the middle of the room.
Also invisible on the floor is a
If the statue in the southwest corner is magic user’s scroll: Explosive
moved (requires a combined Strength Runes, Shatter, Wall of Fire).
of 50), a trapdoor will be discovered.
The trapdoor will move easily 14. ROOM OF ANSWERS. This is a 30’
revealing a crawlspace heading west. by 30’ room. The walls a jet black with
red spider webs painted on the walls.
In the vat is a green goo; actually green A chest is on the floor in front of the
slime. north wall. It appears to be locked.

Green Slime(1): AC: (always hit); The chest is locked and trapped (thieves
HD: 2***; MV: 3’ (1’); #ATT: 1; have normal chances to find/remove
DAM: Special; Save F1; AL: L; XP 5. traps and to open locks). If the thief fails
to remove the trap, 3 spears will shoot
When they defeat the green slime; the out of the walls (at the places marked
party will find a stone key (called the “T”) for 2-12 pts of damage each (No
FIRST KEY). This key cannot be destroyed saving throw allowed).
in any way (just like ivory or crystal key).
Inside the chest are 2,500 gp, 3,500
13. PRISON OF INSANITY. This is a cp, a rod of cancellation (27 charges,
small 10’ square room. The walls are command word is on the hilt, written in
painted with pictures of mangled Gnomish); and a note. The note reads;
forms devouring children, ghouls “Acererak congratulates you on finding
coming out of their graves, demons this chamber and this message. Here
torturing victims, and a man in black is someone to greet you!” The note
robes who is half man and half death. dissolved into cinders, summoning a
Type I Demon to greet the characters.
This prison can only be escaped by
using the secret trap door in the floor

Footprints -- Page 21 -- Number 17


Demon, Type I: AC: 0; HD: 8*; HP: 40; MV: 15. PIT FILLED WITH 200 SPIKES: A long,
120’ (180’); #ATT: 5; DAM: 1-4/1-4/1-8/1- open pit filled with spikes lies ahead of
8/1-6; Save F10; ML 9; AL CE; SA: magic you.
Use; SD: Anti-Magic 50%; XP 1,675.
Show them ILLUSTRATION #20 from the
The demon has a small sack containing original TOMB. This pit is quite harmless; all
the following: a silver bracelet (300 the characters have to do is walk across
gp), platinum necklace set with gems and then climb up to the other side.
(7,000 gp); and a +2 dagger, +3 versus
creatures larger than man-sized. 16. PIT ACTIVATED BY FALSE DOOR.
The door that you opened leads to a
If the characters look up, they will blank wall; suddenly the floor opens up
see the following message painted in and you fall into a pit along with your
blood: “I thought I fooled you with my associates.
first crypt; I was wrong. If you’re up to it
then I am an unlucky number of miles to Opening the false door triggered a 20’
the Southeast” Indeed, thirteen miles long pit trap to open. There is no way
to the southeast lies the actual tomb. to detect this pit by tapping the floor
due to the floor’s 3’ thickness. Only

Footprints -- Page 22 -- Number 17


a True Seeing spell will show a thin make a SYSTEM SHOCK check and if
red rectangle around the pit lid. Any the character fails that; then his/her
character who is within 20’ of the false character will die. If the character
door will take 4 – 24 pts of damage (the survives the second roll, then s/he will
pit is 40’ deep). be possessed by a pit fiend and im-
mediately attack the other characters.
There is a concealed door inside the Except for hit points, the pit fiend will
pit that is painted to look like the wall have the following statistics (hit points
(normal chances to find). This leads to are those of the possessed character
a tunnel that brings characters to Area when fully healed):
17).

Pit Fiend(1): AC: -3; HD: 13; HP: (as


17. HALLS OF HELL. The door to this character); MV: 60’ or 150’; #ATT: 2; DAM:
room cannot be opened unless the FIRST 5-8/7-12; ML: 12; Save F13; AL: LE; SA: tail
KEY (Stone Key) is used. If any other key (2-8); magic use; psionics (PSI Ability: 213,
is used, a poisonous gas will fill up the Attack Modes: A, C,E; Defense Modes:
chamber and all must save at -2 or die. G, H, I); SD: hit only by +2 or better
weapons; regenerate 2 hp/round;
This is a large column-filled chamber. Magic Resistance: 65%; XP Value: 7,900.
The columns are made of gold and the
ceiling is 20 feet above you. If the Pit Fiend is slain the character
will be killed as well. The four rubies in
The columns are actually made of brass the throne are worth 5,000gp each.
and are under the effects of a Fool’s
Gold spell. There is no way of telling
that the columns are fakes. Allow the 18. MIST OF MIRACLES. A gray mist
characters to strip the columns anyway swirls in the archway. Three stones in the
at a rate of 1 column per day, with archway begin to glow red, green, and
an apparent value of 10,000 gp per yellow.
column.
The lower left base stone is glowing red,
the lower right base stone is glowing
A. Throne of Evil. A large black yellow and the keystone glows green.
throne is resting on a dais. A small flight
of stairs leads to the throne. The throne’s If a character enters the mist before
armrests are made of human skulls that pressing the glowing stones in the
have gleaming rubies set into the eye proper sequence (red, yellow, green)
sockets.” the character will lose 1,000-100,000
Experience Points (D% x 100).
Should any character be foolish
enough to sit on the throne; have the
character save versus spells. If the
character fails the save, have them

Footprints -- Page 23 -- Number 17


If the characters enter the mist after who stated that they run to the east will
the proper sequence, roll d% to run at a movement rate of 1’ per 1” of
see what beneficial thing happens: Movement Rate in a round. It is most
likely that the characters will be run
01-10: Gain 1 point to a randomly over by the Invisible boulder (unless a
determined ability score mage casts Detect Invisible and then
11-25: Four potions of extra immediately runs and tells his friends).
healing appear on the
character 20. LABORATORY. This is obviously a
laboratory; for there are several tables,
26-70: The Player Character us
urns, beakers, jars, and tubes scattered
fully healed
around the place. A door with red
71-75: If the PC is a spell caster, lettering is on the west wall.
s/he recalls all spells cast;
otherwise roll again with The beakers, jars, and tubes are all
+20% useless for the characters; and half of
76-80: Gains 15,000 Experience them contain only dried-up shriveled
Points things (can’t tell what it was). The urns
81-90: Permanently gains 1-4 Hit are heavy, but can be moved and
Points if the urn against the wall is moved; a
91-95: One magic item is given leather glove and an ivory key will be
an additional +1 (i.e., a +1 found. This is the SECOND KEY and if it
sword would become a is touched without wearing the leather
+2 sword) glove that was found with it; then the
character touching it will lose a level of
96-99: 1 wish is granted
experience (each time touched). This is
00: All Ability Scores are raised the key that opens up the False Crypt of
by +1 Acererak (Room 25). If this key is used to
open the door to Area 20A; all creatures
19. INVISIBLE ROLLING BOULDER TRAP within 10’ of the key will be teleported
TRIGGERED BY FALSE DOOR. Behind to The Forsaken Prison (Room 7 in the
the door that you have just opened is actual TOMB OF HORRORS) or Area 13
a blank wall. Shortly after opening the - The Prison of Insanity in this dungeon
door, you hear a rumbling noise from (60/40 %).
the west. The floor begins to tremble
and a rolling noise can be heard from A. Door with writing on it. A
the west. message is scrawled in blood on the
door. If a Comprehend Languages
Unless a thief states that he is searching spell is used; the message will read as
for a trap and then successfully finds following, “Three keys are to be found.
and removes it, a large boulder (5 Each has one purpose and one curse.
tons and almost perfectly round) will All eventually lead to your doom.
roll off its pedestal and roll down the Acererak.”
hall at a rate of 10 feet per round and
cause 10-100 points of damage to
anyone who gets hit by it. Characters

Footprints -- Page 24 -- Number 17


21. FALSE TOMB OF ACERERAK IN become an idiot (INT: 3; WIS: 3). A Heal
FALSE TOMB OF HORRORS. The staircase spell will remove the idiocy, as will a
leads down into a dark, column filled Wish.
chamber. The columns are gold and
have hundreds of gems set into each
column. A coffin is lying on the floor in 23. ACERERAK’S SUPPOSED FINAL
the alcove to the north. RESTING PLACE. There’s only a 1 in 6
chance that the pit will open. This pit
The columns are magical and if anyone is 30’ deep (no spikes) and anyone
touches them, then that person must falling in will take 3-18 damage. There is
save vs. spells or be Disintegrated (no a concealed door in the pit (plastered
recovery of the body will be possible). If and painted to look like a wall).
anyone comes within 10’ of the coffin,
a Prismatic Sphere will form around it The short hallway leads to a 30’ by 30’
(this ‘sphere is only 1’ across instead of room that has a stairway centered
20’). The characters will have to figure in the south wall that leads up to an
a way to get to the coffin if they want alcove. Bodies are littered all over the
to destroy Acererak. If they succeed place; along with broken weapons,
and open up the coffin, they will find a dented shields, and broken staves.
rotting body that is wearing a jeweled The stairway leads up to a 10’ by 10’
crown (8,000 gp) and has a Crystal Key alcove that has a black stone table
(THIRD KEY) tied to a string around its against a black stone wall. The table
neck. is covered with thick dust and some
bones. There are a few scraps of rotten
The THIRD KEY is the only thing (other clothing, along with a skull that has a
than a Wish) that will open the secret silver cross piercing through it.
door found in this room. If this key is used
to open any other door, the character If Detect Magic or Detect Good is cast
trying it will suffer 1-20 points of damage. on the silver cross; it will radiate for both.
If this key is used to open the chest in This is a magical cross that gives clerics
Room 25, the character will instantly of good alignment 1 point of Wisdom
become blind (no save). This key; like and a +1 bonus to Turn Undead. These
the Stone Key and the Ivory Key cannot benefits last only as long as the cross is
be destroyed except by a wish spell cast kept.
from a greater god of good alignment.
If the characters search the bodies,
they will find: 327 cp, 427 sp, 514 gp,
22. IDIOCY GAS. A black cloud lies 104 pp; 9 gems (50 gp each) and
before you. You cannot see into the the following magic items: a silver
cloud. horn of Valhalla, and a +1 mace.

If any character breathes this gas they


must make a save vs. poison as a 5th
level character of the same class or

Footprints -- Page 25 -- Number 17


24. SCYTHING BLADES. The steep, opener is struck blind (no save). The only
rickety stairs leads into a 20’ by 30’ room way to open the chest safely is to pick it
that has a hallway in the west wall near open (Knock is ineffective).
the northern corner. Behind you, the
stairs suddenly collapse; leaving a 20’ The body appears to be that of a fighter
high climb to the tunnel that led you and, if searched, the characters will
here. find the following: a map to the actual
TOMB OF HORRORS, a +4 longsword
If the characters walk past the (symbol) and a scarab of protection.
carrying any magic items, two scything
blades will shoot across the corridor at The skull is a druj (a type of spirit from the
neck height (for humans) and anyone D &D Companion Set), it will attack the
in the front row must save vs. wands party immediately.
or suffer 1-20 points of damage. If the
saving throw results in a natural roll of 1, Skull Druj: AC: -4; HD: 14****; HP: 68;
then that character’s head is spinning MV: 90’ (30’); #ATT: 1 or 4; DAM: 2-8 +
on the floor with the headless body not poison; Save: F14; ML: 11; AL: CE; XP:
far from it. 5150; SA: poison touch and presence
(all consumables automatically ruined,
The door at the end of the hall opens i.e. potions); clerical spells; can split
easily. into 4 identical parts; SD: hit only by +2
weapons or better; immune to all spells
25. POISON GAS. This corridor leads below 4th level.
to a dead end.
The 1st round it will animate the fighter’s
In this corridor is a cloud of poison. The body into a zombie (AC: 2; HD: 2; HP:
cloud is invisible, but characters will feel 16; #ATT: 1; DAM: 1-8 (5-12; +4 to hit if
sticky in this corridor. All characters must using longsword).
save vs. poison or die.
After 2 rounds the druj will split into
26. ACTUAL FALSE TOMB OF HORRORS. four parts, with three skulls attacking
After opening the door using the Ivory while the forth skull casts clerical spells.
Key, you enter a strangely shaped
room. It is basically diamond shaped Cleric Spells (1time/round; all cast at
and there is a table resting against the the 16th level of experience): Animate
south wall. A cobwebbed covered skull Dead, Cause Disease, Darkness, Finger
is resting upon the table and a large Of Death, Silence 15’ Radius.
chest with a rotted body clinging to it
rests in the middle of the floor. If the characters defeat the druj, they
may safely pick open the chest (assume
This room can only be entered by using automatic success). Inside are the
the Ivory Key (a Wish will only reveal following: 12 potions (all ruined), scroll of
the location of the key). The chest can protection from magic, (clerical) scroll:
be opened by the Crystal Key, but the Detect Evil, Exorcise, (magic-user) scroll:

Footprints -- Page 26 -- Number 17


Haste, Leomund’s Trap, Massmorph), they’ve encountered most of the pits.
(magic-user_ scroll: Conjure Elemental, The invisible boulder will have to be
Shatter, Tongues and 4 pieces of jewelry climbed over.
(2,500 gp, 10,000 gp, 2,600 gp and 4,000
gp). All surviving characters should receive
25,000 XP + 1XP/2gp worth of treasure.
CONCLUSION: This is the end of the The characters should also have
adventure. The characters must still the location of the actual TOMB OF
make it out of the tomb, but by now HORRORS.

Footprints -- Page 27 -- Number 17


Footprints — page 10 — Number 18
FOR THE DUNGEON MASTER
The Mired Cathedral The Dungeon Master could steer characters
by C. Wesley Clough to the cathedral in any number of ways:
The Mired Cathedral is a site based AD&D rumors of a new dragon and his potential
game scenario for 4-8 characters of 4th to treasure might be enough for some
6th level. Characters of any class and race adventuring parties, while others might
are appropriate, although at least one need more motivation. A sage or wizard
cleric should be included. The player might hire the characters to retrieve a type
character party should also have access to of rare swamp lotus known to grow in the
at least one magic weapon, as there are a vicinity of the ruin, or a noble might send the
couple of monsters that require +1 or better adventurers to the cathedral in search of
magic weapons to damage. ancient records relating to his family.

ADVENTURE BACKGROUND APPROACHING THE CATHEDRAL


Long since forgotten by the practitioners of The only approach to the cathedral that
whatever religion constructed it, this building doesn't involve wading through 2-3 foot
sits in a clear glade deep in the heart of a deep stagnant water is along the
sizable swamp. Vines and creepers cover causeway. The dragon, if awake and
the cathedral's crumbling masonry, but no present, takes frequent glances out the
trees or other large plants grow close to it. nave's windows which look out over this
Tall narrow windows, some still containing causeway, and notices characters
the remains of broken stained glass, pierce approaching from this direction 50% of the
the walls; all start about 15 feet up from the time. The dragon is unlikely to take
ground level and continue upwards another immediate action, preferring instead to wait
ten feet before coming to a peak. A large and see if the characters attempt to enter
ragged hole pierces the cathedral's vaulted the nave. In this case it will be impossible for
roof near the front of the building. The the characters to surprise the dragon later.
weight of its stone and age has sunk most of Approaching through the mere has only a
the cathedral knee deep into water and 15% chance of drawing the dragon's
muck. The transept on the east side of the attention, however it involves its own set of
building doesn't seem to have sunk as dangers: 1d4 giant leeches (hp 27 each)
much, and a weed choked causeway leads attack the characters every third turn spent
to it across the marshy glade (which turns slogging through the 2-3 foot deep water.
into a shallow mere near the cathedral There are a total of 21 giant leeches in the
proper). pool. The time taken to cross the mere
Long abandoned, the mired cathedral has depends on where the characters enter it.
recently become home to a medium young Characters wading through the water move
adult black dragon. This creature just at half speed. The mere is 100 yards across
recently relocated to the swamp, and is at its widest point; however, the distance
seeking to establish a new territory. It would be considerably less for characters
happened across the ruin while searching leaving the causeway to try to reach the
for a lair, and made a few modifications to cathedral's front doors, so some DM
make it more defensible. The dragon is not judgment is needed.
really happy with the cathedral, however, The causeway leads up to a set of
and considers it a temporary home while it waterlogged, worm-eaten double doors.
keeps searching for a better location. It has The badly rusted hinges force characters to
discovered a cave complex that would make an open doors roll to muscle the
work nicely, about a mile to the west, but doors open. Going through these doors will
the caves are currently home to a large lead to the Entry Hall (area 1 in the key
tribe of ogres. The dragon is still making up below).
its mind whether it will be worth the effort to
drive the ogres off, or if it should just keep The massive front doors of the cathedral are
looking for a different location. The dragon even more waterlogged than those that
spends its nights and about half of each day lead into the transept. The dragon has piled
here, the rest of the time it is out hunting or rubble, from the collapsed part of the roof,
searching for a better lair. behind the doors to prevent their opening.

Footprints — page 11 — Number 18


Should the characters find a way in here The windows are each about a foot and a
anyway, they find themselves in the nave half wide, so larger or heavily armored
(area 8 below). characters are unlikely to be able to
squeeze through them, although smaller,
A smaller side door, sunk in knee deep mud
lightly armored characters could do so
and water on the western side of the
easily enough. Characters entering by a
cathedral, has a mound of rubble piled in
window have the normal chances to
front of it almost to its top. Digging the
surprise the dragon (assuming they haven't
rubble away on the outside would take a lot
already been noticed). The windows lead
of time and effort, and would certainly alert
into the Nave (area 8) or the chapel (area
the dragon. Should the characters get in this
9) depending on which window the
way, they find themselves in the nave (area
characters try to enter.
8 below).

Footprints — page 12 — Number 18


ROOM KEY 5. A marble basin, large enough for a man
to bathe in, is set into the center of the floor
General Notes: The floors of the transept of this room. Once used by the clergy of the
(areas 1-7) are above the water level and cathedral for ritual cleansing, the basin now
dry. The floor of the nave is some two feet has six inches of scummy water in the
lower, and a foot of scummy water covers bottom. A patch of green slime (hp 7) grows
the floor except where noted in the text. on the ceiling above the basin, and is 75%
Although the building looks to be in very likely to drop on anybody poking around in
bad shape, it was well built and is stable the water. There is nothing of value in this
enough to adventure in without undue room.
concern about collapses and such (a dwarf
or gnome character can figure that out with
a glance). The doors are stuck (requiring an
open doors roll to open) unless otherwise
noted in the key.
1. The sour stench of rotting vegetation fills
this entry hall; a misshapen pile of vines,
stems, and rotting foliage lies in the center
of the floor. Characters who have
encountered a shambling mound before
will recognize the pile as the remains of one
of those weird creatures. The dragon killed
the shambler when it decided to make the
cathedral its (temporary) lair.
2. This broad hallway is half filled with rubble.
The dragon piled it here to block the only
means of egress from the transept to the
nave (unfortunately the dragon does not
know about the secret door in area 7).
Digging through the rubble would prove to
be impossible for most character parties,
and even making the attempt is sure to alert
the dragon to the party's presence.
3. Fading murals cover the north, south, and
east walls of this room: kings, emperors,
saints, and prophets can still barely be
made out, but who these luminaries were
6. This small room is a privy; a bench along
has been lost to the mists of time. There is
the western wall has holes cut into it, and
nothing of danger or value here.
old wooden buckets beneath the holes. The
4. Wooden pigeonhole shelving, now buckets are empty of anything save dirt and
collapsing with age and rot, line the walls of dust. There is nothing of danger or value in
this room. Moldering scrolls (once church this room.
records) still rest in most of the cubicles,
7. This room was a good sized office, judging
falling away to nothing if handled. One
by the furnishings that are crumbling to ruin
round after characters enter this room, a
inside of it. A large heavy wooden desk sags
wraith (hp 31) will rise up like mist from the
against the north wall, and bookshelves
floor and attack. The unquiet spirit of an
cover the section of the western wall that
ancient scribe, the wraith can't leave this
fronts the nave. A slithering tracker (hp 22)
chamber, but while within it can't be turned
lurks beneath the remains of the desk. Given
either (unless the turn attempt would auto-
the chance it keeps out of sight and then
matically destroy it). There is nothing of
follows along after the party, looking for a
value in the chamber.
character to devour who is alone or
sleeping.

Footprints — page 13 — Number 18


The books on the shelves are mostly falling created an island of tumbled masonry (A on
to ruin, similar to the scrolls in the records the map) which comes out of the murky
room (area 4 above), however four books water to a height of about 4 feet; growing
on the shelf are worth a closer look. One of from the top of this island is a clump of
the books near the north end of the swamp lotus. Another island rises from the
bookcase has a hollow cut out of the water where the dragon has piled more
pages, and the objects that it holds can be fallen masonry to block the great front doors
found by somebody thoroughly searching at the south end of the nave (B). The third
the soggy rotting paper. There are four exception is a place where the floor of the
purple crystal gems (amethysts, worth 100 nave has fallen away into the crypts below
gp each) and a dusty rose prism (a magical (C on the map). The water here is not one
Ioun Stone) to be found. foot deep, but rather twenty. Characters
swimming down there (or sinking down
A book with a strange binding, Catoblepas there if they step wrong in heavier armor)
hide, sits toward the middle of the shelving. will find themselves in the flooded crypt
The book's unusual cover composition has (area 10 below).
protected it from the worst of time's
ravages. Written in an archaic form of the Should the dragon decide to kill the
common tongue, the book details the characters, it seeks to fight them in the nave
history and financial dealings of a family of attempting to save its meager hoard, piled
wealthy land owners. This family still exists in the chapel area, from the general
today as a minor noble family in the area. fireworks of combat.
On the highest shelf of the bookcase is an 9. The northern end of the nave rises on a
iron metal box, about two feet long, a foot series of broad steps out of the water to this
thick, and fourteen inches wide. The box is chapel area. Two great statues have been
not locked, but has long since rusted shut pulled down and shattered, and if there
and will take quite a bit of work to open. The ever was an altar set up here it is missing.
box holds a Vacuous Grimoire; a warning on The black dragon (hp 28) will be lounging
the top of the box about its contents has here if it is present when the characters
long since rusted away. enter its lair. The black dragon knows two
spells, affect normal fires and read magic,
Finally, one of the books on the and if the characters come in at night the
southernmost part of the book case is not a first thing it does is use the former on any
book at all; it is instead a wooden 'dummy' non-magical light sources the characters
book. Pulling on its upper corner will cause have, hoping to plunge them into darkness.
the southern section of the bookcase to If the party looks weak or hurt, the dragon
swing open, allowing access to the nave. will automatically attack when they enter
Characters entering the nave through the the nave. If however the party looks strong
secret door have a better chance of and capable, it might decide to negotiate
surprising the dragon (a 1-3 rather than the with them instead… perhaps allowing them
normal 1-2 on 1d6), assuming that it is to leave with their lives (and maybe even
present and is not already aware of them. allowing them to take something like a
8. A cavernous room with a vaulted ceiling; couple of the 'worthless' flowers growing on
a double row of thick pillars runs the the island in the nave) in return for clearing
cathedral nave's length. There is a huge the ogres out of the cave system it covets.
hole in the ceiling near the south end of the Of course, being chaotic evil the dragon is
chamber. This hole is the only means the not to be trusted, and it is 75% likely to follow
dragon uses to get into and out of the the characters that agree to fight the ogres,
cathedral, having barricaded all of the and lie in wait to spring an ambush on them
doors to the nave that it knows about with as they leave the caves (hopefully softened
rubble. up by the ogres). In no case will the dragon
allow characters access to its treasure.
About a foot of stagnant water covers most
of the floor of the nave, but there are three Should combat occur the dragon leads off
exceptions to this. The hole in the roof has with a breath attack, designed to hit as

Footprints — page 14 — Number 18


many characters as possible. It then tries to the chests, unimpeded by their submerged
grab a heavily armored character and drop state; these guardians are a pair of juju
him or her in the hole that leads to the zombies (hp 22, 19). The juju zombies chase
crypts, counting on the character's armor to the characters from the treasury should they
drag him or her down into the depths. flee, but will not leave the cathedral itself.
Following that, the dragon cuts loose again
with its breath weapon, this time focusing on
the character that has done the most CONCLUDING THE ADVENTURE
damage to it (of course if it can hit other
characters as well, it will try to do so). There As a site based adventure, the adventure
after the dragon melees until reduced to concludes whenever the characters decide
below 12 hp at which point it flees, seeking to leave the cathedral with no plans of
to fly through the hole in the nave roof, or coming back. If the DM provided an
failing that diving into the hole in the floor adventure hook (or the characters provided
and hiding in the sunken crypt. If forced to one for themselves) such as slaying the
flee the dragon will hold a grudge against dragon, gathering a swamp lotus, or finding
the characters, and seek to harry them (and family records, then those are logical points
any other adventurers that enter the for the characters to leave, but there should
swamp) in the future. be nothing stopping them from sticking
around and investigating the place more if
The dragon's hoard is scattered about the the characters want to.
chapel area: 3,112 cp and 5,715 sp in
coinage, along with a pair of nickel inlaid
vambraces set with moonstones (worth 3000
gp as a set, but only worth 1200 gp if sold
separately) and a belt with a golden buckle
(worth 650 gp). That is the extent of the
dragon's hoard because it has not had
enough time to accumulate much wealth
since leaving its birth nest.
10. The sunken crypt has a large number of
coffins, now rotten to the point of
disintegrating, as well as the bones of those
skeletons that once lay in coffins. A ten foot
high, ten foot wide submerged passage
leads out of the south wall. The passage
goes twenty feet before ending at a locked
iron door. There is nothing of value in the
crypt.
11. This submerged chamber served as the
temple treasury. The iron door is locked tight
(the key is long lost), but the hinges have
rusted to the point that an open doors roll
will break them and allow the characters to
open it. Inside, the characters will find a
great many large chests, though most are
empty; the priests of the cathedral took the
treasure with them when they abandoned
the place in ancient times. Two of the
chests, both locked with no key, do contain
valuables still however. The first holds 1,122
gp, and the second holds 804 small
yellowish crystal gems (citrines, each worth
10 gp). However guardians still lurks among

Footprints — page 15 — Number 18


Feeling that his time was at hand, and find-
Into the Shrieking Hollow ing it fitting that Holcomb's book and stu-
A small dungeon adventure compatible dent should be the cause of his greatest
with the AD&D game system , for 4-6 triumph, Kalaman put a plan into motion. He
characters levels 1-3 used a spell scroll to summon a lesser
demon, and sent it to attack Holcomb. He
By C. Wesley Clough then hurried to the Shrieking Hollow to
search for a way to the "doors unopenable".
INTRODUCTION While Holcomb was dealing with the
demon, Reynard managed to slip away
Into the Shrieking Hollow is a short dun- with the Librum Arcanis, the tome that
geon-based adventure designed for 4-6 contained the Nyzimm's Key spell. He too
characters of first or second level. Most of made his way toward the Shrieking Hollow
the adventure takes place in a natural to deliver the book to Kalaman and claim
cavern environment, so a dwarf or gnome his promised reward.
PC could prove useful.
After the demon was driven off and the
danger passed, Holcomb realized what had
BACKGROUND transpired; he cast a spell to locate the
When he was younger, the wizard Holcomb Librum arcanis, and discovered it was being
was well known for his mighty deeds of taken to the Shrieking Hollow. Holcomb is
magic in the service of good. As he aged, unable to go after it himself, as the demon
he adventured less and less, and spent may return at any time, so he is turning to
more time working on magical research and adventurers to help him retrieve the book.
training apprentices. One of those
apprentices, Reynard by name, has just INVOLVING THE CHARACTERS
betrayed his master, and fled after stealing
something of extreme value to the old The easiest way to involve the characters in
wizard. this adventure is to have them approached
by Holcomb or his representative. The initial
Chaffing under the limitations that Holcomb offer to recover the Librum Arcanis from the
is known to yoke his apprentices with (no Shrieking Hollow will be 1000 gp for the
studying of necromantic or "evil" magic, for return of the book undamaged. If the party
instance), Reynard has been of late tries to negotiate, make one reaction roll for
consorting with Kalaman, a long-time rival of Holcomb using the reaction adjustment of
Holcomb. Kalaman has, for some time, the character with the highest charisma
sought entrance into the lost Leichegarten, negotiating as a modifier to the roll. If the
once a great school of necromancy, now result is friendly, he will increase the offer to
long since abandoned to the undead that match their price up to 2000 gp; if the result
were created there. Leichegarten is said to is anything else, then Holcomb stands firm at
have seven entrances, each through a set 1000 gp. Holcomb (or his representative)
of doors which open only for one holding can tell the characters how to get to the
the proper key. In his studies Kalaman hollow, and will give them up to 10% of their
learned that one set of these "doors payment in advance if asked for it.
unopenable" is in the cellars of a wizard's
tower that once stood near the small town
of White Rock; the same small town which THE DUNGEON
the goodly Holcomb now calls home. The The shrieking hollow is entered through a
wizard's tower is gone, razed in a magical sinkhole in a slightly sunken forest glade
duel more than a century past, and most of about two miles from the town of White
its cellars have collapsed, but a natural Rock. The terrain around White Rock is
cave system, known locally as the Shrieking mostly lightly forested hills. Characters not
Hollow, lies very near the tower's former from the area will have little trouble getting
location. Kalaman suspects that the cellars directions to the sinkhole from local
may have once connected to the caverns. townsfolk if they failed to get them from
A month and a half ago, Reynard told Holcomb. In fact, an overgrown trail leads
Kalaman of a spell he had seen while to the glade it is located in, showing the
perusing one of the few books in Holcomb's people do go there on occasion; though
home forbidden to his apprentices. This the locals generally give the shrieking hollow
spell, called Nyzimm's Key, created a a wide birth, especially around dawn and
magical key that would unlock a "door dusk when the cavern is most likely to
unopenable". "shriek". Local lore says that the shrieks are

Footprints — page 22 — Number 19


the undying echoes of the last screams of a chamber. Unfortunately, the chamber is low
pair of star-crossed lovers who threw enough that about a foot and a half of
themselves into the sinkhole more than mucky, cold water has collected there, and
twenty years ago. Other than some normal characters wishing to continue on have to
forest birds and small animals, such as wade through it. At the place marked x on
squirrels, there are no encounters while the map there is a ten foot deep depression
travelling to and from the hollow during the in the cavern floor, hidden by the scummy
day. If the characters decide to go to the water. A character who does not probe
hollow by night, they have a 1 in 6 chance ahead could be in for a shocking plunge.
of encountering 1d6 stirges (HP 5 each). Near the far wall of the room is another
depression, this one about four feet deep.
From the ground of the glade, it is a 40 ft
From this depression a five foot high, totally
drop from the top of the sinkhole to the floor
submerged, tunnel leads away from the
of the cavern below. Any character falling
cavern (see area 3).
in takes 4d6 points of damage, although
there is no particular danger of falling, as Three two foot long giant leeches (HP 6, 4, 4)
the edges of the sinkhole are quite stable. A swim in the dirty water here, ready and
knotted hemp rope has been tied around a willing to get some fresh blood from
stump about ten feet from the edge of the adventurers that happen to be wading
sinkhole, and the rope enters the sink hole through. Another giant leech, a four foot
and runs all the way to the cavern floor. long monster (HP 21), lurks in the deep
Investigating the stump reveals that it is depression, but only attacks if dropped in
slightly rotted, but fairly sturdy, and the rope upon. There is nothing of value in this room.
should be able to hold the weight of one
3. This submerged passage is only about 30
character at a time climbing down it (if
ft long, although the characters will not
more than 300 pounds is ever put on the
have any way of knowing that in advance.
rope, the stump gives way with a crash,
Characters will have to hold their breath
sending everybody on the rope hurtling to
and swim underwater to pass through the
the cavern floor below; damage is based
tunnel here. Any character can hold his or
upon how far down they are when it
her breath for 1/3 of the character's
breaks). If the weight limit is not exceeded,
constitution score in rounds (rounded up);
a character can climb up or down the rope
after that time, the character will have to
automatically, taking two full rounds to do
make a constitution check each round to
so. Characters can do the same climb in a
keep holding his or her breath. This check
single round if they succeed on a strength or
gets progressively harder; each check after
dexterity check (whichever ability score is
the first has a cumulative -2 penalty applied
higher), or a climb walls roll. A failed check
to it. If a check is failed, the character must
means they fall off the rope at some point
breathe, and if he or she is unable to
during their climb (roll 1d4 to see how many
surface to do so the character drowns.
tens of feet up from the bottom they are
when they fall). A swimmer who attempts to navigate the
tunnel automatically takes two rounds to do
so if they are unencumbered and not wear-
THE SHRIEKING HOLLOW (Level One Key)
ing metal armor, or three rounds to do so if
1. Light filters into this cavern through the they are encumbered or wearing metal
sinkhole in the ceiling, but other than the armor. Thus, only a swimmer in metal armor
area right beneath the hole the chamber is (or encumbered by lots of gear) with a very
dimly lit at best. The floor is rough and low constitution score actually risks drowning
uneven and the walls glisten with mineral in the flooded tunnel. There are slimy algae
formations. A dozen giant rats, all of them growths on the walls of the passage, but
dead, lay scattered by the southern wall. nothing of danger or value.
There is nothing of danger or value here. A
4. The submerged tunnel opens into a pool
tracking check determines that a single set
along the northern wall of this room; char-
of human tracks lead away to the
acters of good alignment immediately feel
south-east. A dwarf or gnome can see that
that there is something wrong here. The
the south-east passage slopes slightly
walls of the room have veins of hideous
upwards while the south-west passage
green and purple rock shot through the
slopes slightly downwards.
normal gray of the surrounding stone, the
2. The passage from room one starts sloping colors seeming to blend and swirl together
more steeply downwards after just a few into an almost hypnotic, though revolting
feet, and then levels out as it gets to this jumble.

Footprints — page 23 — Number 19


Footprints — page 24 — Number 19
In an alcove on the eastern side of the those of giant rats, to show that it is ever
chamber rests a three foot high, six foot visited at all. There is nothing of danger or
long, and four foot wide block of green value here.
flecked mauve stone. Set into the top of the
7. This cavern is damp, with several pud-
altar stone are a number of small
dle-sized pools on the lower floor, and
aquamarine stones; these stones form a
stalactites hanging down overhead.
triangle with an inverted Y within (the
Characters searching the ceiling might see
branches at the corners of the triangle's
furtive movements. There are about two
base, and the stem meeting the apex). The
dozen largish bats (1 hp each) hanging from
symbol is sacred to an incredibly ancient
the ceiling during the day, each with a wing
and little remembered primordial elemental
span of about a foot. The bats are
god of great evil. 100 aquamarines, in all,
non-aggressive, and will flee if threatened or
make up the symbol. Each is worth 5 gp,
attacked. They fly out of the cave each
and they can be pried up with little trouble.
evening at dusk, and return at dawn.
Of course, the primordial deity will not be
Guano deposits can be found here and
pleased if his shrine is defiled, but there is
there on the floor, and the upper ledge at
only a 10% chance that he can rouse
the back of the room (about 12 feet above
himself from his lethargy long enough to
the floor level and halfway up to the ceiling
curse the defilers (if he does curse them,
height) is covered with guano. Buried in a
then from that moment on, all creatures
shallow hole on the ledge, loosely covered
native to the elemental planes encountered
with stones (and guano), is a two foot long,
by the cursed will automatically be hostile.
eighteen inch wide, foot high iron trunk
This effect can be removed via a wish or
which has rusted shut. It will take at least a
limited wish spell or by a remove curse spell
half hour of searching to discover. It
cast by a 14th or higher level cleric).
contains 200 gp, of a style that has not been
Behind the altar, a gray ooze (HP 18) is minted for about a century, and a silver
resting. The slimy horror waits until the necklace set with small moonstones (worth
characters are preoccupied by the altar 300 gp).
before attacking. Note that because it looks
8. The floor of this cavern slopes gradually
like wet stone, the gray ooze is difficult for
down toward the sink hole at the
characters to detect before it attacks.
south-eastern end, though only a dwarf or
5. The floor of this large cavern is covered gnome can determine this. Like the sink hole
with a spongy loam-like material composed that leads into the shrieking hollow, the one
of decomposing organic matter (mostly in this room has stable edges. An iron spike
fungus). Mushrooms of all shapes and sizes has been driven into a crevice in the wall
sprout throughout the cavern, some near the sink hole, and a hemp rope tied to
reaching close to six feet tall, although most it, but the rope only stretches to the edge of
are normal sized. Seven shriekers (HP 12 the hole before ending in a frayed broken
each) inhabit this room, three by the eastern end. Passing through the sink hole will put
wall, and four clumped slightly west of the characters into room 9 on the lower level;
south-western exit; in fact, the movement of the drop from the top of the hole to the
bats and stirges at dusk and dawn trigger cavern floor below is about 30 feet.
the fungal shrieks which give the shrieking
Five rounds after characters enter the room,
hollow its name. Amidst the western group
a group of twelve hungry giant rats (2hp
of shriekers is a violet fungus (HP 10) which
each) enter the room from the passageway
attempts to attack characters in the
that the characters did not enter through.
confusion caused by the shrieking.
These rats are very hungry, and attack at
If characters search the westernmost end of once. There is nothing of value in this room.
the chamber they find a rusted shield par-
tially buried in the loam. Characters digging
up the soil there for at least 1 full turn will find THE SHRIEKING HOLLOW (Level Two Key)
a silver ring set with a moonstone. The ring
appears to be worth about 100 gp, but is 9. There is a pile of broken stone beneath
actually much more valuable, being an the sinkhole in the ceiling of this roundish
enchanted ring of warmth. cavern, and about 45 feet of hemp rope lies
loosely on top of it. One end of the rope is
6. The floor of this cavern is rough and frayed and broken; the other is tied around
uneven with lots of scree, fallen from the an iron spike. Two burnt out torch stubs can
ceiling, along the walls. The cavern is dry be found to the right of the pile. There is
and dusty with only a few small tracks, like nothing of danger or value in this chamber.

Footprints — page 25 — Number 19


10. The southern wall of this cavern is cov- The cavern is bisected by an eight foot wide
ered with gypsum flowers, causing the entire chasm. The chasm is 20 feet deep, and
chamber to light up brightly if a light source anybody falling into it takes 2d6 points of
is brought into it. Along the north wall, the damage. Some parts of the edge of the
bones of at least one hundred individuals, chasm are crumbling and unstable, so any
all human and demi-human in origin, are character approaching it must make a
piled and jumbled together, forming a long, saving throw vs. Breath Weapon (modified
low, ridge like pile at the base of the wall. by his or her dexterity reaction adjustment)
Despite this macabre spectacle, there is or fall in as part of the floor gives way under
nothing of danger, or value in this chamber. the character's feet. A dwarf (using the
ability to detect stonework traps) or a
11. This chamber has a ceiling height of
gnome (using the ability to detect unsafe
nearly forty feet, with small stalactites
floors) can determine the spots where it is
hanging down, and small stalagmites on the
safe to approach the edge of the chasm,
floor reaching up. The ledge just south of the
and warn other characters appropriately.
entrance is about twenty five feet in height,
and atop it is a nest-like construction of 13. This cavern opens up, with a soaring
sticks, bones, and loose stone (not visible ceiling nearly forty feet high. The ceiling is
from the floor) which serves as the lair of two covered by small bristling stalactites, and
cave fishers (HP 15, 12). The cave fishers are the floor has many small stalagmites as well.
old and experienced. They will not attack The entire floor slopes subtly down to the
any party containing members dressed in north east, and this can be detected by
plate mail or better armor, nor will they at- those demi-humans capable of discerning
tack parties with over 6 members. If they do such things.
decide to attack the party, each chooses a
In roughly the center of the room, although
random party member and fires its filament
not visible from the entrance because of the
at the character, attempting to ensnare the
stalagmites, the characters can find the
victim and drag him or her back up to the
bloodless corpse of Reynard, the wizard
nest for devouring. Note that because the
Holcomb's treacherous apprentice. The
base of the ledge is so high, it is probable
body has been drained dry by the stirges
that the characters will think it is simply part
that dwell up among the stalactites on the
of the wall unless they specifically look up
ceiling. One round after the characters find
when enter the chamber. If the characters
Reynard's body, 10 stirges (HP 5 each)
do not realize that there is a ledge there,
attack. Because of the rustling of wings and
the cave fishers automatically gain surprise
the rain of small pebbles dislodged as they
(and even if the characters do realize that
launch themselves free from the stalactites,
there is a ledge there, the fishers surprise at
the characters cannot be surprised by the
normal chances).
blood sucking beasts.
The fishers' nest contains the remains of
A search of Reynard's body will reveal that
several previous victims, including a goodly
he was carrying 18 gp and 2 smallish yellow
amount of equipment, although time and
crystal gems (citrine gems, worth 50 gp
the cavern's damp environment have
each) in his belt pouch. A second smaller
brought ruination to much of it. 22 cp, 17 sp,
pouch on his belt holds a small crystal prism,
14 ep, and 12 gp can be found, along with
some dried rose petals, some split green
three rusty but still serviceable broad swords,
peas, and some phosphorescent moss. A
a long sword, two daggers, a horseman's
long tapered wooden stick, capped at
mace, and two shields. Buried deep in the
either end with brass, is stuck through his
nest is a small belt pouch holding three small
belt. This is a wand of magic missiles (12
metal vials, their tops stopped with wax. The
charges remaining); the command word to
vials are un-marked, and each contains
activate the wand is etched in tiny magical
liquid. These are magical potions: the first
runes around one end cap, and requires a
two hold potions of healing, while the third
read magic spell to decipher. Reynard’s
holds a potion of fire resistance.
back pack contains enough iron rations to
12. The ceiling in this chamber is fairly low, feed a single person for two days, a half full
only about 12 feet up. The floor and ceiling wineskin, a couple of large burlap sacks,
of this chamber are free of stalagmites and and a leather case containing a thick book,
stalactites, and there are no wall deposits the Librum Arcanis.
either. Although the lower reaches of the
14. The floor of this chamber has several
walls have lots of small cracks, the floor is
small puddles of water, the walls glisten with
remarkably smooth and level for a natural
mica deposits, and the ceiling has dozens of
cavern as well.

Footprints — page 26 — Number 19


tiny stalactites scattered about it. Every intrudes upon the chamber. There is nothing
once in a while, one of these stalactites will of value to be found here.
drip water into one of the puddles below,
16. This passageway is obviously not natural:
making the sound of dripping water echo
the walls have been hewn from the stone,
throughout the otherwise silent chamber.
and then covered with mortared masonry.
In the north-eastern most part of the Characters examining the mortar will notice
chamber, the characters can find what that it has a strange reddish tinge to it. The
appears to be a vein of gold running from walls rise eight feet up from the floor and
the ceiling to the floor. It is obvious that then form an arch overhead, being about
somebody has used a pick to break some 12 feet high at the crown. The floor is
off near chest level, but there are no such covered with well-fitted bluish-gray flag-
tools around, nor are there any fragments of stones that are long and narrow. The hall is
the vein lying on the floor. A dwarf or clear of dust and debris except at the
gnome can make an intelligence check to southern end which ends in a wall of rubble,
realize that the vein is really made up of and at the place where part of the eastern
worthless pyrite. wall has collapsed, forming a hole about 7
feet round between the natural caves and
If characters insist on mining the vein, a
this passage. Near the hole, some broken
single character can work it at a time (it is
masonry lies scattered in the hall. In the
too narrow for more than one, although
corner where the passage turns to the west,
clever characters could design and build a
a black iron torch sconce (empty) has been
scaffold or something which would allow
set into the wall.
one character to work the ground level
area of the vein while another worked up Gnomes can use their ability to detect un-
closer to the ceiling). A single character with stable floors, walls and ceilings to know that
the proper tools (such as a mining pick) can digging through the rubble at the south end
gather 1 pound of mineral from the vein in of the passage is a bad idea. If the
an hour, while a character working with characters attempt to dig through the
suitable, though improper tools (e.g. an iron rubble anyway, they will find, after 6 turns of
spike for a chisel, and a hammer or a digging (one hour), the lip of a step.
military pick), works at one half of this rate (A Evidently there were stairs leading up to
character without suitable tools will not be here at some point in the past. Any further
able to gather any at all). The vein runs out digging proves fruitless, however, as after 2
of mineral after 350 pounds of it has been more turns of digging the unstable ceiling
excavated, unless the characters want to collapses, undoing all the work that the
follow it into the floor or ceiling (and start a characters have accomplished to this point
full scale mining excavation). For all of this and dealing 2d6 points of damage to any
work, characters will find that they can sell characters working on clearing the rubble; a
the pyrite back in town for the meagre sum character caught in the mini avalanche of
of 2 cp per pound. fist-sized stones can attempt a saving throw
vs. breath weapon (modified by the
15. This cavern is dusty. There are no stalac-
character's dexterity reaction adjustment)
tites and stalagmites here, and the walls are
to sustain half damage.
dull. A single set of human footprints, along
with three sets of dog tracks, leads across Following the passage around the corner to
the dust toward the pile of rubble and dark the west, shows it to end after ten feet or so
opening in the west wall where a collapse at a pair of plain wooden double doors, the
has revealed another passage. A ranger doors are bound with bands of iron, and
that checks the tracks can tell that there each side has a brass handle. The door on
was something wrong with the dogs that the left side is open about two inches, light
made them. As soon as the characters spills out into the hallway from the crack.
enter the room, the three war dogs come
17. This long room is well lit by two continual
out from behind the rubble pile and
light spells, one centered in each half of the
advance in eerie silence toward the party
room.
on stiff legs. The dogs have bald patches all
over their bodies, and in places sinew and The floor is the same long, narrow, blue-gray
bone peak out through rotted skin. The war flagstones, each fitted so well with its
dogs have been turned into zombies (HP 15, neighbors that not even a sheet of paper
10, 4). Kalaman left the dogs here to guard could be inserted in between. A double row
his back while he went on to examine the of white marble Doric style columns runs the
"door unopenable". Their orders are to kill length of the room, each rising to help
everyone, except Reynard or Kalaman, who support the vaulted ceiling thirty feet over

Footprints — page 27 — Number 19


head. The ceiling is painted with frescoes of ment out, unrolled it and proceeded to
angels and demons battling over the souls read, not realizing until too late that the
of men; close inspection shows that the scroll was protected by an explosive runes
demons have the upper hand. The walls are spell which killed the evil wizard instantly. A
of the same masonry-covered hewn stone search of the body will uncover 7 sp, 6 ep,
as the hall, with the same strange red tinged and 12 gp, along with a solid steel dagger
mortar between the blocks. The north and that survived the blast unscathed. The
the south walls each hold five, five foot dagger's pommel is shaped like a skull, and
wide, seven foot high, five foot deep two tiny onyx gems are in the eye sockets.
alcoves. The back wall of each alcove is not This makes the dagger seem to be worth
covered with masonry, being bare stone about 75 gp, but in reality the dagger is a
into which a sculpture has been carved in magical dagger +1. Two shattered vials are
half-relief. Each sculpture is of a human all that is left of the potions in the dead
skeleton wearing chain mail armor and wizard's back pack, and the liquid they
armed with a halberd. once contained has rendered two scrolls in
a cracked wooden scroll case illegible. The
Directly opposite the entrance doors is an-
liquid has mostly ruined the travelling spell
other set of double doors. These are made
book in the back pack as well; however, the
of white marble and are ornately carved
following spells have survived destruction
with the depiction of an angel on one door
and can be gleaned from it: detect un-
and a demon on the other. The lintel above
dead, sleep, feather fall, protection from evil
the door is carved to resemble a row of
and web.
human skulls looking down at any person
standing in front of the doors. These are the The sole remaining guardian of this room, a
"doors unopenable", said to be one of the smoke mephit (13 hp) bound to protect the
known entrances into the famed Leich- "doors unopenable" long ago, waits invisibly
egarten. An ornately carved lock, shaped in one of the alcoves (determine which
like a skull, with its mouth open to receive a alcove randomly when the party enters).
key straddles the two doors. The lock is mag- The smoke mephit is one of a group of five
ical, and will only accept the key created once bound here, and the only one to
by the unique spell Nyzimm's Key (see New survive Kalaman's onslaught. It tried to flee,
Magic). The doors and lock are immune to but found that the magic that bound it to
any other magic, and spells cast upon them the room was still as strong as ever. It was
always fail. They are also immune to any sort coming back for a magically forced second
of physical attack. Character who try to try at Kalaman when the sorcerer managed
teleport or dimension door to the other side to blow himself up. When the party arrives,
of them are in for a horrible (and perhaps the mephit will not want to attack, being a
fatal) surprise as well, as the doors, when coward at heart, but will be magically
opened, actually form a magical portal to compelled to by the terms of its enslave-
the Leichegarten. The dungeon is not ment. It will seek to stay out of melee as
actually on the other side of them; indeed much as possible, flying around near the
there is nothing there but solid rock! ceiling, weaving in and out of the pillars,
and attacking with its breath weapon (since
Lying on the floor in front of the doors is the
it is invisible, its first attack will always be by
remains of a man: most of his face has been
surprise unless the characters have some
blasted away, revealing a tangle of horribly
way of detecting invisible opponents). After
burned flesh and a blackened skull; his once
its first attack, it will attempt to gate in more
rich black robes are both burned and
mephitis to aid it (only a 20% chance of
tattered, as if torn apart by a blast of great
success). If it is successful, then one more
force, and most of his equipment has been
smoke mephit (16 hp) will arrive. This second
similarly ruined. These are the remains of the
mephit will automatically fail if it tries to gate
fell sorcerer Kalaman. The wizard pene-
in more reinforcements itself. If the mephit
trated this far, planning on waiting at the
fails a morale check during the battle, it will
unopenable door for Reynard to bring him
flee for 1d4 rounds, only to be forced to
the Librum Arcanis, so that he could use its
return and renew the attack by the magic
secrets to open the doors. He fought off the
that binds it here (note that the summoned
guardians, slaying all but one who fled
mephit, should it actually show up, is not so
invisibly (see below), and then noticed that
bound and if it fails a morale check, it will
some previous explorer had stuck a rolled
flee the combat for good).
up piece of parchment into the skull-mouth
keyhole on the doors. Curiosity got the bet-
ter of him, and Kalaman pulled the parch-

Footprints — page 28 — Number 19


RESOLUTION level caster has a 40% chance of opening a
lock with the key). The material component
If the characters return the Librum Arcanis to
of Nyzimm's Key is a finger bone taken from
Holcomb, he will give them the promised
a human skeleton that had once been
payment, and also agree to have his
animated.
remaining apprentice identify any magical
items they might have found in the shrieking
hollow for free. Additionally, providing that MONSTER STATISTICS
the player characters were courteous in
Cave Fisher: AC 4; MV 1; HD 3; Thac0 17;
their dealings with him, Holcomb will look on
#AT 2; Dmg 2d4/2d4; SA adhesive trapline;
them favorably, and may have more work
SD special; SZ M (7' long); ML Steady (12); Int
to throw their way in the future.
Semi (2-4); AL N; XP 85 +3/hp.
Fungus, Violet: AC 7; MV 1; HD 3; Thac0 17;
NEW MAGIC
#AT 1; Dmg -; SA rot; SD none; SZ M (6'); ML
The Librum Arcanis is a thick tome bound in Steady (12); Int Non (0); AL N; XP 135 +4/hp.
faded black leather, with its title written in
Gray Ooze: AC 8; MV 1; HD 3+3; Thac0 17;
gold leaf upon its spine. It is mostly a
#AT 1; Dmg 2d8; SA corrodes metal; SD
workbook, rather than a true spell book, that
immune to spells (other than electric), fire
belonged to Sabrani Darkwatcher, a wizard
and cold; SZ M (6'); ML Average (10); Int
of note in the last century. How Holcomb
Animal (1); AL N; XP 200 + 5/hp.
came into the possession of the book is
unrecorded, but he has owned it for at least Leech, Giant: AC 9; MV 3, SW 3; HD 1; Thac0
twenty years. Because some of the topics 19; #AT 1; Dmg 1-4; SA blood drain, disease;
and research recorded within are necro- SD nil; SZ S (2' long); ML unsteady (7); INT Non
mantic in nature, something that Holcomb (0); AL N;XP 26 +1/hp.
himself has a great distaste for, he has
forbidden his apprentices to study the book. Leech, Giant (larger): AC 9; MV 3, SW 3; HD
Why Holcomb keeps the book around when 3; Thac0 17; #AT 1; Dmg 1-4; SA blood drain,
he finds much of it abhorrent is a question disease; SD nil; SZ M (4'); ML Elite (14); INT non
open to debate, but it likely hinges on the (0); AL N;XP 95 +3/hp.
fact that it contains one of the only known Mephit, Smoke: AC 4; MV 12 Fl 24 (B); HD 3;
means of opening the "doors unopenable" Thac0 17; #AT 2; Dmg 1d2/1d2; SA breath
and accessing the far famed Leichegarten. weapon; SD spell like abilities, dies in a flash
Although not a normal spell book, the of flame (1 point of damage to all within 10
Librum Arcanis does have the following feet); SZ M (5'); ML Average (10); Int
spells recorded within it: Detect Undead, Average (8-10); AL CE; XP 105 +3/hp.
(Evard's) Black Tentacles, Fear, Magic Mirror, Rat, Giant: AC 7; MV 12 SW 6; HD 1/2; Thac0
magic jar, and the unique 3rd level wizard 20; #AT 1; Dmg 1d3; SA Disease; SD none; SZ
spell Nyzimm's Key (described hereafter). T (2'); ML Unsteady (7); Int Semi (2-4); AL N;
XP 7 +1/hp.
Nyzimm's Key (alteration-necromancy) Shrieker: AC 7; MV 1; HD 3; Thac0 17; #AT 0;
Dmg 0; SA none; SD noise; SZ M (5'); ML
Level: Magic user 3 Components: V,S,M Steady (12); Int Non (0); AL N; XP 5+1/hp.
Range: 0 Casting time: 3 seg
Duration: 1 rd/lvl Saving throw: None Stirge: AC 8; MV 3 Fl 18 (C); HD 1+1; Thac0
17; #AT 1; Dmg 1d3; SA Blood Drain; SD
Area of effect: Special none; SZ S (2' wingspan); ML Average (8); Int
Explanation/Description: When this spell is Animal (1); AL N; XP 36 +2/hp.
cast a large skeleton key made of bone Zombie War Dog: AC 8; MV 6; HD 2; Thac0
appears in the caster's hand. The key's 19; #AT 1; Dmg 1d8; SA immune to sleep,
primary purpose is to open the "doors charm, hold, death magic, cold-based
unopenable" which lead to the dungeon spells, and poison; SD none; SZ M (5' long);
known as Leichgarten, and the key fits the ML never checks morale; Int non (0); AL N;
lock perfectly, always opening the doors. XP 20 +2/hp (Note that other than being
The skeleton key created by this spell may fit dogs in form, these creatures are just
other locks as well, and has a 20% base standard zombies).
chance of being able to open any given
lock that the caster tries it on. For each level
of the caster over 5th level, the chance of
success increases by 5% (for example a 9th

Footprints — page 29 — Number 19


small log cabin on a dry hummock. Dressed
Thorks (8) in ragged furs, the old man watches the
Terrain: Swamp characters with interest, while puffing on his
Total Party Levels: 20 (Average 4th) pipe, and occasionally scratching his
Total Magic XP: 950 scraggly beard. If approached more closely
Total gp XP: 2032 the man will identify himself as Ol' Ar-Cee,
Monster XP: and tell the party that he is a trapper that
Kill: 1,645 Defeat: 1,234 Retreat: 411 lives in the swamp, travelling to town every
couple of weeks to sell his muskrat hides. If
asked specifically about the thorks, Ar-Cee
SETUP tells the party that he knows where they can
be found, and will offer to guide them there
• An armor smith has heard rumors of for the modest price of 20 gp. If the party
large birds with copper feathers accepts him as a guide he will want to be
dwelling in a nearby marsh; he hires off right away. If the party does not, he will
the adventurers to bring him back at give them some general directions toward
least 40 of these feathers so that he the thork pond and send them on their way.
can assess their value in making a At no point will he offer the group the
special suit of scalemail armor. hospitality of the cabin.
• A local wizardess is getting ready to If Ar-Cee is followed he will lead the
create some magical scrolls, when characters into a trap. If he just gives the
she discovers that only quills made characters directions instead, following his
from thork feathers will do for this directions will lead the characters into the
process. The wizardess knows of a same trap. In this case he will follow along
swamp where some thorks live, but is behind the characters once they are out of
far too busy to go there personally, sight of the cabin, and come upon them
and instead hires the adventurers to from behind while they are dealing with it.
retrieve a dozen or so feathers for There is a large patch of quicksand,
her. beneath shallow water, crossing the path
• Having heard tales of bizarre metal between the cabin and the thork pond; a
feathered birds in a distant swamp, a fallen tree trunk, also hidden under the
decadent noble decides to hire water, provides a safe path across the
some adventurers to capture one quicksand. Ar-Cee knows where the log is
alive for his menagerie. The noble is and uses that to cross (having done this
willing to pay double if the countless times in the past he doesn't even
adventurers can bring him some break stride as he does so), giving the
eggs as well. characters following him no warning of what
lies ahead.
Ar-Cee plans on letting the characters
THE LAIR drown in the quicksand, and then coming
Getting to the swamp where the thorks are back later to drag the bottom with a rope
dwelling shouldn't be a problem, but once and grapple to extract their bodies and
there finding them will be much more equipment. Characters in the quicksand
difficult. The swamp covers about twenty have a 1 in 10 chance per round of finding
square miles of area, and is a dismal morass the submerged log, and if they do they can
of shallow stagnant water, muddy easily use that as an aid to escape the
hummocks, and tangled mangrove morass (Rules for quicksand can be found in
patches. There are only a few tracks and the AD&D Wilderness Survival Guide. If that
trails winding their way through the swamp, source is not available, treat the quicksand
and these have a disturbing tendency to as deep water that characters can only
simply lead to dead ends. The swamp teems swim or hold their breath half as long as
with wild life, but most of it is harmless to normal in). While the characters are in the
adventurers, and an overabundance of quicksand, Ar-Cee will stand around
muskrats can lead any character with laughing at them and calling them fools. If
wilderness oriented skills to conclude that any characters not stuck in the quicksand
there is a general absence of large are on the same side as he is, or if he is
predators in the swamp. attacked, Ar-Cee will attack, revealing
himself to be a wereboar as he does so, and
After about an hour of slogging through the calling two "swamp razorbacks" (wild boars)
swamp, the party will come across an old to his aid.
man, sitting on a rocking chair in front of his

Footprints — page 34 — Number 19


Going back to search Ar-Cee's cabin the total found to 40), but there is a 30%
reveals that the place is a mess. Garbage chance that an inhabited nest has a thork
and spoiled food is strewn around resting in it when discovered. A thork will
everywhere and the table is heaped with always fight to defend its nest, but generally
old rusted weapons and armor, much of it other thorks will ignore the commotion. One
covered it in gritty sand and none of it of the nests, however, always has a thork
valuable. Two 100 foot coils of rope, each resting in it, and she is sitting upon an egg. If
set with a large grappling hook hang from characters come within 30 feet of the nest
one wall, and an assortment of rusted with the egg, all of the thorks of the mere
animal traps and skinning knives hang from will converge on them within 1d4 rounds
another. On the back of the door a map of attacking viciously to drive the characters
the swamp is pinned up, this map marks out from the mere. In addition to the feathers
dangerous locations (such as the quicksand and platinum, the thork nest with the egg
pit that Ar-Cee lured the characters too) as has been built on top of a large shield
well as a small lake deep in the swamp partially sunk into the mud; this shield is
marked as the "steaming mere". A more actually a magical large shield +1, +4 vs
careful search of the one room cabin allows missiles.
characters to find a loose floorboard under
Monster Statistics:
Ar-Cee's sleeping cot; beneath the floor, the
wereboar has hidden an iron box. The box is Boar, Wild: AC 7; MV 15"; HD 3+3; hp 17;
unlocked and holds 382 gp, 3 pale yellow THAC0 16; #AT 1; D 3-12; SD Keep fighting at
crystal gems (citrines worth 50 gp each), a 0 to -6 HP for 2-5 rounds; SZ M; Int Semi; AL N.
wrought gold necklace set with moonstones
(worth 1300 gp), 2 glass potion bottles (a Lycanthrope, Wereboar: AC 4; MV 12"; HD
potion of heroism and a potion of fire 5+2; hp 35; THAC0 15; #AT 1; D 2-12; SD +1 or
resistance) and two broken copper (thork) silver weapon to-hit; SZ L; Int Average; AL N.
feathers. Thork: AC 3; MV 6"//6"; HD 3; hp 14; THAC0
Characters following the map from Ar-Cee's 16; #AT 1; D 1-6; SA Boiling Water Breath
cabin can reach the "steaming mere" after Weapon (4-32); SZ L; Int Animal; AL N.
an hours travel with no chance of
encountering any really dangerous terrain.
Characters attempting to find it without the Notes:
map will take from 2-5 (1d4+1) hours to do This adventure involves a monster from the
so, and have a 20% chance per hour of Fiend Folio (the thorks) so that book is
stumbling upon another quicksand patch. recommended for playing this adventure.
The "steaming mere" is a large roughly oval Quicksand is a danger in this adventure so
area of clear water with thick rushes the Wilderness Survival Guide which has
growing along the edges. There are a total rules for quicksand would come in handy,
of 8 thorks at the mere and 12 nests hidden though it is not strictly necessary to run the
in the rushes around the water's edge. The adventure. Like most of the short adventures
four abandoned nests each hold 5d6 cast in the Book of Lairs and Book of Lairs II, this
off thork feathers, and the thorks will ignore one has been designed so that a map is not
characters searching them. Inhabited nests really necessary, though the Dungeon
will have 5d6 loose feathers as well, plus 1d8 Master is encouraged to create a quick
platinum pieces (there are a total of 40 pp sketch map of the locations if he or she
scattered among all of the occupied nests. might find it helpful. The monetary reward
Once 40 pp have been found the amounts for the adventure hooks has been
characters will find no more. If less than 40 left unstated intentionally, so that a
pp have been found by the time the Dungeon Master can assign values that are
characters search the final nest then that more in line with the amount of money that
nest will hold enough platinum pieces to get he or she wants the characters to possess at
the level they undertake the adventure at.

Footprints — page 35 — Number 19


BACKGROUND FOR THE DUNGEON MASTER
The Secret of the Wood of A few weeks ago, the theft of an ancient
Dark Boughs artifact called the Cup of Høldûhr (see
description at the end of the adventure)
By R.N. Bailey culminated in the blighting of the farmers'
A 1st edition ADVANCED DUNGEONS & fields.
DRAGONS adventure for characters level This chain of events started when a pair of
3-5. sirine sisters, named Vankær and Breihode,
PREFACE went in search of a mate to reinvigorate
their dwindling clan population. The sisters,
"The Secret of the Wood of Dark Boughs" is a like their ancestors before them, dwelled in
1st edition ADVANCED DUNGEONS & a nearby enchanted forest called Scanthôi
DRAGONS adventure for 4-8 characters of Wood. Here they safeguarded the Cup of
levels 3-5. About 24 total levels represent an Høldûhr within their subterranean lair near a
optimal party. Good-aligned characters hidden lake. Named after the giantess that
prove the best choice for this adventure imbued it with power, the magic cup
since the party initially has little monetary maintained the health and delicate
incentive to get involved. Neutral equilibrium of the forest.
characters can participate as long as they It so happened, a down-on-his-luck rogue
don't insist on payment. Evil characters or named Brand became their first and best
characters motivated by greed will have a prospect. Lost in the wood, the two sisters
harder time getting involved. approached the man and offered him the
A party consisting of a couple of fighters, a hospitality of their home. However, the
cleric, a magic-user, and a thief provide the sirines were no fools, and knew well the
best class combination for a successful greed of the average human: should the
adventure. A druid, ranger, or character locals hear of their lair, every farmer in the
with the Tracking non-weapon proficiency area would head to the wood looking for
will also prove helpful. Augury and "lost treasure". Therefore, the sisters have
divination spells will greatly aid the party. always charmed those they let into their lair,
and had them drink from the cup's font
This adventure requires the player when they leave: the drinker is unable to
characters to exonerate eight villagers remember visiting the wood or the sirines'
accused of a crime for which they will be lair.
executed. The players will also explore
wilderness locations and delve dungeons. This time it didn't work as it should have.
Knowing something of the legend of sirine
and the nature of magical charms, Brand
INTRODUCTION mentally fought off the dweomer carried by
their song, and acted as if the charm had
In the sleepy, bucolic hamlet of Alfandi, taken hold.
farmers awoke one morning a few weeks
ago to discover their crops ruined and their Once in their lair, Brand took stock of the
livestock killed by some unknown blight. wards and guardians the sisters kept. He also
Word of this misfortune spread quickly did his best to find out what valuables they
throughout the community. The farmers met possessed. Made from ivory and encrusted
with hamlet leaders to discover its cause, in jewels, the Cup of Høldûhr looked like a
though little talk was needed: all were king's fortune. As the sisters slept, Brand took
certain it was the work of black magic. They the cup and fled.
also knew who was most likely responsible, After finding his way out of the wood, Brand
none other than the citizens of the nearby stayed for a few days with a farmer and his
hamlet of Ostenheim. These two comm- family. Each couple of days he moved on to
unities have a long history of bad blood: in another farming family. At some farms Brand
the past, they have argued over pasture worked for his keep. At others, he stayed in
rights, and accused each other of stealing the barn without the farmer's knowledge.
livestock. An angry mob rushed to arrest the What Brand didn't know was that without
suspected Ostenheim farmers. Eight men of the sirines to perform the sacred rituals to
that community were given a quick trial and placate its will, the natural order on the
found guilty. These men are now held in land, bestowed by the cup's blessing, was
Alfandi. In five days' time, they are to be lost. A few days after Brand left, the crops
executed for practicing black magic on and livestock of the families that had
their neighbors. housed him quickly withered and died.

Footprints — page 26 — Number 20


While Brand moved from farm to farm, the through the Erp-Kappe Marshes (AREA F)
sirine sisters bickered and argued amongst before arriving at the bullywug mound
themselves. Each blamed the other for (AREA G).
allowing a human to steal their magic. The
However, this adventure allows the players
more assertive sister, Vankær, called upon
to determine their own course of action.
some of the forest denizens to aid her. She
Players may draw conclusions that lead
enlisted a korred, named Spénfjûd, and a
them to check out areas in a different order
band of ogres to search for the cup's thief.
to that given above. This is all right. The DM
Under cover of night the group tracked
should take care to point the players in the
Brand to the farmhouses he had stayed at.
right direction, but not to straightjacket their
Then his trail went cold.
actions to conform to the adventure outline.
Believing that the human had fled far from
Adventure Timeline:
their grasp, Breihode, the more reticent
sister, grew despondent and lethargic, and 21 Days Ago: The sirine sisters discover Brand
refused to leave the lair. lost in Scanthôi Wood and invite him into
their lair.
Realizing that he must travel to a larger
town to sell the cup for anything close to its 18 Days Ago: Brand flees the sirine lair with
true worth, Brand left Alfandi on the road the Cup of Høldûhr.
heading south. A few miles outside town, a
group of bullywugs from the nearby marsh 17 Days Ago: The sirine, Vankær, begins
ambushed him. He was able to flee with his scouring Scanthôi Wood for Brand.
life, but not with his new found treasure. 16 Days Ago: Brand leaves Scanthôi Wood
The bullywugs took their prize back to their and goes to stay with the farmer, Gandur.
muddy lair in the marsh. The bullywug 14 Days Ago: Brand goes to stay with the
chieftain claimed the cup and promptly farmer Jenke.
handed it over to their "god": a wicked spirit
naga named Ylzissid. 11 Days Ago: Brand goes to stay with the
farmer Torulf.
When the party arrives on the scene, the
cup lies in the clutches of the evil frogmen 9 Days Ago: Brand stays with farmer Olev.
and their serpentine lord, the sirine's band of The first crops at the Gandur and Jenke
monsters searches near and far for the lost farms begin dying.
artifact, and the lives of eight innocent men 8 Days Ago: Brand goes to stay with the
hang in the balance. farmer Anders. Vankær enlists the korred,
THE ADVENTURE BEGINS Spénfjûd, and six ogres to search for Brand.

Getting the Party Involved: PCs passing 7 Days Ago: Brand leaves Alfandi on the
through the area may stop over in road heading south. Near the marsh, a
Ostenheim or they may hear rumors from band of bullywugs ambushes him. He drops
further afield of the friction between the the cup as he flees back to Alfandi. Bully-
farmers. A local lord could ask the players to wugs take the cup back to their lair.
act as arbitrators between the two groups. 6 Days Ago: The crops at the Anders farm
One of the farmers sentenced to death die. Alfandi citizens hold a meeting to
could also be related to a player character. discuss the ruined crops at the drink hall,
The DM should get the party involved in a and decide that eight Ostenheim men are
way that works best for his campaign. to blame.
Adventure Summary: The adventure likely 5 Days Ago: Early in the morning, an angry
unfolds with the party first visiting Ostenheim mob of thirty Alfandi men go to the homes
(AREA A). The locals tell of the farmers taken of the eight and take them prisoner. The
prisoner, and this leads the party to Alfandi band recruited by Vankær finds evidence
(AREA B), and then to the five afflicted of Brand having stayed at the Gandur farm.
farmhouses (AREA C). At the farmhouses,
the players will likely find evidence of the 4 Days Ago: The korred and ogres follow
korred and ogre band, and this should lead Brand's trail to Jenke's farm. Farmer Jenke is
them to investigate Scanthôi Wood (AREA inadvertently killed by an ogre.
D). Searching the wood ultimately leads the 3 Days Ago: The men of Ostenheim lead a
party to the sirine lair (AREA E) where they failed raid on Alfandi to free the eight
learn of the missing cup and its thief. Once captives.
Brand is found and the location of the cup is
determined, the party will likely set off 2 Days Ago: Alfandi elders hold a trial for the

Footprints — page 27 — Number 20


eight captives. They are found guilty of using 8 to 10 Days from Present: The band begins
sorcery to ruin crops and destroy livestock. searching the Erp-Kappe Marshes. Instead
The search band goes to Olev's and Torulf's of returning to the wood they camp there
farms. The ogres attack the farmer Torulf during the day. The band locates the
and his family. bullywug mound at AREA G. They capture
bullywugs to interrogate, and learn the
1 Day Ago: The search band returns to
cup's location.
Torulf's farm at night.
The DM should keep track of the search
Present Day: Party arrives. Brand checks into
band's movement each night. It is possible
Frekjil's drink hall.
that both groups might encounter each
5 Days from Present: Alfandi executes the other if they are in the same area. An
eight Ostenheim men at 4 pm. observant party could locate clues left by
the band, allowing them to track the band
6 Days from Present: Brand flees Alfandi for a to their current location or to their makeshift
larger town in the morning. The search band camp.
enters the town at night.
Alternately, the search band can find clues
The Search Band: The sirine, Vankær, will not left by the party and start tracking them.
leave the confines of Scanthôi Wood, and Once located, the band attacks (50%), or
so has enlisted the services of six ogres from consult with Vankær (50%). (See "Search
AREA D9 and a korred named Spénfjûd to Band Tactics" for details on their actions in
search for the missing cup. In her desper- melee).
ation to find the cup she has not considered
that the korred and the ogres are not really If the band attacks, Spénfjûd interrogates
the best choice for the job. Spénfjûd, the any captured party members to determine
band's leader, is too flighty to be a leader, Brand's whereabouts and the nature of their
and has little command over the ogres. The business. He then runs off to inform Vankær
sirine instructed the band to stay hidden, to of their catch leaving any remaining ogres
not attack anyone, and to avoid contact to watch the captives.
with humans (other than with Brand) if at all
If they consult with the sirine, she concludes
possible. The band's fear of the sirine's power
that the party has either been sent by Brand
helps to keep them in line.
to steal more from her, or that they are
Search Band Movement: Simultaneous with looking for Brand to steal the artifact from
the party's movement, the search band him. She accompanies the band to go
roams the countryside looking for Brand. The capture the party. Vankær personally
band moves only at night and retires to their interrogates any captured party members
makeshift camp (AREA D1) at dawn. The list to determine what they know. She does not,
below provides the DM with the location the however, reveal to the party her motivations
band explores each night. concerning Brand or the cup. For optimum
effect, the DM should time this encounter to
1 Day from Present: The area around occur sometime after the party leaves the
Snowden Lake. sirine lair (AREA E), but before they exit the
2 Days from Present: The east bank of the wood.
Strongflow. If her sister Breihode made a deal with the
3 Days from Present: Ander's farm (AREA PCs to recover the cup (see AREA E: Caves
C1). of the Sirines for details), Vankær does not
respect the terms of the agreement.
4 Days from Present: The outskirts of Alfandi
including the area between the bridges. Regardless of whether or not either group
learns of the other's presence, the DM may
5 Days from Present: The shrine at AREA F1 wish to use the search band and Vankær as
and surrounding environs. a wildcard encounter, especially if they
6 Days from Present: The band searches have had an easy time. Likely times for a
Alfandi again, this time moving into the showdown would be after the party leaves
town proper. They will try to kidnap a the sirine lair, after they learn of the cup's
random citizen to interrogate about Brand whereabouts in the marsh, or after they
or the cup. If the attempt fails, they try again recover the cup from the bullywugs. Note
each night until successful. Once a citizen that confrontations with the party outside
disappears, Brand pieces together that the the wood will not include Vankær.
sirines are searching for him. He flees Alfandi
the next morning for the nearest large town.

Footprints — page 28 — Number 20


Footprints — page 29 — Number 20
Search Band Tactics: The band attempts to all); SD save as 11th level magic-user, +2 to
subdue or capture as many party members poison saves, immune to all gas attacks,
as possible. Spénfjûd uses his laugh ability as breathe water, infravision, ultravision; MR
melee starts, then pulls his hair ropes from a 20%; AL N (MMII 109)
pouch and tries to entangle party members.
Personality: Vankær is humorless, taciturn,
He then throws rocks (2-16 damage) or
with a constant scowl on her face. She is
hunks of wood (1-10 damage) that he finds
condescending and demanding to those
nearby (50% chance of either). The korred
she considers her inferior. She assists any
avoids melee as much as possible,
forest dweller as long as it helps maintain the
preferring to use his special abilities. He flees
equilibrium of the forest. She cares little for
should the party get the best of the ogres.
the welfare of those that enter her wood
The ogres attack with their clubs in melee. If uninvited. Vankær will use force to stop
ordered to capture party members, they those that she believes stand in her way.
punch to inflict subdual damage or try to
Languages: Sirine, korred, ogre, common,
grapple opponents. However, each ogre
goblin, sprite.
only has a 60% chance to follow these
orders. If the roll fails, the ogre forgets the She wears a light green shift with silver
order and attacks to kill with his club. thread trim, amber bead necklace (200 gp
value), ivory armband (150 gp value), green
In melee, Vankær uses her song ability to
cloak with fur-trim, a short sword, scabbard,
charm PCs. If this fails, she attacks with her
short bow +1, and a quiver with 10 normal
weapons. She uses her Fog cloud to disrupt
arrows and six arrows +2.
any missile fire. If reduced to half hit points or
less, she uses polymorph self or improved Spénfjûd, male korred: AC 5; MV 9"; HD 6 +
invisibility and flees. 1; hp 32; #AT 1; Dmg 1-2+4 fist or 1-6+4
cudgel; SA hurl rocks for up to 10" for 2d8
Capturing the Search Band: If the party
damage, can use the following abilities at
captures and interrogates Spénfjûd, there is
will: stone shape, animate rock, stone door
an 80% chance that he will give directions
(teleport 3"), shatter rock (as shatter spell),
to the sirines' lair. He also tells the party that
transmute rock to mud, and stone tell; SD
Vankær enlisted him and the band of ogres
laugh stuns victims within 6" unless they roll
to search for a human thief named Brand.
their Charisma or higher on a 1d20 (useable
Spénfjûd denies causing the destruction of
3 times per day), can animate 1d4
the crops (he is also not aware that the cup
entangling ropes and snares 1-4 rounds
was responsible for this), and tells the party
(rope: AC 1; hp 5; MV 3"; save vs. paralysis or
that an ogre killed the farmer Jenke (AREA
be trapped); MR 25%; AL CN (MMII 78)
C4).
Personality: Spénfjûd normally speaks in a
If captured, the ogres provide little
mumbling voice unless aggravated; then he
information. They tell the party that Vankær
yells very loudly. He has a taste for spirits and
hired the group to search for a human male
ale, and will drop whatever he is doing 50%
with red hair and sharp features (Brand). The
of the time to have a drink (but not while in
sirine seeks this human because he took
melee). The korred's skin and clothes are
something valuable from her. They know
caked with dirt, and he smells bad.
that the sirine lives somewhere in the forest,
but not exactly where. Additionally, none of Languages: Korred, ogre, common.
the ogres realize that there are actually two
sirines. Spénfjûd wields a heavy oak cudgel. His
pouch contains enough hair for 3 ropes, a
If the party captures Vankær, she will reveal pair of shears, a handful of acorns, a child's
nothing about herself or her sister, the goal top, a large piece of flint, and 10 gp. He
of the search band, or the existence of the also has Brand's silver signet ring (25 gp
cup. She attempts to escape using her value; engraved with the image of a bear
polymorph ability at the first opportune holding a battle axe) which he found at
moment. Gandur's farm (AREA C5). Most Alfandi
residents will recognize it as Brand's ring.
SEARCH BAND STATISTICS
Ogres (6): AC 5; MV 9"; HD 4 + 1; hp 32, 24,
Vankær, sirine: AC 3; MV 12" // 24"; HD 5; hp
23, 22, 20, 15; #AT 1; Dmg 1-10 or by
31; #AT 1; Dmg by weapon type; SA touch
weapon type +2; AL CE (MM 75)
reduces victim's Intelligence to 2 unless save
vs. poison is successful, song will charm The 32 hp ogre is a leader type (AC 3 [chain
person at 3" range, polymorph self, fog mail bits and shields as armor]; fights as a 7
cloud, and improved invisibility (1/day for HD monster; Dmg 2-12.)

Footprints — page 30 — Number 20


Each ogre wields a great club in battle and 7; I 14; W 12; D 8; C 13; CH 10. Frithand is 55
carries 3d20 cp. and 2d20 sp. Three ogres years old. He is medium-height with a
also carry large sacks that contain food potbelly and a slight stoop. He is clean
(moldy bread, rotted meat), some rope, shaven and has balding blond hair. The
some wood, a couple of copper pots, the wealthiest man in Ostenheim, Frithand has a
head of a rake, a shoe (all taken from good nature. He always seeks to make
Gandur's farm house), and a man-made pragmatic, rational decisions, and to help
dagger (taken from farmer Jenke). those in need.
AREA A: THE HAMLET OF OSTENHEIM Ayli, 1st level human male fighter: AC 7
(leather armor & shield); hp 7; Dmg 1-6 short
The small hamlet of Ostenheim lies near the sword or 1-6 short bow; AL CG; S 17; I 10; W
kingdom's border with a wilderness area to 12; D 12; C 10, CH 11. Twenty-eight years
the east. One hundred and twenty souls live old, Ayli has a tall, lanky build and long hair.
in this community: 80 freemen and 40 thralls. He has a reputation as a protector of the
There are two halfling families, but the community. He regularly roams the
majority of the population is human. Nearly countryside with his brothers, Evik and Berna
all the people living here are poor farmers or (both currently imprisoned in Alfandi),
herders. searching for monsters that encroach on
The hamlet consists of a dozen single-story Ostenheim. He recently slew three bullywugs
buildings made of fieldstones and topped near the marsh. Ayli usually only speaks
with thatched roofs. The only businesses when directly asked a question.
which the hamlet supports are a Sejürd, 0-level human male: hp 3; AL LG.
rope-maker and a general goods dealer. Over 70 years old, blind and bent-backed
• Rope-maker: Keln (AL CG) works Sejürd has a narrow, pale face with long
from home with his family, weaving snow-white beard. He dresses in dark blue
ropes to sell to trap makers and robes and always carries a walking stick. His
marsh fishermen. Keln is a stout fellow villagers respect him deeply for his
middle-aged man with a thick black great knowledge and wisdom. A good
beard. He is friendly and talkative listener, he rarely becomes angry with others
though somewhat unreliable. over opposing views. A deeply religious
man, Sejürd sees all events as portents and
• General goods dealer: Frithand and signs from the gods to direct the faithful.
his family sell general goods from
their home. He only has items costing The Villagers' Story :The players learn the
1 gp or less from the tables in the basic story of the ruined crops, as detailed in
EQUIPPING THE CHARACTER section the "Introduction", from Ostenheim's elders.
of the Players' Handbook, pp. 35-36. The villagers vehemently deny causing the
See below for additional details ruined crops, or knowing anything about
about him. black magic. They say that the Alfandi men
hold a grudge over a recent incident where
Arriving at the Hamlet: Near the communal Ostenheim farmers accused them of steal-
well in the center of town, three dozen of ing six goats. The goats were never re-
the dejected inhabitants are gathered to covered, and the Alfandi farmers accused
discuss the arrest of their brethren. Four of the theft refused to pay for their loss.
elders lead the discussion: Helgi, Frithand,
Ayli, and Sejürd. These men speak for the The names of the men held by Alfandi are
hamlet. Eitil (age 37; soft-spoken, modest), Legard
(age 46; abrasive, mischievous), Berna (age
Helgi, 2nd level human male fighter: AC 6 24; droll, immodest), Evik (age 17;
(studded leather & shield); hp 12; Dmg 1-6 diplomatic, cunning), Holdren (age 16; loyal,
spear; AL CG; S 14; I 12; W 15; D 9; C 12; CH temperate), Norjdi (age 35; dignified,
14. Forty-five years old, with a wife and six eloquent), Æfrod (age 40; pragmatic,
children, Helgi keeps his white hair cropped aloof), and Hegnord (age 29; theatrical,
short. His long beard is braided. One of the rash). All are farmers by profession (0-level
few men in Ostenheim with military humans). All eight live in the area that lies
experience, Helgi's peers greatly respect his between Ostenheim and the Strongflow
opinions and advice. He advocated the River. These men are held in the stable of
raid on Alfandi to rescue the hostages. His Frekjil's drink hall in Alfandi.
brother, Eitil, and cousin, Legard, are
currently imprisoned in Alfandi. Unfortunately, the citizens of Ostenheim are
powerless to stop the men of Alfandi from
Frithand, 0-level human male: hp 5, AL NG; S carrying out the execution. They have little

Footprints — page 31 — Number 20


money to buy the freedom of the eight (the gnomish aplomb. Physically he is very
Alfandi men are so enraged by the loss of short for a gnome (not even 3' tall)
crops and livestock that they would not and stoutly built. Deep furrows and
accept compensation anyway). wrinkles cover his leathery face. If
customers cannot pay for goods or
Three days ago, Ostenheim's poorly-armed
services, Kilibor always lets them buy
men attempted a raid on Alfandi to break
on credit with no interest.
the men out of captivity. Alfandi guards
drove off the raiders before they even • Weaver: Weans (N) and his family run
reached the hamlet, killing one man and a small textile-weaving business.
wounding three others. Weans is a superstitious man who
rarely makes a decision without con-
The farmers ask the party to go to Alfandi
sulting rune stones. Weans has little
and try to convince the men of the hamlet
interest becoming involved with the
to release their kin, or to find out what really
affairs of others unless it is to make
ruined the crops and diseased the livestock.
money.
Since the party members are impartial
outsiders, they say, there is a greater • Charcoal-maker: Uthil (N) and his
chance the Alfandi leaders will listen to their brother Lungi (CN) run the charcoal-
words. The men of Ostenheim have nothing making business. These brothers have
to offer the PCs as payment. If the PCs a reputation for arguing, brawling,
agree to go to the neighboring hamlet, they and rude behavior.
can provide lodging, and food and drink.
• Drink hall: The drink hall run by Frekjil
AREA B: THE HAMLET OF ALFANDI (NG) and his family lies in the center
of town. Frekjil is a short, stocky man
This small village lies a few miles east of with a thick beard and round face.
Ostenheim. He is often mistaken for a dwarf. He
The Bridge: The River Strongflow serves as has a gentle, accommodating per-
the border between Alfandi and sonality that endears him to most
Ostenheim. Two bridges cross the river people. The drink hall has a large
between the communities. Since the feast hall which also serves as a
Ostenheim raid three days ago, a man common room for travelers to sleep
guards each river crossing. They are 0-level (1 cp per night). There are no private
humans (AC 9 [padded]; hp 6, 5), one rooms for rent. The Alfandi hold the
armed with a broad sword, and the other eight Ostenheim men in the stable at
with a short bow and ten arrows. The guards the back of the hall. The stable is
see the PCs are strangers, and ask them for guarded by two men (0-level hum-
their names, origin, and purpose for crossing ans; AC 9 [padded armor]; hp 6, 5)
to Alfandi. The guards will not engage in armed with spears, and its doors are
melee. The 60' wide river is 10' deep at all barred.
points on the WILDERNESS MAP, and thus Brand, the thief of the sirine's magic
offers no fords for the party to cross. cup, stays in the drink hall's common
The Hamlet: Like its neighbor, poor farmers room until he leaves on the sixth day
and herders make up most of the after the party arrives in Alfandi (see
population of 240 people. Included in this "Adventure Timeline").
number are 30 halflings and 80 thralls. The Brand, 3rd-level male human thief:
hamlet consists of twenty single-story AC 6 (leather, Dex); MV 12"; hp 14;
buildings constructed of stone with thatch #AT 1; Dmg 1-6 sword or 1-4 sling
roofs. stone; AL N; S 13, D 17, C 14, I 9, W 8,
Alfandi has four businesses: a coppersmith, CH 12. He carries: a short sword, sling,
a weaver, a charcoal-maker, and a drink knife, leather armor, pouch with 3 gp,
hall (inn). 20 sp and 14 cp, leather tunic,
traveling cloak, low soft boots. Brand
• Coppersmith: A gnome named is a short, wiry man in his early 20s
Kilibor Copperhammer (AL NG) runs with medium length red hair and
the copper smithy from an open-air sharp features. Opportunistic and
forge on the edge of the village. He self-aggrandizing, Brand has little love
can forge custom goods, even those for hard work. His cowardice assures
made from iron. Kilibor's face always that he will enter a fight only if
beams with a smile, and he takes backed into a corner.
bad news and poor behavior with

Footprints — page 32 — Number 20


Meeting with the Villagers Selwig's knowledge of agriculture is
unmatched in Alfandi.
The raid by Ostenheim a few days ago has
left the Alfandi villagers wary and ill at ease. Gjuki, 1st level human male fighter: AC 7
Many of the hamlet men sit grim-faced in (leather armor & shield); hp 6; Dmg 2-8
the drink hall, absentmindedly drinking ale. broad sword; AL CG; S 12; I 8; W 14; D 10; C
The five Alfandi elders who decided to 10; CH 13. Forty years old, Gjuki makes his
imprison the eight Ostenheim men are also living traveling to various nearby commun-
here when the party arrives. These are Thurvi ities buying and selling goods. He appears
the Jowly, Relvig, Wulfein, Selwig, and Gjuki. as a fit, clean-shaven man with warm eyes,
a big smile, and well-made clothes. His hair
Thurvi the Jowly, 3rd level human male
is dark and cropped short. Welcoming and
fighter: AC 5 (chain mail); hp 21; Dmg
diplomatic, Gjuki prefers to seek com-
1-10+3 two-handed sword; AL CG; STR 18/50
promise when dealing with difficult situa-
(+1/+3); I 8; W 12; D 10; C 15; CH 13. A large
tions. He has little tolerance for rude or
man with a wide face, flat nose, and
abrasive people.
scraggly beard, Thurvi has served in the
local militia for many years. Spoils from The only way for the PCs to convince the
military campaigns have made him the elders to free the eight is to produce
wealthiest man in the hamlet. Thurvi is evidence that something else caused the
known for his coarse charm, long-winded ruined crops. They also have to take care
stories, and boisterous laughter. Thurvi suffers not to anger or alienate the Alfandi elders.
no insults from anyone; those that do find The elders avoid combat with the party, but
themselves challenged in personal combat. defend themselves if attacked.
He is about 50 years old and has a wife,
The elders' evidence that the Ostenheim
eight children, and 10 thralls.
men ruined the crops are: tracks found that
Relvig, 0-level halfling male: hp 6; AL LG; S 7; led to the men's homes, a witch's doll found
I 10; W 14; D 13; C 9; CH 9. One of the oldest outside Berna's home, a strange powder
halflings in the hamlet, Relvig speaks for found sprinkled on the ground in Æfrod's
most of his kind and has the respect of the home, and the fact that all the men are
human population. Relvig is very plump with known to consort together. The tracks were
fat fingers and floppy jowls under his graying really a misjudgment on the part of an
muttonchops. His wiry hair is gray also, and Alfandi tracker, the doll belongs to Berna's
combed flat over his head. The halfling is six year old child, the mysterious powder
easily intimidated, especially by "big folk". was spilled lye, and all the men know each
Relvig always looks to Thurvi for advice and other because they are neighbors or
usually agrees with his decisions. related.
Wulfein, 2nd level human male cleric: AC 6 Note: The Alfandi men believe the validity of
(studded leather & shield); hp 10; Dmg 2-5 the accusations and evidence they present,
hammer; AL NG; S 12; D 14; C 9; I 10; W 13; so a detect lie spell reveals nothing.
CH 7. Forty-five years old, Wulfein has a tall
The elders allow the party to speak with the
and spindly build and balding red hair. The
eight men held in the stable. The men
skin on his long, narrow face sags and his
declare their innocence against the
hands are gnarled. His eyesight is
charges laid against them. They reiterate
exceptionally poor and he always wears
what the party already has learned up to
threadbare clothing. Wulfein is Alfandi's
this point about their predicament as
spiritual leader. The barn at his home serves
detailed in "The Villagers' Story" section.
as the community temple. Wulfein's chief
goal is to protect his town from the forces of The most likely course of events is for the
evil. party to visit the afflicted farms. The elders
ask Gjuki to escort the party to the farms,
Selwig, 0-level human male: hp 2; AL CN; S
starting with Anders' farm which is closest to
8; D 4; C 13; I 14; W 9; CH 5. A well-
the hamlet.
respected farmer, age 60, Selwig lost a leg
to disease. Physically he is a gaunt man with AREA C: THE FIVE FARMHOUSES
an overbite and a large nose. His skin is
ruddy and he walks with the aid of a crutch. AREA C1: ANDERS' FARM
Selwig is easily agitated, prone to excit- This is the last farm that Brand stayed at.
ability, and swears frequently. He argues his Anders lives here with his wife, three
personal point of view to the bitter end in children, and two thralls. Anders has a
debates. Selwig has a weakness for single-room farmhouse with a loft, a hay
gambling. Despite these personal failings, shed, and a woodshed. Anders appears

Footprints — page 33 — Number 20


much younger than his age of thirty. He's goats and 10 cattle. Torulf is a dignified,
talkative, almost to a fault, and likes to drop balding man who always wears well-made
jokes in conversation. clothes. He is quick-witted, inquisitive and
always generous to strangers.
Six days ago he woke to find his farm's
wheat and vegetable crops rapidly dying. Torulf's blight began nine days ago. Torulf's
By late that afternoon the entire crop had afflicted livestock and crops died three days
withered to ash and the soil of his farm had after the first symptoms. All but six goats, two
turned gray. If the party investigates, they cows, and five hunting dogs succumbed to
find that all vegetation within a 300' radius of the disease. The survivors remain weak but
the farm, not just Anders' crops, has died. no longer seem afflicted by the blight.
His three goats and six ducks also died the Brand stayed in Torulf's barn for two nights,
same day. In the morning they were ten and eleven nights ago. Torulf knows of
sluggish, by noon they could not stand on Brand from town but does not know he
their feet, and by afternoon they were stayed here. His thralls found signs that
dead. Anders cut open a goat and a few someone had recently stayed in the barn
ducks, and found their insides had turned (hay used as bedding, scraps of food, and a
brittle and gray. That afternoon he burned candle stub).
the dead livestock before heading to Frekjil's
Last night and the night before, Torulf reports
drink hall to tell everyone about the curse
that the remainder of his pack of hunting
that had descended upon his farm.
dogs barked all night. Farmer Torulf suspects
Brand stayed one evening in Anders' hay there were Ostenheim men looking to
shed, eight days ago. He stayed half the revenge the capture of their brethren by
next day. While there he helped Anders' stealing his livestock.
thrall weed the fields. Anders does not think
Tracks from the ogres and korred can be
that Brand (whom he knows from town)
located around the farmyard if looked for.
staying with him is an unusual event, so he
The tracks are less than 24 hours old and
only mentions it if directly asked.
lead to Jenke's farm (AREA C4).
AREA C2 OLEV'S FARM
AREA C4 JENKE'S FARM
Olev's farm lies due north of Alfandi, not far
Farmer Jenke's small farm lies north of
from Scanthôi Wood. One of the more suc-
Alfandi, closest to Scanthôi Wood. An
cessful farms in the area, Olev, his six child-
elderly widower, Jenke had no children and
ren, and seven thralls work his wheat, hop,
one thrall. One of the first farms to show
barley, and vegetable fields. They also tend
signs of blight nine days ago, Jenke's
six cattle and a dozen goats. Olev has a
meager vegetable and barley crops took
weathered, grizzled face, and is missing
four days to die. Jenke sent his thrall to
most of his teeth and half an ear. He's wary
Alfandi seven days ago to bring Selwig, his
of strangers, and tends to be cantankerous
old friend, to look at his crops. Selwig had
with everyone.
never seen anything like it and had no
Eight days ago the same blight that afflicted suggestions on how to battle the blight.
Anders' crops and livestock started at Olev's
Two weeks ago, Brand stayed with Jenke for
farm. Within two days everything had died
three nights, and paid for his room and
except for three cows which are still
board by helping with farm work.
incapacitated by the illness.
Four nights ago, the search band tracked
Olev did not know that Brand slept in his
Brand's movements to Jenke's farm. As they
barn for a night, nine days ago. For the last
approached, the ogres spooked Jenke's
three nights Olev's thralls have heard harsh
dog. To shut the dog up an ogre rushed to
voices and sounds of movement near the
attack the barking creature. Farmer Jenke
farm. PCs with tracking abilities can discover
came to see what the commotion was
ogre and korred tracks with a successful
about, and the ogre shattered the man's
check. One of the thralls can also assist the
skull. Overcome with fear, Jenke's thrall fled
PCs in searching (he has a base 30%
into the night. He traveled north, and is now
chance of success). The tracks are two days
long gone from the area.
old. They lead to Torulf's farm (AREA C3).
Characters arriving at Jenke's farm find the
AREA C3 TORULF'S FARM
door to the small, one-room farmhouse ajar.
Next to a low hill northwest of Alfandi, the The open door is spattered with gore. The
farmer Torulf, his wife, five children, and two old man lies in a dried puddle of blood, 20'
thralls farm barley, and tend a herd of 24 from the open portal. Crows have picked at

Footprints — page 34 — Number 20


his bloated flesh. Furniture in the house has 1. Most folk only venture a short distance
overturned, and Jenke's possessions smash- into the fell trees to collect food, and
ed and tossed on the floor. There is no sign then only in large groups. (True)
of Jenke's dog (the ogres ate it). 2. Avoid the deeper areas of the wood or
A ranger or character with the Tracking you will regret it. (Maybe)
non-weapon proficiency can discover ogre 3. An entrance to the wood is located just
and korred tracks around the farmyard. south of Snowden Lake. (True)
Large bloody ogre tracks in the farm house 4. A trail leads deeper into the wood. (True)
are easily spotted by any player character.
5. Do not stray from the path or you will
The tracks are a few days old. The party can
become hopelessly lost. (True)
follow the ones outside to Gandur's farm
(AREA C5). 6. Those who are lost in the wood remain
so. When they die they return as walking
AREA C5 GANDUR'S FARM skeletons. (False)
Gandur's farm lies furthest from Alfandi. 7. Those lost in the wood often reappear
Gandur, his wife, four children, and three many years later with no memory of
thralls tend goats, ducks, and wheat, hops, what occurred in the wood or of ever
and vegetables. Gandur is an older man having been in the wood. (This is only
who always appears disheveled and partially true. Only those captured by
unkempt. He's gruff and shrewd, with a the sirines have their memory erased.)
cynical disposition. 8. The wood is home to the "svart-alfar" or
About nine days ago, Gandur's crops and "dark elves". (Note: the locals use
livestock started dying (the same time as svart-alfar as a generic term for
farmer Jenke's). After four days all the crops, goblinoids and non-good faerie types; it
the ducks and five goats had died. does not denote drow elves).
9. The locals rarely ever see the dwellers of
Brand stayed with the farmer and his family
the wood. (For the most part true)
for two nights. Gandur had seen Brand in
town, but did not know him well. The rogue 10. The queen of the faeries rules the wood.
worked for his keep. When Brand left, he She lives under a hidden lake deep in
said that he was going to pay a visit to his the forest. (Partially true; this is all the
friend, farmer Jenke. Like the others, Gandur locals know of the sirines)
does not mention Brand unless specifically Travel within the Wood: Heavily wooded
asked about him. with large oaks, elms, alders, and a few pine
Five nights ago (and on the three nights trees, the forest is difficult to travel off trail.
after), Gandur and his family heard gruff, Travelers immediately become lost once
guttural voices and footsteps outside the they lose sight of the path, only finding it
farmhouse. They also heard the sound of again by pure chance. Each hour the party
their hay shed door opening. Unbeknownst travels off the path the DM should randomly
to the family, Spénfjûd discovered a silver roll for direction of travel. Navigating by sun
signet ring (engraved with the image of a or stars (what can be seen from under the
bear holding a battle axe) lost by Brand in heavy boughs) proves futile as the party
the shed. never seems to travel in the direction they
believe they are heading unless they do so
Gandur points out the tracks, made by the by pure chance. Magical devices (such as
band, around his farmhouse. He says that he arrow of direction), spells (such as find the
followed the tracks and that they lead path), and skills (such as Direction Sense
directly to the trailhead to Scanthôi Wood. non-weapon proficiency) also fail to locate
AREA D: SCANTHÔI WOOD the correct direction. Note that the forest
dwellers can find their way in the wood
Scanthôi Wood (or "the wood of dark without getting lost.
boughs" in the common language) lies to
the east of Alfandi, and north of the Erp- WANDERING MONSTERS
Kappe Marshes.
There is a 1 in 6 chance of wandering
Knowledge of the Wood: Player characters monsters: check once every 4 hours when
may wish to question the locals for traveling, and once at night. When traveling
additional information about Scanthôi off the forest paths double the chances for
Wood. Each local knows one or two of the encounters (2 in 6 chance). Roll a d6 to
rumors listed below. Choose or roll a d10 to determine the encounter type.
select randomly.

Footprints — page 35 — Number 20


1d6 Result double-ringed faerie circle. The outer ring is
1 1d8 giant centipedes. 30' in diameter and made of 2' high red and
pale white toadstools. The inner ring is 15' in
2 1d2 wild boars.
diameter and made of 1' tall toadstools. A 3'
3 2d6 skeletons. wide, 4' long, 1' high flat stone sits in the
4 1d4 giant ticks. middle of the ring. On the stone rest two
5 1d6 huge spiders. bowls: one holds 10 gp, the other milk.
6 1 leprechaun. This fellow will harass the ENCOUNTER: Ten sprites lurk invisibly in the
party for his own amusement. He lives nearby trees and behind bushes. They fire
some miles away so finding his treasure sleep arrows at any creature that takes the
will prove difficult. He knows nothing of contents of either of the bowls. Sleeping
the events involving the cup and sirines. animals are removed to other parts of the
wood. Sleeping intelligent creatures of good
AREA D1 MAKESHIFT CAMPSITE alignment are removed from the forest;
DM NOTE: The search band only occupies neutrally-aligned intelligent creatures have
the camp during the day. At this time, an their feet beaten with sticks, before being
ogre watches the trail just in case Brand removed from the wood; evil creatures are
happens to return this way. The ogre killed outright.
immediately attacks any human or
Sprites (10): AC 6; MV 9" / 18"; HD 1; hp 8, 7,
demi-human it spots. At night the campsite
6, 5 (x2), 4 (x2), 3, 2, 1; #AT 1; Dmg 1-4 sword
is unoccupied.
or 1-3 short bow (half range); SA victims
DESCRIPTION: A campsite used by the struck with arrows must save vs. poison or
korred/ogre band lies in a small clearing 300 sleep for 1d6 hours; SD become invisible at
yards into the wood, just 100' south of the will, detect good/evil (5' range), and move
trail. Brush blocks the 50' wide clearing from silently; AL N(G) (MM 92)
the sight of the trail. The campsite consists of
a fire pit, a few fallen logs for benches, and The sprites, while staying invisible, shout
half a dozen sleeping pallets made of tree insults at anyone who resists their sleep
limbs and grass. The half-eaten, rotting arrows. If attacked, they continue to fire
carcass of a deer hangs from a tree. A arrows (and not engage in melee). They flee
hollowed-out log serves as the korred's bed. if one of their number dies.
ENCOUNTER: Spénfjûd and the remaining Good-aligned characters can attempt to
ogres lounge around the campsite. They speak with the sprites if they make a
immediately rush to support the guard if successful Charisma check (-2 penalty if
melee erupts. See the "Search Band Tactics" they or their companions tried to take any
section for melee tactics and statistics of the of the bait). The sprites don't show
band. themselves, preferring to speak while still
invisible in the trees, though PCs periodically
DEVELOPMENT: Three turns after the party
hear the flutter of their wings. If asked about
reaches this area, Vankær arrives at the
the ruined crops, the sprites tell the PCs that
campsite. A cautious party that spots the
a korred and a band of ogres caused them
ogre sentry first, and lies in wait might
(this is incorrect; they simply don't have the
observe the meeting between her and
right information). They can also tell the
Spénfjûd. The korred reports what the band
party that the sirines hired the band to
has found (not much so far), and she tells
search for something they had lost: what
them where to search next.
exactly, they do not know. The sprites know
The sirine will flee at the first sign of trouble. In where the sirines' lake is, but will not tell the
the event that the party captures the party since they know the sisters keep the
korred, any ogres, or the sirine, consult the balance in the forest.
"Capturing the Band" section for details.
DEVELOPMENT: If a character kills a sprite, a
AREA D2 FAERIE RING band of 20 sprites and 15 pixies will gather
within an hour's time to hunt down the
DESCRIPTION: The forest trail cuts through a wrongdoer and slay him. Furthermore, the
small glade, 100' across, before splitting into band will continuously harass and snipe at
two trails that continue to the southwest and the killer's companions until they flee the
southeast. The boughs of the great oak trees wood. Before they leave, the sprites warn
hang over the clearing, blocking most of the them that if they return to the wood they will
sunlight. In the center of the glade, among be killed.
the stubby grass and moss, lies a

Footprints — page 36 — Number 20


AREA D3 OWLBEAR MENACE the wood, and 30' high. Fire easily burns
away the webs, but does not engulf the
DESCRIPTION: At this point the trail dips into a
entire mass. The webs slow movement of
10' deep, 30' wide gully that bends and
any medium-sized creature entering them
curves for the next 300'. Fallen trees and
by half; small-sized creatures by three-
large boulders fill the gully reducing vision to
quarters; large-size or greater are not
just 80'.
slowed.
ENCOUNTER: Two owlbears, one male and ENCOUNTER: Twenty large spiders are
one female, lurk within the gully, searching hidden within the webbed area. These
for food. Due to the low visibility in this area monsters drop down or run out of hiding to
they surprise the party on a 1-3 on a d6. attack creatures entering the webbed area,
Owlbears (2): AC 5; MV 12"; HD 5 + 2; hp 26, especially if fire is used to burn away the
21; #AT 3; Dmg 1-6/1-6/2-12; SA with hit of 18 webs.
or better, owlbear squeezes victim for 2-16 Furthermore, a dozen giant black squirrels
damage per round until it or owlbear is lurk in the area. Nimble enough to not get
dead; bend bars roll to escape hug; AL N caught by the webs, these creatures harass
(MM 77) the party by making fast attacks with their
TREASURE: The owlbear lair lies 600' south of bite or by trying to take objects before
the trail. Characters with tracking skills can fleeing back into the wood.
lead the party to the lair without getting lost Huge spiders (20): AC 8; MV 6" *15"; HD 1 + 1;
in the wood. On the return trip the DM hp 6 each; #AT 1; Dmg 1; SA poison; AL N
should require a tracking check: those (MM 90)
failing the roll lose the tracks and get lost
Giant black squirrels (12): AC 6; MV 12"; HD
(since they would also be following their
1 + 1; hp 5 each; #AT 1; Dmg 1-3; AL N(E)
own fresh tracks, give the tracker a bonus to
(MMII 114)
their roll).
AREA D6 KORRED LAIR
A cave with a low-hanging entrance serves
as the owlbear lair. At the end of the 20' DESCRIPTION: A 20' high, 40' wide mound
deep cave lie many bones, destroyed constructed of boulders marks the end of
armor, and the remnants of clothing. A sack the trail. This mound serves as the home to
holds 450 cp and a hand axe +1. Spénfjûd, the korred enlisted by Vankær.
Near the mound, next to a fire pit, sits a
AREA D4 THE DEADLY TREE stone chair sized for a halfling. The fire pit is
ENCOUNTER: A small quickwood tree has unlit and holds relatively fresh partially-
positioned itself 30' away from this burned wood. On the chair lies Spénfjûd's
unremarkable section of trail. It has six roots set of bagpipes. Characters with tracking
lying next to the trail to capture any prey abilities note many small, cloven bipedal
that happens by. If reduced to less than 10 footprints going up and down the trail,
hp, it releases its victims and calls for mercy. around the fire pit, with some ending in front
The quickwood has no treasure. of the stone mound. These tracks are about
12 hours old.
Quickwood: AC 5; MV 1" (3" roots); HD 5; hp
24; #AT 6 or 1; Dmg nil roots, 3-12 bite; SA up The Stone Mound: The korred uses his stone
to six roots (10 hp to sever each) can seize a door ability to enter the mound wherein lies
single target of up to 1,000 lbs. which is then his dwelling: a 5' high, 12' wide room. A
drawn to the mouth for bite attacks; SD stone bed, a table, a chair, two sacks of
immune to fire, lightning, poison, gas, and long hair, a pair of shears, a lantern, a flute,
mind-affecting spells; can absorb spell and some eating utensils lie thoughtlessly
attacks to generate a fear spell; AL N (MMII strewn over the floor and table. A wooden
104) box on the floor holds Spénfjûd's treasure:
800 cp, 900 sp, a ring of spell storing
If asked about the sirines, the quickwood (shocking grasp, fly, dispel magic), and
says that that they live near a lake. It also cleric scroll containing cure disease, cure
knows that the sirines have enlisted a korred light wounds (x3), and spike stones cast at
and a band of ogres to search for 9th level use.
something which they have lost.
Player characters will have difficulty gaining
AREA D5 SPIDERS AND SQUIRRELS access to the korred's lair without the aid of
appropriate magic (e.g. passwall or similar
DESCRIPTION: Dense tangles of spider webs spells) as he most certainly will not let them
cover the trail at this point. The webs extend in.
120' down the trail, 100' to either side into

Footprints — page 37 — Number 20


ENCOUNTER: The party has a 30% chance of not fully cause him to forget the beautiful
encountering the korred (sans ogres) here sirines. He immediately returned to the wood
at any time during the day. Additionally, to search for their lake to no avail.
there is a 10% chance per hour of the korred
Years of isolated living and an obsession
returning home for a short period before
with finding the sirines again have turned
heading back to his search duties.
the man quite insane. He babbles
TACTICS: The korred is very intelligent and incessantly, has no fear for his own safety,
will not fight to the death. He prefers to flee and spends most of his time compulsively
if presented with a tough group of carving effigies of the two sisters. Mention of
adventurers. the sisters mostly causes him to ramble
about how beautiful they were and how
If surprised, the party spots Spénfjûd roaming
safe he felt with them by their lake, but he
about the mound, sniffing the earth for
can also give the following information:
truffles. He picks up a boulder and hurls it at
a random PC before fleeing into the woods. • There are two sirine sisters.
If Spénfjûd surprises the party, he • They both have light green skin and
immediately grabs his bagpipes and starts silver hair.
playing a jaunty tune. All hearing this song • They live next to a hidden lake.
must save vs. spells or begin dancing • A hidden path that leads to their lair
uncontrollably. Each PC caught in the lies in a clearing at the end of one of
dance loses 1d4 hit points per round, falling the forest trails (AREA D10).
unconscious upon reaching 0 hp. Once
• The sirines guard something of great
unconscious, the korred fetches the sacks of
value which they keep in a magic
hair from his home and weaves ropes to
pool.
bind his victims. The korred transports all the
PCs to the lake and waits for Vankær's The old man cannot remember any further
return. details.
If the party captures Spénfjûd, he might AREA D8 DILAPIDATED CABIN
(40% chance) offer some or all of his
treasure to the party for his release. Consult DESCRIPTION: Just off the trail lies an old,
"Capturing the Search Band" for details on dilapidated wooden cabin barely visible
any questions the PCs might ask him. behind the overgrown brush. Grass grows on
the sagging roof, and mosses drape the
AREA D7 THE OLD MAN OF THE WOOD cabin walls. The shutters of two small
windows hang from twisted hinges, and the
DESCRIPTION: The trail ends at a 20' high, 60'
front door lies on the ground. The inside of
wide rock wall. An overhang covers a
the musty cabin holds a rotting bedframe
shallow 15' deep cave that serves as the
and a small table. These topple over into
home of an old man. Placed in and around
dust if touched. Small mushrooms sprout
the cave are three dozen or so wooden
from the dirt floor.
carvings, from a few inches to life-sized, of
green-skinned women with white hair. The Trapdoor: A 4' x 4' trapdoor lies in one
corner. Due to its stiff hinges, the door
The caves holds the man's meager possess-
requires a successful open doors roll to
ions: a sleeping pallet covered with furs, a
open.
fire pit, a cloak made of skins, an old knife, a
wooden bowl, and a wooden spear. OCCUPANTS: A small troll lives in the 8' high,
10' square cellar below the trapdoor.
The Old Man: The old man (0-level human
Anyone opening the trapdoor is surprised by
male; hp 2; AL N) has dwelled here for over
the troll on a roll of 1-4 on a d6. If not
40 years, so long that he has forgotten his
surprised itself, the troll will try to make a
name. Skinny and toothless, the old man
grapple attack on the opener with one
wears dirty rags and a frayed fur cloak. He
hand, and shut the trapdoor with the other
makes no attempt to hide, and if attacked
(requires a "to hit" roll vs. AC 7). The troll
will not fight the PCs or even flee.
mauls anyone pulled into the cellar. Note
Years ago, as a young man, the old man that once shut, the trapdoor requires a
entered Scanthôi Wood to hunt deer. The second open doors roll to open again.
sirine sisters captured him and took him to
Troll: AC 4; MV 12"; HD 6 + 6; hp 22; #AT 3;
their lair by the lake. A few weeks later he
Dmg 5-8/5-8/5-12; SA regenerate 3
was given the draught of forgetfulness from
hp/round starting 3 rounds after wounding,
the magic font (see AREA 12), and sent
slain only by fire or acid; AL CE (MM 97)
outside the wood. However, the draught did

Footprints — page 38 — Number 20


AREA D9 OGRE LAIR hidden by bushes and brush at the southern
end of the glade. Finding the path requires
DESCRIPTION: The trail ends in a small hollow
a successful roll equal to locating a secret
formed by a 15' high, semi-circular slope. A
door. Those with tracking skills, who think to
12' high, 10' wide cave mouth sits at the end
search the glade, find human-sized tracks
of the hollow marking the entrance to the
leading to and from this brushy area.
lair of an ogre clan. Muddy ground extends
Characters that make a circuit around the
out to 60' from the entrance. There are
perimeter of the glade will eventually run
footprints, twice as large as a man's, in the
into the path.
mud. A ranger can tell the tracks were
made by many large, bipedal creatures. AREA E: THE HIDDEN LAKE
A 20' long passage runs from the cave DM'S NOTE: The forest trail that leads from
mouth to a 30' long, oval-shaped dank AREA D10 ends at the hidden lake of the
chamber that smells strongly of curdled milk sirine sisters, Breihode and Vankær. The
(the natural ogre smell), and mold. A party will not likely notice the depression
second 40' long, oval-shaped chamber that hides the lake until they move within 30'
connects to the first. Stones litter the uneven of its rim as trees and bushes block it from
floor of each cave. Additionally, each cave sight and high cliff walls mask the sound of
contains a fire pit and eight sleeping pallets the waterfall.
made of filthy, flea-ridden skins and furs.
DESCRIPTION: The sirines' lake lies in a
OCCUPANTS: A total of sixteen ogres inhabit depression 150' wide and 230' long. Sixty
these caves. Six of the males have joined foot high, shear rock cliffs surround the entire
the search for the human Brand at the circumference of the depression. Trees grow
behest of the sirine. The clan has been right to the cliff's rim and many of these lean
offered game from the forest for their effort. precariously over its edge.
The caves currently house a total of ten To the north, a 25' wide river flows over the
ogres: the chieftain ogre (AC 3; hp 36; fights precipice forming a magnificent waterfall.
as a 7-HD monster; Dmg 1-10+2 two-handed This water forms a lake 180' north to south
sword), the ogre leader male (AC 3; hp 33; and 100' east to west.
fights as a 7-HD monster; Dmg 2-12), five
females (hp 21, 17, 16, 15, 13) and three Moss, some grass, and a few small trees
young (hp 7, 4, 3; fight as goblins). Both grow out of the rocky ground that surrounds
leader types wear crude armor made of the lake. Dry leaves and a few trees litter the
chain mail bits and shields as armor. ground.
TREASURE: The chieftain wears a gold nose The Way Down: Where the trail ends at the
ring (120 gp value) and carries 88 sp and 10 cliff, a well-worn path zigzags down the cliff
gp in a pouch that hangs around his neck. face to allow entry into the lake depression.
The leader wears a crudely carved ivory Characters moving at half speed can walk
necklace (50 gp value) and has 125 cp, 16 this path without worry of falling.
sp, and 10 ep in a belt pouch. The Lake: The dark waters of the lake
In a cavity hidden under a large rock lies the conceal its depth from observers at its edge.
clan's treasure (locate as secret door). The The lake is 5' deep up to 10' from its edge,
treasure consists of 3,588 cp, 235 gp, six 6 and then drops gradually to a maximum
inch long black dragon teeth (60 gp value depth of 15' in the central portion.
each), a potion of growth (container: clear Three giant crayfish lurk in the water. They
glass vial with metal cap; appearance: attack anything, other than the sirines, that
vaporous, phosphorescent flax color; smell: ventures into the lake. Characters attacking
buttery; taste: dusty), and a potion of the crayfish while standing in water waist
weakness (container: gourd; appearance: deep or less have their movement reduced
oily translucent turquoise; smell: sweet; taste: to 1/3 normal. Those in water up to their
sweet). chests suffer the movement reduction, and
a -2 penalty to attack and damage rolls.
AREA D10 PLEASANT GLADE Fully submerged characters suffer a -4
DESCRIPTION: This 400' wide grassy glade penalty to attack and damage rolls, gain no
holds a couple of fallen logs, a few berry armor class bonus from dexterity, can only
bushes, and a scattered handful of large use thrusting weapons in melee, and cannot
oaks. A 40' wide pond covered with lily pads use missile weapons. Characters with the
lies in the clearing's eastern portion. Swimming non-weapon proficiency move 4'
per round while fully submerged; characters
The path that leads to the sirines' lake lies without this skill can only tread water.

Footprints — page 39 — Number 20


Aquatic creatures suffer no such penalties Before a character goes under, the DM
and automatically gain initiative when should determine if they have a chance to
combating fully submerged non-aquatic take a large breath of air by making
creatures. For rules on spells and spellcasting another death magic save. Those that
underwater see the DUNGEON MASTERS make this save hold their breath for a
GUIDE, pp. 56-57. number of rounds equal to 1/6 their
Giant crayfish (3): AC 4; MV 6" // 12"; HD 4 + Constitution score; those that fail have
4; hp 25, 22, 16; #AT 2; Dmg 2-12/2-12; SA enough air for a number of rounds equal to
surprise 1-3 on a d6 when attacking from a 1/12 their Con score (minimum 1 round). It
hidden position (MM 15) takes two rounds for the water to flow
through the channel. Characters take 1d6
Outflow: Observant players are likely to
notice that a waterfall of this size and damage each round they are without air.
volume should fill the depression completely They also take 3d3 damage when they land
with water. However, it doesn't due to a 20' in the shallow marsh lake.
wide, 10' high outflow channel located 10' Hidden Tunnel: Located under the waterfall,
below the water at the lake's southern end. 20' below the water's surface, is the ent-
Excess water from the lake flows down a rance to the sisters' lair. The 6' wide
150' long channel before dropping over a water-filled tunnel runs north 35' before
30' high cliff into a shallow lake in the curving upwards 20' over the last 20' into
Erp-Kappe Marshes. AREA E, location 1.
Characters swimming or wading in the zone CAVES OF THE SIRINES
marked on the map may be pulled into this
channel. Each round a character is in the Currently, only Breihode remains in the lair.
water here, the character must make a Her sister, Vankær, searches the forest and
save vs. death magic. Those that make their countryside for the cup with Spénfjûd and
saving throws feel the pull of the water, and the ogres.
can swim or walk out of the zone. Those that
fail the save are sucked below the water General Physical Properties: The unworked,
into the channel. Note: the force of the irregular caves and tunnels were shaped
water rips away anything the character from the bedrock. Unless noted otherwise,
might hold in his hands. all caves have 10' ceilings; tunnels have 7'

Footprints — page 40 — Number 20


ceilings. The air in the caves is damp and If reduced to less than half hit points,
cool, fed by a few natural chimneys too Breihode flees to AREA 12. There she uses
small for even the most diminutive gnome to her polymorph ability to turn into a small fish
fit through. Walls are damp with moisture and hide in the fountain. She stays there
that seeps from the ceiling. Small pools of until the party leaves or she is discovered.
water cover the cave and tunnel floors.
If the sirine succeeds in capturing the party,
Thieves suffer a -10% penalty to all Move she takes them to be guarded by the mud-
Silently rolls due to the wet floors. men at AREA 8. She then takes each PC
Additionally, those trying to run inside the separately to AREA 6 for one-on-one
complex have to make Dexterity check questioning to learn more details of why
each time they come to a stop or turn, or they entered her lair uninvited. When
they will slip. This inflicts no damage, but that Breihode learns the party's intentions (i.e.
character's movement comes to an end finding out what or who corrupted the
and they are in a prone position until they farms), she breaks the charm and Intel-
can get up the next round. ligence drain on one PC, preferably a
Light Conditions: Lighting in the caves female, to discuss the matter. She tells the
comes from phosphorescent shelf fungi that PC about Brand's theft of the cup, what the
give off a soft greenish glow. These mush- consequences of not tending the cup to
rooms grow in small 1' clusters on the walls, plant and animal life are, and enlists him/her
and give off light in a 10' radius. Over the to find the artifact and return it to her. She
years the sirines have learned to seed the avoids any inquiry into compensation
fungi clusters in just the right places for instead emphasizing what could happen if
optimal lighting. Tunnels are not lighted. The the cup stays any longer from the fountain
sirines use a "lantern", consisting of a fungi (see "The Cup of Høldûhr" section for
cluster in a basket with a rope handle, when details). If the PC presses the point, the sirine
traveling through the unlit areas of the will hand over a portion of her treasure
complex. (about 500 gp worth) from the treasure stash
in AREA 7.
Illusionary Walls: Multiple permanent illusion-
ary walls mask a number of passages lead- If captured, Breihode tells the story of Brand
ing to the sirines' inner caves. These illusions and of her sister's search for the cup. She
appear as normal cave walls, and do not asks the party for help in recovering the cup,
disappear when touched. Characters can stressing the dangers it poses to the
locate them as secret doors. Once located, surrounding countryside if not returned.
characters can easily walk through the Breihode, sirine: AC 3; MV 12" // 24"; HD 5; hp
"walls". The sirines use these hidden passages 25; #AT 1; Dmg by weapon type; SA touch
to spy on intruders. A dispel magic or dispel reduces victims Intelligence to 2 unless save
illusion versus a 12th caster will permanently
vs. poison is successful, song will charm
remove a single illusionary wall.
person at 3" range, polymorph self (1/day),
BREIHODE'S TACTICS: The purpose of the fog cloud (1/day), and improved invisibility
encounter with Breihode is for the party to (1/day); SD save as 11th level magic-user,
learn of the missing cup and the story of +2 to poison saves, immune to all gas
how Brand came to the lake a few weeks attacks, breathe water, infravision,
ago. ultravision; MR 20%; AL N (MMII 109)
Breihode has no fixed location on the map Personality: The younger of the sisters,
key, so when the party enters the complex Breihode is more even-natured and less fer-
the DM must decide her whereabouts. Most vent than Vankær. Breihode is forthright and
likely locations include her chambers (AREA unassuming when dealing with others. Not
5), the common chamber (AREA 6), or the as confident as her older sibling, she often
fountain cave (AREA 12). becomes despondent in overwhelming
Once Breihode learns of the presence of situations.
intruders, she attempts to capture as many Languages: Korred, ogre, Common, goblin,
as possible, killing only if no other recourse sprite.
presents itself. She first casts improved
invisibility to follow the party and determine She wears a white shift with gold thread trim,
their intentions. Once she decides to strike, electrum belt (160 gp value), an electrum
she uses her charming song ability on as circlet set with an aquamarine (400 gp
many party members as possible. She then value), and a dagger +1, +3 vs. creatures
uses her intelligence draining touch on larger than man-sized in a sheath.
those not affected by the song, and
defends herself with her dagger if need be.

Footprints — page 41 — Number 20


KEY TO THE CAVES OF THE SIRINES Magical Trap, illusionary floor
1. WATER-FILLED ENTRY CAVE Effect/Damage: Characters that fall through
the "floor" plunge into the water, taking no
ILLUMINATION: Two fungi clusters. damage. Normal drowning rules apply.
DESCRIPTION: A large, 5' deep pool of water Companions of those that fall through must
fills the southern portion of this cave. The successfully "disbelieve" the floor by making
entry tunnel that leads to the lake lies below a successful saving throw vs. spells with +4
the pool. bonus (only one roll required for the entire
floor). Illusions are permanent until dispelled
2. GIANT WEASELS' CAVE (dispel magic vs. 12th level caster to
ILLUMINATION: Fungi cluster. remove).
DESCRIPTION: Dried leaves and grasses litter OCCUPANTS: A water weird in the pool
the floor of the room. A 10' wide nest made starts forming as soon as any PC drops into
of dried grasses lies in the southern portion of the water. This monster attacks those in the
the cave. A ball made from a bladder sits in water with a +4 "to hit". See "The Lake"
the nest. section above for details on underwater
combat.
OCCUPANTS: The two giant weasels lounge
about this room. If Breihode is alerted to the Water weird: AC 4; MV 12"; HD 3 + 3; hp 12;
party's presence, she will likely come to #AT 1; Dmg 0; SA strikes as a 6 HD creature,
fetch her pets for additional protection. those successfully hit must make a successful
saving throw vs. paralyzation or be pulled
Giant weasels (2): AC 6; MV 15"; HD 3 + 3; hp into the water; SD 1 hp damage from
20, 18; #AT 1; Dmg 2-12; SA blood drain; AL piercing or slashing weapons, half or no
N (MM 100) damage from fire, intense cold acts as a
3. CAVE OF THE WATER WEIRD slow spell, purify water kills it, reforms at full
strength 2 rounds after being reduced to 0
ILLUMINATION: None. hp; AL CE (MM 100)
DESCRIPTION: Water completely fills this TREASURE: Characters searching the bottom
cave to a depth of 15'. A permanent illusion of the pool with a light-source discover a
spell masks the floor causing it to appear as few badly rusted swords and two skeletons
a normal dry cave floor. wearing corroded chain mail. One skeleton

Footprints — page 42 — Number 20


has a pouch containing three large flawless furniture. Two baskets sit on this table, one
black tourmalines (500 gp value each) and holding chestnuts, the other fresh edible
an oil of fiery burning (container: green glass berries.
flask; appearance: oily soot color; smell:
The western end of the cave has a 5'
peppery; taste: oily, sulfuric).
circular fire pit (not currently lit). A clay
4. DEAD END CAVE cooking pot hangs from a swing arm, and a
stack of firewood lies next to the fire pit. A
ILLUMINATION: Two fungi clusters growing on
large wooden table with ten stools fills the
walls.
rest of the cave. A shelf mounted on the
DESCRIPTION: Strewn about the floor of this west wall holds ten wooden plates and
cave are a goblin skull, a broken short bow, cups, two clay pitchers, and some spoons
a few broken arrows, a rusty and dented and ladles.
full-faced great helm, a leather backpack
7. PUFFBALL CAVERN
holding six rusty iron spikes, an empty bone
scroll tube, and a worm-eaten cloak. ILLUMINATION: Two fungi clusters growing on
walls.
If a PC picks up or touches the skull, helm, or
pack a magic mouth appears on the east DESCRIPTION: This cavern has a strong
wall and yells in common three times, "We earthy smell tinged with the scent of decay.
have guests, my mistresses. Guests are here!" Mushrooms of all types and sizes grow from
Simultaneously, a hidden portcullis falls, the cave walls, and from the soft loam that
blocking the south-east passage. Charac- covers the floor. The capped, brain-like,
ters can lift this iron portal by making a lift puffball and shelf fungi range from a few
gates roll. inches up to 2' in height and come in a
variety of colors. A network of 2' wide paths
DEVELOPMENT: The shouting of the magic
crisscrosses the mushrooms field allowing the
mouth draws Breihode to the cave in 1d3
sirines to tend their crop.
rounds, assuming the party has not already
encountered her. She most likely arrives from Edible mushrooms form the bulk of what
the western passage. She first casts im- grows here. However, the sirines also grow a
proved invisibility, then spends a round number of large hallucinogenic puffball
listening to get an idea of whom or what is mushrooms to ward off intruders, including
in the cave before moving in. See their pet giant weasels. The 2' wide puffballs
"Breihode's Tactics" section for details on each release a cloud of spores when any
how to handle an encounter between the ground movement in the mushroom beds
party and the sirine. occurs. The combined clouds fill the entire
cavern.
5. BREIHODE'S CHAMBER
A druid can recognize that the puffballs will
ILLUMINATION: Fungi basket.
release deadly spores if they detect
DESCRIPTION: Simply furnished, the cave movement. A character moving no faster
contains a bear skin rug (200 gp value), and than 2" can creep through the mushroom
a number of fur blankets lying on a stone beds with only a 10% chance per round of
bed. On a stone table sits a mushroom setting off the puffballs.
basket that lights the cave, a wooden cup,
The sirens are immune to the effects of the
a decanter filled with wine, and two silver
puffball spores.
armbands set with pearls (350 gp each). A
stone stool sits next to the table. A wicker Natural Hazard, hallucinogenic puffball
chest lies on the floor filled with a set of mushrooms
human-sized cold weather clothes and a
Effect/Damage: The puffballs can release
heavy, fur-lined hooded cloak. A set of
spores only once every four hours. Living
panpipes and a green, hooded cloak hang
creatures inhaling these spores must save vs.
from hooks mounted in the wall.
poison or begin to hallucinate for the next
6. COMMON AREA 2d4 turns. Roll a d6 to determine the nature
of the hallucinations:
ILLUMINATION: Multiple fungi clusters
growing on walls. 1 The Terrors: The character views any living
thing as a threat to flee from. He drops
DESCRIPTION: The eastern section of the
anything held, and wildly attacks
cave holds two padded divans, and two
anything or anyone that tries to touch or
padded chairs placed on a bear skin rug
get too close to him (-1 to hit, +1 to
(200 gp value). A low, round wooden table
damage).
with a large unlit candle sits between the

Footprints — page 43 — Number 20


2 Emotion: Powerful emotions overpower spend at least a round looking over the
the character. These emotions change cave before entering (the latter requiring no
from fear to apathy and despair to joy in check).
a just matter of minutes. In this state, the
The mud covers the eastern portion to a
character cannot make logical
depth of 1' while in the western portion the
decisions.
mud reaches a depth of 5'. Reduce
3 Automaton: The character stands in character movement by 3 for each foot of
place, not reacting to anything that mud crossed. Additionally, any movement
happens to him even if attacked. faster than a walk requires a Dexterity check
4 Crawling Horrors: The character believes at -1 penalty for each foot of mud. Failure
that insects and maggots crawl all over results in the character slipping in the mud,
and under his skin. The character ending the character's movement for the
relentlessly scratches and itches at his remainder of the round, and putting him in
skin, causing a total of 1d4 damage for the prone position.
the duration of the hallucination. A
OCCUPANTS: Seven mudmen dwell within
character that rolls a "1" on his saving
the mud pool. They form and attack any
throw uses a weapon or tool to "cut
creature besides the sirines that enter their
away" the infestation inflicting 2d4
cavern.
damage himself.
5 Shadow Foes: The character believes Mudmen (7): AC 10; MV 2"; HD 2; hp 11, 10, 9
that shadowy monsters lurk just outside his (x2), 8 (x2), 4; #AT 1; Dmg special; SA
field of vision. He wildly swings his mud-throwing; SD +1 or better weapon to
weapon, shoots arrows, and casts spells hit, immune to poison, mind-affecting spells
at random (even non-offensive ones) at and those that directly cause damage to
these partially seen attackers. Other living creatures; AL N (MMII 93-94)
party members may inadvertently be hit 9. VANKÆR'S CHAMBER
by some of these attacks.
ILLUMINATION: Fungi basket hanging from a
6 Material Freedom: The character
believes that his possessions have ceiling hook.
become a liability to his freedom. He DESCRIPTION: Vankær is currently out
methodically sets to smashing, burning, searching for Brand. While the party is in the
emptying, or crushing everything he owns complex, there is a 20% chance per hour
—starting with the items he values the that she returns. She will stay only a few
highest. hours before resuming her search.
TREASURE: The sirines have hidden their The cavern holds four stone beds, a stone
treasure at the curved, dead end section table, a padded wooden chair, and a
located in the northeast part of the cavern. wicker hamper. A hide rug covers the floor
A large stone covers a 3' wide, 3' deep and a few hides line the walls. Fur blankets
cavity (locate secret doors roll to find) that and pillows sit atop one bed. A candle,
holds 550 gp (loose), a silver bowl set with whetstone, and whistle (the latter used for
alexandrite (500 gp value), a tooled red training the weasels) lie on the table. The
dragon-hide quiver with silver buckles (350 hamper holds warm, fur-lined clothes. A box
gp value; +2 to saves vs. fire), and a potion on the floor holds materials for creating a
of treasure finding (container: crystal flask dozen arrows (fletching, shafts, and arrow
[50 gp value]; appearance: bubbling heads).
transparent emerald with silver flecks smell:
none; taste: sweet). A leather pack lies on the floor near the
table. The pack belongs to Brand who left it
here when he fled the lair with the cup. It
holds a red cloak edged with silver threads
and a bronze medallion depicting the god
8. CAVERN OF THE MUDMEN Balder (5 gp value).
ILLUMINATION: None. A 4' tall totem carved in the likeness of the
giantess Høldûhr is placed against the wall
DESCRIPTION: Water from the ceiling steadily opposite the entry passage.
drips into a large mud pool which covers the
entire floor of the cavern. Note that a The southern portion of the cave holds a
character will only realize the floor is really large notch-covered block of wood which
mud if they make an Intelligence check as Vankær uses for target practice with her
they enter, or specify that they stop and bow.

Footprints — page 44 — Number 20


10. ORACULAR CAVE 1. Raise one Prime Requisite of the
character by 1 to a maximum of 18. If all
ILLUMINATION: None.
Prime Requisites are already 18 increase
DESCRIPTION: A strong smell of sulfur a random ability score by 1.
emanates from this circular cave. From a 4' 2. Reduce one Prime Requisite of the
long, 2 inch wide crack in the floor a stream character by 1.
of near invisible noxious vapors seep up from
3. Raise character's Charisma score by 2 to
far underground, filling the caves before
a maximum of 18.
disappearing up a number of small cracks in
the ceiling. 4. Reduce the character's Charisma score
by 2 to a minimum of 3.
Creatures exposed to these vapors for 5
5. Character permanently gains 1d4 hit
rounds, and for each turn of exposure
points.
thereafter, must save vs. poison or fall
unconscious. Those subjected to these 6. Character permanently loses 1d4 hit
vapors for more than four continuous hours points.
will die. Victims regain consciousness only 7. Character can escape danger (as if
after 1d10 rounds of exposure to clean air. from a wish spell) once for himself only,
The sirines are immune to these vapors. at will.
The sirines use this cave as an oracle. After 8. Character's next two saving throws
1d6 turns of exposure to the vapors, one automatically fail.
sister has a 60% chance of receiving an The font's waters only affect the sirines as a
answer to a specific question as per potion of healing (heals 2d4+2 points of
divination (4th level cleric spell). The oracle damage) and a cure disease (3rd level
can be consulted but once per week. cleric spell) once per day for each sister.
11. CRYSTAL GALLERY Furthermore, a draught from the basin can,
ILLUMINATION: A fungi cluster. if desired by the sirines, wipe a creature's
memories of the complex and Scanthôi
DESCRIPTION: Many small crystals that Wood, and cause it to fall into a deep
encrust the walls of this gallery-like cave slumber for 24 hours (no saving throw for
sparkle in the light of the fungi cluster. either effect). The sirines typically call upon
TREASURE: One hundred small clear crystals the korred to haul such persons out of the
(2 gp value each) line the walls, each one wood.
taking a full round to dislodge with a dagger AREA F: THE ERP-KAPPE MARSHES
or similar instrument. Additionally, five large
two inch-long crystals grow from the walls. The final goal of the party is to enter the
Called spell crystals, these magic minerals Erp-Kappe (snake cap) Marshes, find the
can hold spells for use at a later time (see bullywug mound where the Cup of Høldûhr
"New Magic Items" section for details). lies hidden, and take the cup back to the
Magic Font Cave (AREA 12) located in the
12. THE MAGIC FONT sirines' lair. One way for the party to discover
ILLUMINATION: A fungi cluster attached to the bullywug mound is to speak to Breihode,
the ceiling above the pool. and then track down Brand at Frekjil's drink
hall in Alfandi (AREA B). Once confronted
DESCRIPTION: A large, 3' deep pool of clear with the truth about the powers of the cup,
water fills this cave. A natural spring feeds he immediately confesses to taking it. Brand
the pool causing its waters to gently roil. says that he feels guilty for the death and
In the central section of the pool lies a 4' destruction at the farms and will help out as
wide stone basin that sits 1' above the much as possible to return the cup.
waters. This basin normally holds the Cup of Alternatively, the party may enter the marsh
Høldûhr. The water in the basin is magical after accidently getting pulled through the
and will detect as alteration magic. When a outflow from the sirines' lake, and then
creature drinks from the font's water roll a d8 stumble on the bullywug lair by accident.
and consult the list below to determine the The marshes lie two miles east of Alfandi.
result. Allow no saving throw to avoid any of They consist predominantly of muddy or
these effects. The magic of the font only boggy patches of sodden ground or areas
affects a creature once in its lifetime. Water filled with standing water, typically no more
removed from the basin loses its magic after than 4' deep. Oaks, pine, and grasses grow
1 round. plentifully in both these areas. In some
places, wide 4' to 8' deep lakes fill the land-

Footprints — page 45 — Number 20


scape. The party's mostly likely route through 2 1d4 female bullywugs out gathering
the marshes is via a network of animal trails. food. They each carry a large basket
Locals will discourage the party from using and flee if attacked.
the waterways since only the smallest, 3 1d3 giant toads.
flat-bottomed boats can navigate the
4 1d4 human fishermen with dönnar
shallow water of the marshes. Local
boats. Each is armed with a spear. The
fisherman use small, lightweight boats called
fishermen will not be encountered
a dönnar. They carry this one-man vessel
within a mile of AREA G. Substitute with
strapped on their backs when traversing the
result 1 if rolled.
dry areas of the marsh.
5 1d6 huge spiders.
Knowledge of the Marsh: Player characters
6 1d3 ghouls (night only; ‘no encounter'
may wish to question the locals for
during the day). The bullywug shaman
additional information about Erp-Kappe
befriended these monsters, so they do
Marshes. Each local knows one or two of the
not harm the frogmen.
rumors listed below. Choose or roll a d10 to
select randomly. AREA F1 THE OLD SHRINE
1. The locals come to the marshes to fish Description: The trail that leads into the
and collect birds' eggs, but with much marsh starts in a small clearing. A
trepidation since many fell monsters lurk semi-circular stand of alder trees mark the
amongst its dark waterways. (True) trailhead. Within this clutch of trees lies an
2. The marsh is difficult to traverse due to a old, dilapidated shrine dedicated to the
lack of interconnected water ways. Sevinjari gods. Half a dozen flat, bench-like
(True) boulders, each 4' long, form a semi-circle
3. Bandits hide out in the marsh, creeping around the shrine. The shrine itself consists of
out at night to raid the countryside. four 10' tall log totems depicting the gods
(False) Frey, Freya, Heimdall, and Odin. In the midst
of these totems lies a 3 wide well that drops
4. A trail near the old shrine leads through
30' to the water table line. A sagging roof
the marsh. (True)
caked in a thick layer of alder needles and
5. Ponds and lakes in the marsh hide mud held aloft by four wooden posts covers the
pits that will suck in anything that treads totems and the well.
on them. Death is almost a certainty for
those caught. (False) The Fishermen: When the party comes here
for the first time from Alfandi hamlet, they
6. An evil dragon named Night Wing dwells
encounter two fishermen, Riof and Aurlaf,
deep in the marsh. No one has seen him
who are here to pay their respects to the
for many years. (True)
gods (Note: the fishermen are not
7. Evil frog men lurk in the marsh. These encountered when leaving the marsh). They
wicked creatures eat the flesh of men, are on their way to tend to their fish traps in
and lay devious traps to catch the the marsh, and each carries a spear, a
unwary. (True) dönnar, and several baskets.
8. The frog men live in a great mud mound
If the party seems friendly, the fishermen
somewhere to the east. (True)
politely ask them their business in the area. If
9. Huge snakes as thick as a bull lurk in the specifically asked what lives in the marsh,
stagnant marsh pools. They can swallow the fishermen relate rumors 7 and 8 listed
a man in a single bite. (False) above.
10. The ghost of good cleric roams the
The Shrine: Any character that prays at the
marshes at night. He will heal those who
shrine and drops an offering of at least 1 gp
are injured and calm their spirit. (False)
value in the well might receive a blessing
from the gods. The character making an
offering rolls a saving throw vs. death magic.
Wandering Monsters If the save is successful the character
The party encounters wandering monsters receives a +1 to all saving throws for the
on a roll of 1 on a d6; check once every 3 next 24 hours. However, if the character rolls
hours. Roll a d6 to determine the encounter a "1" on the save, he hears the sudden and
type. ominous crack of a tree branch breaking,
and falling to the ground. This character has
1d6 Result been blighted by the gods, and receives a
1 1d4 male bullywugs going to or –1 to all saves for the next 24 hours.
coming from a hunting expedition.

Footprints — page 46 — Number 20


444 cp, 212 sp, and 50 gp lies in 5' deep Mechanical Trap, 10' wide, 10' deep cover-
water at the bottom of the well. Taking any ed pit
of these offerings results in a curse of –1 to all
saving throws and attack rolls, and affects Effect/Damage: Those falling into the pit
all party members present in the shrine area. suffer 1d6 damage and land on 1d2
The curse remains until a remove curse spell sharpened wooden spikes which cause 1d3
is cast on each party member. damage each. Additionally, the spikes are
covered in excrement. Those falling on
AREA F2 THE CLUTCHING MEADOW spikes must save vs. poison or contract a
Description: At its southernmost curve the severe blood disease (see p. 14 of the
trail winds into a 200' wide, 600' long grassy Dungeon Masters Guide).
meadow with a few scattered trees. Half Mechanical Trap, snare cluster
way through the 3' foot high swaying grass
in this meadow hides a waiting danger. Effect/Damage: 1d6 party members step on
Encounter: Two stands of grab grass lie to rope snares. When tightened by a moving
either side of the trail at this point. Each counter weight, the snare swiftly hauls a
stand is 30' long and 10' deep. As the party victim, up to 300 lbs. in weight, 10' in the air.
moves along the trail, the grass from either The victim dangles from a rope, 10' down
side reaches out to grab the party from a large tree branch. The trap causes
members' legs. Each 5' x 5' section of each no damage but could cause incidental fall-
stand can grasp a single human-sized figure, ing damage when the victim's companions
striking as a 12 HD monster. Characters attempt to get them down.
caught by the grass can inflict 8 hp of Mechanical Trap, deadfall trap
damage (AC 8) to destroy one section or
make a successful bend bars roll to free Effect/Damage: When the victim steps on a
themselves. tripwire a net of stones drop on the victim's
Development: To make matters even more head causing 2d4 damage. Additionally the
difficult, thirteen giant worker ants issue from victim must save vs. paralyzation or be
a nearby unseen lair the round after the knocked out for 1d4 turns.
characters are caught by the grass. A 2' AREA F4 LIZARD FEAST
wide hole in a small 5' tall rise, 200' north of
the grab grass, marks the entrance to the Description: At some point while traveling on
ants' lair. The ants fearlessly attack held this island the party will come across three
victims, not retreating until either their prey giant lizards tearing apart the carcass of a
or they are dead. bullywug. The hungry and testy trio of lizards
charges the party on sight.
Giant worker ants (13): AC 3; MV 18"; HD 2;
hp 12, 11, 10 (x3), 8, 7 (x2), 6 (x3), 5, 3; #AT 1; These lizards have no nearby lair and
Dmg 1-6; AL N (MM 7) nothing of value.
Treasure: 27 cp, 61 sp, a bronze choker (5 Giant lizards (3): AC 5; MV 15"; HD 3 + 1; hp
gp value), two uncut tiger eye gems (10 gp 20, 17, 12; #AT 1; Dmg 1-8; SA an attack roll
value each), and three gold buttons (10 gp of ‘20' holds the victim in the mouth inflicting
each). This treasure lies in an 8' long automatic double damage each round
chamber, 15' from the main entrance. A after; AL N (MM 61)
halfling or gnome could crawl through the
tunnel to the chamber, or the party could AREA F5 BULLYWUG AMBUSH
dig it out. The latter method will take 2d6+6 DMs Note: As the party nears the island
turns. where the bullywugs dwell, a bullywug
AREA F3 TRAP GAUNTLET scout, hidden from sight by its camouflage
ability, spots their approach. The scout then
Description: The bullywugs have placed alerts its fellows who, in turn, will set up an
three dozen covered and camouflaged pit
ambush.
and snare traps near the trails in this area to
catch prey and prisoners. Every two turns of Description: The area near the island consists
traveling in these areas, a 2 in 6 chance of murky marsh waters with tall grass
exists that the party will walk into a trap, growing from it. Regardless of the direction
regardless of whether or not they travel on they come from, the party must cross 60 to
the confines of the trail or by cross-country. 120 feet (2d4+4 x 10 feet) of open marsh to
Roll a d6 to determine trap type: 1-2 = reach the island. The water is about 3' deep
covered pit, 3-4 = snare trap cluster, 5-6 = at this point. Observant player characters
deadfall trap. Twice a day, at dawn and will notice the absence of any wildlife
dusk, a group of 2d6+2 bullywugs check the sounds in this forlorn area.
traps for victims.

Footprints — page 47 — Number 20


Encounter: Twenty bullywugs lurk half Bullywug Armament: Males are armed with
submerged in the water, camouflaged by spears (1-2 on a d6), clubs (3-4), or javelins
the tall grass ahead of the party approach (3) (5-6). Stronger males (6 to 7 hp) use
to the island. They spring out of hiding with broad swords (1-2 on a d6), battle axes
their hop attack surprising on a roll of 1-3 on (3-4), or morning stars (5-6), and use shields
a d6 when the party comes within range. which grant AC 5.
Any PC within the marsh that is hit by a hop
Bullywugs with 8 hp are "elite" warriors. They
attack with a roll of 2 or better than was
use leather armor and hide shields giving
needed ‘to hit', must save vs. paralyzation or
them an Armor Class of 4 and wield morning
be knocked into the water.
stars (1-3 on a d6) or battle axes (4-6).
The bullywugs take any prisoners to AREA 24 Additionally, the elite warriors each carry
of the bullywug mound. They are held there three javelins coated with paralytic poison
in appalling conditions with little food or (onset 1d4+1 rounds; save vs. poison or be
water for 1d4+1 days. After this they paralyzed for 1 turn). Since this poison is
become food for the tribe. weak it is only good for one hit.
Bullywugs (20): AC 6; MV 3" // 15" (9" in The five subchiefs have 2 HD and inflict +1
armor); HD 1; hp 8 (x3), 7 (x4), 6 (x4), 5 (x5), 4 damage on all attacks. They use broad
(x4) #AT 3 or 1; Dmg 1-2/1-2/2-5 bite or by swords, wooden shields, and wear chain
weapon type; SA hop attack up to 3"; SD mail with plates giving them an Armor Class
camouflage; AL CE (FF 16-17). The 8 hp of 3. They also carry poison-coated javelins
bullywugs wield morning stars; the 7 hp use as noted above.
broad swords; the 6 hp use clubs; the 5 hp
Each male bullywug wears a leather belt
use spears; the 4 hp each use a sheaf of
and harness that they use to attach bags,
three javelins that they throw then attack
pouches, weapons, etc. Many wear fibrous
with claws and bite.
jerkins made from tree bark. There is a 50%
chance that each carries 3d8 cp, 3d6 sp,
AREA G: THE BULLYWUG MOUND
and 1d6 gp on their person.
THE BULLYWUGS' ISLAND Females flee at the first sign of hostility, but
The small island claimed by the tribe of will fight if cornered. They do not wear
bullywugs sits only a few feet above the clothing and have no chance for personal
level of the surrounding marsh. Due to the treasure.
corruptive influence of the Cup of Høldûhr, The Bullywug "God": The bullywug tribe
the tall, 3' high clumps of grass and scrubby worships a spirit naga named Ylzissid who
brush that normally cover the island have lairs on DUNGEON LEVEL 3 of the mound
turned ashen gray and crumble at the complex. Although Ylzissid does little for the
touch. The few trees on the island have also welfare of the bullywugs, he will not readily
withered and died. The party sees and hears forsake the protection, food, and wealth
no sign of animal life on the island. that they provide by letting them die at the
Trails made by the bullywugs crisscross the hands of their enemies. The naga
island. Any party member with the Tracking occasionally bestows healing spells on
non-weapon proficiency will note many injured bullywugs (usually higher-ranking
tracks, all of them made by human-sized individuals), makes use of his spells to
bipeds with webbed feet. At times, these subdue the more powerful enemies of the
same types of tracks seem to be made by tribe, and offers advice to the chief in times
quadrupeds with smaller front-webbed feet. of trouble.
This is caused by the bullywugs propensity to The Stolen Cup: Warriors from this tribe
sometimes walk as a biped and other times attacked the thief Brand. He escaped, and
move like a frog on all fours. A few trails they gained possession of the magic Cup of
eventually lead to the mound that serves as Høldûhr. They presented the cup to their
the bullywugs' lair. chieftain, Gogulalla, who in turn give it to
THE BULLYWUG TRIBE the spirit naga. The cup now resides in this
evil serpent's cave. The spirit naga knows the
The bullywug tribe consists of 80 males, 40 cup is highly magical, but does not know its
females, and 20 young. The chief, the exact powers.
subchiefs, and "elite" males speak a
rudimentary form of the Common tongue In the short time that the cup has resided
and have the higher end intelligence scores within the mound, the bullywugs have
of 8-10. noticed that the females have laid more
eggs. Given time, the magical influence of

Footprints — page 48 — Number 20


the cup will cause the bullywug population marsh odor pervades the entire complex.
to increase threefold much to the woe of The rooms and passages of the mound are
the nearby human settlements and the made of damp, packed mud. Dried grasses,
other creatures that live nearby. used as bedding, cover sections of the
muddy floors on Dungeon Level 1 and 2.
THE MOUND
Any character moving faster than a walk in
The bullywug tribe dwells in caves under a the rooms or passages risks slipping on the
large mound of semi-dried mud located on muddy ground. The DM should require a
the eastern side of the island. The 60' high, Dexterity check any time a PC attempts to
400' diameter mound is visible from all parts do so; failure results in the end of the
of the island. character's movement phase as he slips into
a prone position. The bullywugs have web-
Main Entrance: The main entrance is a 10' bed feet, and will not slip in the mud when
high opening that leads directly into the moving at faster speeds.
mound. No guards are posted to watch the
cave, and no attempt has been made to Passageways have a ceiling height of 8'-10'.
camouflage the entrance. However, 30' In caves and chambers ceiling height varies
from the entrance lies a 10' wide, 10' deep from 10'-12'.
semi-circular, covered, and camouflaged
Destructive spells, such as fireball or lightning
moat that blocks passage into the lair. The
bolt, will cause a 10' x 10' section of wall or
pit is covered by skins laid across the top,
ceiling to collapse where they strike, causing
and held in place by a flimsy wooden
3d6 damage to those in the area. Those
lattice. Dirt, leaves, and grasses camouflage
caught in the cave-in must spend 2d4
the skins. Uninvited visitors are likely to fall
rounds to dig themselves out; half that time
into this pit and impale themselves on the
if they have assistance.
sharpened spikes that line the bottom. The
bullywugs, however, can just hop over the Light Conditions: Most rooms in the mound
moat. are illuminated with fire pits (30' radius) or by
fire beetles in cages (10' radius).
Mechanical Trap, covered moat with 10' pit
Passageways are not lit.
Effect/Damage: Those falling into the pit
Wandering Monsters
suffer 1d6 damage and land on 1d3
sharpened wooden spikes which cause 1d4 The party encounters wandering monsters
damage each. Additionally, the spikes are on a roll 1 on a d6; check once every 3
covered in excrement. Those falling on turns. Roll a d6 to determine the encounter
spikes must save vs. poison or contract a type.
severe blood disease (see pg. 14 of the
1d6 Result
Dungeon Masters Guide).
1-2 1d4 male bullywugs going to or coming
Hidden Entrances: In addition to the main from a hunting expedition.
entrance, four hidden escape tunnels lead
3 1d4 female bullywugs who flee to alert
out from DUNGEON LEVEL II. Each entrance
the nearest males upon sighting
tunnel is 4' wide and 5' high. Their egress
intruders.
points on the surface are so well
camouflaged that those standing right next 4 1d3 giant frogs (1 to 3 HD each).
to one will not notice it unless specifically 5 1d3 fire beetles that have escaped
searching that area. It is possible for a from their cages; they are hostile.
character with tracking abilities to stumble 6 1 gray ooze (encountered only once).
on a hidden trail that leads to one of these
tunnels and follow tracks to the entrance. KEY TO THE DUNGEON LEVEL 1
The DM should determine the chances of a
party discovering a trail based on the Most of the tribe's members occupy this
actions of the players. level.
One tunnel, located 200' to the southwest of 13. ENTRY CAVE
the main entrance, leads to AREA 26. The ILLUMINATION: Fire beetle cage suspended
second tunnel is 350' due south of the from the ceiling.
mound, and leads to AREA 28. The third and
fourth tunnels are 400' from each other on DESCRIPTION: A wooden totem, depicting a
the eastern base of the mound; they open snake-like creature with a human head,
just to the north and south of AREA 22. stands at the opening of each of the four
tunnels that exit this area. Dried and fresh
General Physical Properties: A humid, fetid blood covers each totem.

Footprints — page 49 — Number 20


OCCUPANTS: Two male bullywugs (hp 6, 4) females (hp 3 each) are found here making
armed with spears guard this room. Not clothes and baskets. The remaining females
particularly attentive, these two have only a are either in AREA 16, 17, or 20, or outside
50% chance to notice any PCs that fall into the complex foraging for food.
the pit trap outside the entrance. If
At night, thirty females sleep here with the
attacked, one bullywug will croak loudly:
remainder elsewhere in the complex.
60% chance per round to alert the
bullywugs in AREA 16. 16. COMMUNAL ROOM
14. FOOD STORAGE CAVE ILLUMINATION: Two fire beetle cages and a
central fire pit.
ILLUMINATION: None.
DESCRIPTION: Ten stone stools surround a 5'
DESCRIPTION: This cave contains three
diameter central fire pit. A large clay
barrels of edible marsh plants and roots, two
cauldron sits in the fire pit: a bitter,
wicker baskets containing unidentifiable
unwholesome stew bubbles and steams
hunks of dried meat, a wide pot holding ten
within. Four benches fashioned from logs lie
large half-rotting fish, and six similar empty
against the cave walls. Various bits of junk
pots. The carcasses of a goblin, six large
and rubbish litter the floor (bits of wood, old
marsh birds, and a wild pig lie in a heap.
bones, broken leather belts, scraps of
15. FEMALES' CAVE clothing and chain mail, old torch stubs,
broken bits of pottery, etc.). A pile of
ILLUMINATION: Two fire beetle cages and a
firewood lies stacked against a wall.
central fire pit.
OCCUPANTS: Twelve male bullywugs (hp 7
DM's Note: A hanging hide conceals the
[x2], 6 [x3], 5 [x3], 4 [x2], 3 [x2]) lounge about
passage to AREA 17.
this cave eating and sharing stories.
DESCRIPTION: This cave contains a central
Additionally, six females (hp 3 each) tend to
fire pit, a few crude stone tools, a dozen
the males, and two pet giant frogs (HD 2; hp
clay urns, a dozen wicker baskets, piles of
12, 9) sit nearby. The females run at the first
wicker, leather strips, and bark, and a large
sign of melee while the male bullywugs
pile of straw.
order the giant frogs to attack as they grab
OCCUPANTS: During daylight hours ten their weapons.

Footprints — page 50 — Number 20


Giant frogs (2): AC 7; MV 3" // 9"; HD 2; hp ALERT: When melee begins in this room, the
12, 9; #AT 1; Dmg 1-6; SA leap for surprise on senior males in AREA 20 will arrive 2 rounds
1-4, tongue attacks at +4, swallow on later.
natural ‘20'; AL N (MM 41)
20. SENIOR MALES' QUARTERS
DMs Note: A hide hanging from a wall
conceals the passage to AREA 17. ILLUMINATION: Two fire beetle cages and a
central fire pit.
17. TADPOLE CAVE
DMs Note: A secret door hides a passage
ILLUMINATION: None. that descends 40' to DUNGEON LEVEL 2.
DMs Note: Hide curtains conceal the Constructed from wicker and caked in mud
passages leading to AREA 15 and 16. to resemble the cave wall, the door easily
opens once found. From the other side, the
DESCRIPTION: Brackish, foul-smelling water door is not hidden.
fills most of this cave to a depth of 3'. A
greenish scum floats on the water's surface. DESCRIPTION: A dozen stone stools surround
a central fire pit. Smelly hides and rubbish
OCCUPANTS: In this pool swims the tribe's (bits of old food, bones, broken junk, etc.)
twenty non-combatant young (hp 3 [x6], 2 cover the cave floor. A few large piles of
[x6], 1 [x8]). The bullywug young range from flattened straw lie spread on the floor. A pile
1' long tadpoles to 3' tall young that have of twelve unused torches sit in a clay urn. A
yet to fully form their legs and arms. moth-eaten fur cloak covers an unlocked
Three female bullywugs (hp 3 each) tend wooden chest placed against the wall.
the young by filling the pool with marsh OCCUPANTS: Fifteen senior males (hp 7 [x6],
water, and feeding them hunks of meat.
6 [x9]) and three 2-HD giant frogs (hp 14, 12,
18. STORE ROOM 9) rest here during daylight hours. Addi-
tionally, three females (hp 3 each) tend to
ILLUMINATION: None.
the males' needs.
DESCRIPTION: The room holds two large piles
of dried wood, 20 torches, three logs, a At night, 2d6+20 senior males sleep here in a
rough-hewn log bench, six stone stools, two large communal mass for warmth.
casks of nauseating marsh-root ale, a 60' ALERT: Any sounds of melee in this cave will
coil of rope, a 10' net, three wooden-cage draw the junior males from AREA 19 to battle
fish traps, six hide shields, ten spears, ten in 2 rounds.
clubs, and a wooden box with two
hammers, a 30' ball of twine, and three TREASURE: One 7 hp bullywug has a gold
dagger hilts. armband (125 gp value), and another one
has a large sardonyx gem on a leather
19. JUNIOR MALES' QUARTERS thong around his neck (100 gp value). The
ILLUMINATION: Two fire beetle cages and a chest holds four broad swords, a gourd
central fire pit. holding two doses of poisonous (paralyzing)
DESCRIPTION: Three crude log benches frog gel (see "The Bullywug Tribe" section for
surround a central fire pit. Smelly hides and details), 323 cp, 185 sp, and a potion of
rubbish (bits of old food, bones, broken junk, levitation (container: pewter flask;
etc.) cover the floor. A few large piles of appearance: transparent, luminous azure;
flattened straw lie spread on the floor. smell: earthy; taste: oniony).
OCCUPANTS: During daylight hours, 20 junior
males (hp 5 [x7], 4 [x8], 3 [x5]) occupy this
room fighting, wrestling, and playing bones. KEY TO DUNGEON LEVEL 2
Their weapons rest in a large pile next to a This level houses the chief, his cadre of elite
wall. warriors and subchiefs, the tribe's shaman,
At night, 2d8+20 junior males sleep here in a and the bullywug egg clutch.
large communal mass for warmth. 21. GUARD ROOM
TREASURE: The group's treasure is located in ILLUMINATION: Fire pit.
a shallow hole under one of the hide floor
coverings. It consists of 600 cp, 212 sp, a DESCRIPTION: This room has two stone stools
dented silver goblet (10 gp value), a gold placed around a fire pit. Hides cover the
brooch in the shape of a wolf's head (100 floor and a dozen skulls—of beasts, mon-
gp value), and six large banded agates (15 sters, and humanoids—hang from the
gp value each). ceiling by leather cords.

Footprints — page 51 — Number 20


OCCUPANTS: Four large bullywugs (hp 7 23. SHAMAN'S CAVE
each) armed with broad swords and shields ILLUMINATION: Fire beetle cage hangs from
guard this room. If attacked, one the wall.
immediately heads to AREA 25 to alert the
chief. DM's Note: The entry to this room is trapped.
These guards question any bullywug Mechanical Trap, spring-loaded spiked club
commoner about their business on this level, Effect/Damage: Stepping on a tripwire set
turning back those that have no sound up across the entrance to this cave causes
reason for being here. a spring-loaded spiked club to swing from
where it's hidden against the wall and hit
22. EGG CAVE
anyone in the way. The club "attacks" as a
ILLUMINATION: None. 6-HD monster and inflicts 1d6+2 hp if it hits.
DOOR: A wooden gate-like door blocks DESCRIPTION: The tribe's shaman, Uhu-gruuh,
entry to this cave from AREA 21, and gates lives alone in this cave. Presently, the
made of four inch thick wooden poles block shaman is found in AREA 25 with the chief.
access from the east and west passages. This cave contains a pallet of straw, a stone
DESCRIPTION: Green scum cakes the pillow, a small 1' x 1' x 2' chest, two feather-
surface of the 4' deep pool of fetid water decorated gourd shakers (used in cere-
which fills this cave. Strings of green monies), and two pots containing powder-
mucus-like substance connect dozens of 1' ed ochre and white chalk.
round eggs just below the water. Six times a A curtained off area in a western alcove-like
day, 1d4+4 females come to this pool to section of the cave holds the shaman's altar
make sure the eggs are not too bunched to his "god"—the spirit naga that inhabits
up, are sufficiently submerged, and to DUNGEON LEVEL 3. The altar is a 3' long, 2'
remove malformed eggs (later eaten by the high, blood-soaked block of greenish-black
tribe). The eggs will hatch into 10d4 tadpole stone that glows a soft green. On it lies a 10
bullywugs in 1d3+3 weeks. Once the eggs inch long bone knife, two gutted and
hatch, tadpoles are transported to AREA 17 bloody birds, 6 cp, a tray with dried dung
and new eggs are deposited here. and a crude, 3' tall clay effigy of the naga
painted red and black.

Footprints — page 52 — Number 20


TREASURE: The chest contains the shaman's DESCRIPTION: The bullywug chief's chambers
meager treasure of 85 cp, 52 sp, 16 gp, and are unimposing, looking as unadorned as
an electrum-chased brass oil lamp (50 gp the commoners' chambers. The cave holds
value). A small poisonous snake (hp 9; +1 to the usual pile of flattened straw for com-
save; onset in 2d6 rounds; 2d4 points of munal bedding. Six stone stools surround a
damage if save fails) in the chest will strike stone-lined fire pit. A basket holds the
at anyone opening the lid, surprising on a carcasses of two fish, a marsh bird, a fire
1-5 on a d6. beetle, six squirrels, and the unidentifiable
remains of a lizard man. A small cask holds
24. PRISON CELL
marsh-root ale. The battered remnants of
ILLUMINATION: None. armor and shields (battle trophies) line the
walls. Rubbish litters the hides that cover the
DOOR: A wooden gate, constructed of 4 floor.
inch thick wooden poles, forms a cell in the
rear section of this cave. A chain looped OCCUPANTS: Chief Gogulalla (AC 2
through a latch, then tied around a hook set [piecemeal plate armor & shield]; HD 3; hp
in the ceiling 5' away, holds the door fast. 19; Dmg 2-8+3 broad sword +1; +2 damage
to all attacks) and his five subchiefs (HD 2;
DESCRIPTION: This cave reeks of the urine hp 13 [x3], 12 [x2]) sit here, tended by four
and excrement that soaks its muddy floor. females (hp 3 each), drinking marsh-root
OCCUPANTS: The cell holds two prisoners—a ale. Four elite bullywugs (hp 8 each) stand
goblin and a Halfling—whom the bullywugs guard: two flanking each passage leading
intend to sacrifice to their naga "god". The into the room.
goblin (hp 4 [currently 1]) suffers from a Uhu-gruuh the shaman (3rd level shaman;
dreadful fever. The fever is a severe brain/ AC 5; HD 3; hp 14) hovers near the shadows
nervous system disease that proves fatal to of the cave. He wields a snake-headed
him in 1d6 hours' time (see Dungeon Masters wooden staff of the serpent (adder type)
Guide, p. 14 for details). Any PC coming painted with ochre and adorned with
within 15' of the goblin has a 12% chance to feathers and small bones. He wears leather
contract the same fever. armor reinforced with bones, feathered and
Fortunately, the goblin's cell mate, a halfling beaded arm and leg bands, a leather belt,
farmer named Holigard Honeythistle (hp 5 a belt pouch contain spell components,
[currently 2]), has not contracted the and a holy symbol of a serpent carved from
disease. Holigard was captured six days black stone. Uhu-gruuh has a Wisdom of 10,
ago, about five miles SW of Alfandi, as he giving him a 15% chance of spell failure. His
was checking his fish traps in the marsh. If spells are:
rescued and returned home, his family 1st Level: cure light wounds, protection from
rewards the PCs with 100 gp—their entire life good
savings. Weak from mistreatment and 2nd level: chant
starving, Holigard cannot fight and has a
sprained ankle that prevents him from TACTICS: If melee goes badly for the chief
walking faster than a Move of 3". He takes and his retinue, they flee to DUNGEON LEVEL
1d3 days to fully recover. 3 to seek the aid of Ylzissid in battling the
intruders.
DEVELOPMENT: When the PCs near the
gate, the goblin, caught in the delusions of TREASURE: The chief keeps little treasure,
fever (believing a great serpent has wound giving most of it to the spirit naga. A pouch
him up in it coils), begins howling and containing 30 gp lies buried under the straw
screaming (Those characters that speak bedding. Note that the PCs will not locate
goblin can make out what he says: the pouch unless they specifically search
"no...nooo!…get away…the serpent has the bedding.
me…don't eat meee!!!"). This screaming has 26. SECONDARY FOOD STORAGE
a 20% cumulative chance per round to
draw the attention of 1d2 elite bullywugs in ILLUMINATION: None.
AREA 25. The bullywugs immediately return DESCRIPTION: A gate fabricated of 4 inch
to the chief to report intruders. thick logs partitions the southern portion of
25. CHIEF'S CAVE this cave. This enclosure holds the carcasses
of six giant rats, a goat, a lizard man, a
ILLUMINATION: Fire pit and two fire beetles in human male, three casks of marsh-root ale,
skull cages rest in niches in the rear cave a cask of normal ale (spoiled), a 120' coil of
wall. rope, an empty iron-bound chest, a wood-
en box containing ten shredded sets of

Footprints — page 53 — Number 20


clothes and foot wear, and a wooden box OCCUPANTS: Eight elite bullywugs (hp 8
containing a very moldy cheese wheel, each) occupy this cave at any one time.
three empty sacks, three cracked mugs, a They attack intruders on sight.
dented pewter decanter (2 gp value), and
TREASURE: An old urn holds 277 cp. One
a wooden holy symbol of Odin.
bullywug wears a silver coin belt (40 gp
OCCUPANTS: Three hungry giant toads value); another wears a cape made from
stand guard outside. Each toad has a 30' red fox (250 gp value). When the PCs enter,
long rope lead around its foot which is the bullywugs are passing around a scroll of
attached to a stake in the ground in front of protection from poison to determine its
the gate. The toads attack anyone except nature (none can read so it's a pointless
the chief or subchiefs on sight. effort). They took the scroll from the goblin in
Giant toads (3): AC 6; MV 6" plus 6" hop; HD AREA 24 (the goblin stole it from his chief's
2 + 4; hp 18, 17, 11; #AT 1; Dmg 2-8; SA hop treasure chest).
attack up to 6" and attack in midair or when 29. FALSE TREASURE ROOM
it lands; AL N (MM 95)
ILLUMINATION: None.
27. DISMAL CAVE
DESCRIPTION: In the center of this cave sits a
ILLUMINATION: None.
3' x 3' x 2' flat-topped chest of iron. A crude
DESCRIPTION: The bullywugs avoid this cave. lock (+4 to open locks rolls) holds the lid shut.
Steady drips of water fall from the ceiling, a If checked, the chest seems weighty.
few inches of foamy water cover the floor, However, the chest holds only rocks and is
and flaky, white mold grows on the walls. trapped.
OCCUPANTS: Ten scum creepers crawl all Mechanical Trap, tunnel collapsing pressure
over the cave, eating the mold from the plate
walls. 1d3 of these creatures try to climb on
or drop on each PC who enters the area. Effect/Damage: Moving the chest more
The scum creepers fasten themselves to than 6 inches, or opening the lid, causes a
their victims, and cannot be pulled off. pressure plate under it to pull a rope. The
Instead, they must be attacked with small rope, in turn, pulls a pin on a load-bearing
weapons (large weapons cause 1d2 points roof support 30' back at the tunnel entrance
of damage per hit to the victim even if where it intersects with the north-south
being careful), burned with fire (causes a running passage. This causes the tunnel to
like amount of damage to the victim), or collapse, completely filling it with a 10'wide,
with salt (causing 2 hp of damage per 10' high mound of earth. Anyone standing
handful for the next 1d4 rounds). The scum at this point suffers 3d6 damage and is
creepers do not pursue victims beyond this buried. Three persons (maximum) can work
cave. clearing earth, and it takes them 2d10+10
rounds to dig out of the tunnel; add 1d10
Scum creepers (10): AC 8; MV 3"; HD 1; hp 7 rounds for each person less than three
(x2), 6 (x2), 5 (x3), 4 (x2), 3; #AT 1; Dmg nil working.
(1); SA first attack allows the scum creeper
to attach to a victim: each round attached The tunnel collapse immediately alerts all
it automatically inflicts 1 hp damage until bullywugs on LEVEL 2. They all come to the
victim or it is dead; AL N (MMII 107) area outside the tunnel, and wait to spring
on the PCs as they dig their way out of the
28. ELITE BULLYWUGS' CAVE
tunnel. If no one emerges from the false
ILLUMINATION: Fire pit and two fire beetle treasure room after 3 turns, the bullywugs
cages. dig their way in.
DM's Note: A hide conceals the exit tunnel. 30. WORSHIP CHAMBER
DESCRIPTION: Torn and filthy skins cover the ILLUMINATION: Two fire beetles in cages
floor and walls of this cave. Two log hang from the north and south walls.
benches and four stone stools surround a
central fire pit. The northern portion of the DMs Note: A curtain made from small bones
cave holds a flattened straw pile for screens a 10' wide set of steps, hewn
sleeping. A number of half-finished weapons crudely from the earth, which lead down 35'
lean against the wall: twelve javelins, four to DUNGEON LEVEL 3.
wooden shields, and six spears. Eight 10' DESCRIPTION: The tribe uses this cave to hold
long poles lie on the ground. A basket with ceremonies and give sacrifices to their naga
two dull knives and a sharpening stone lie god. Many skulls and bones of animals and
next to them. humanoids hang from the ceiling in this

Footprints — page 54 — Number 20


cave. Over a dozen humanoid skulls lie in soul of a 3rd level human fighter named
niches set at chest height along the walls. Bergorn (hp 23; AL NG; S 12; I 9; W 11; D
Sacrificial victims are held in 10' wide, 5' 12; C 15; CH 14) lies trapped within. A
deep pit that lies in the central section of remove curse spell will release him from
the cave. Ropes dangle into the pit from his confinement and restore his physical
stakes placed at each corner. Rusty brown body (destroying the statuette in this
muck (dried blood) coats the bottom of the process). He serves whoever releases him
pit. Once sacrificed, victims' bodies fester for for a year and a day to repay his debt.
a few days before being thrown down the • 2 ornamental javelins w/gold chased
steps that lead to LEVEL 3. heads (250 gp value each).
• A bone scroll tube contains a scroll with
KEY TO DUNGEON LEVEL 3 five magic-user spells (comprehend
languages, mount, shocking grasp,
The spirit naga Ylzissid allows no bullywugs, darkness 15' radius, flaming sphere; all
other than the chief, to enter this level cast at 5th level of experience).
uninvited. All rooms on this level are unlit. • A footman's mace +2.
31. HYDRA CAVE • A ring of warmth (gold set with a sunstone
that glows with a soft, internal light).
ILLUMINATION: None.
33. THE NAGA'S LAIR
DESCRIPTION: This cavern has a 15' high
ceiling and a strong musky smell. ILLUMINATION: None.
OCCUPANT: A six-headed hydra has been DESCRIPTION: Ylzissid, a spirit naga, rarely
trained by the naga to remain in this area leaves this great cavern. Three great
(unless instructed otherwise) and slay all, cone-shaped pillars hold up the cavern's 12'
except the bullywug chief, that come down high ceiling. Each pillar is 20' at the base
the steps. The beast can understand simple narrowing to 15' at the top. The floor of the
commands issued by the naga ("stop", cavern is smooth, packed mud. Countless
"attack", "move forward", and "come here"). bones from various creatures litter the floor.
It fights to the death. The sickly-sweet odor of rotting flesh lingers
in the air.
Hydra, 6-headed: AC 5; MV 9"; HD 6; hp 8
per head; #AT 6; Dmg 1-6; SA up to 4 heads Twenty feet out from the mouth of the
can attack an opponent at once (each 8 entrance tunnel, a semi-circular moat cuts
points of damage inflicted kills a hydra off all access to the remainder of the
head); AL N (MM 53-54) cavern. Scummy, rank water fills the 15'
deep moat to a depth of 10'. The 20' wide
32. TREASURE CAVE moat proves no obstacle for bullywugs (who
can just hop over it) or the naga (who uses
ILLUMINATION: None. his fly spell to traverse the gap).
DMs Note: A hide curtain fashioned to blend OCCUPANT: Ylzissid lairs in a small 5' wide, 10'
in with the passage conceals the entrance deep hole located in the rear of the middle
to this cave (located as concealed door). mound-like pillar. The naga will be coiled up
DESCRIPTION: This featureless cave holds in this hole unless alerted to the presence of
Ylzissid's treasure horde. The bullywug chief enemies. If the chief and retinue escaped
gave the naga the majority of the treasure from LEVEL 2, they will also be here hiding
as tribute. behind the two flanking pillars.
TREASURE: The treasure rests in a large pile in Ylzissid, spirit naga : AC 4; MV 12"; HD 9; hp
the center of the cave. It consists of: 55; #AT 1; Dmg 1-3; SA gaze permanently
charms any humanoid creature (save vs.
• 3,850 sp (loose). paralyzation to avoid); AL CE (MM 72-73)
• 2,095 gp (loose).
• 365 pp (loose). Magic-user Spells: 4 — 1st, 2 — 2nd, 1 — 3rd;
• 15 pieces of serpentine (10 gp value as a 5th level caster.
each). 1st Level: comprehend languages,
• 2 flawed deep blue beryls (50 gp value phantasmal force, shield, shocking grasp
each).
• A violet amethyst (500 gp value). 2nd Level: invisibility, Melf's acid arrow
• A 6 inch tall ivory statuette of a warrior 3rd level: fly
holding a broad sword aloft (60 gp
value). This statuette radiates strong Cleric Spells: 3 — 1st, 2 — 2nd; as a 4th level
necromantic magic if checked for. The caster.

Footprints — page 55 — Number 20


1st Level: cure light wounds, darkness, members as he can before flying back over
protection from good the moat to deliver a shocking grasp
through his bite attack.
2nd Level: aid, heat metal
If reduced to less than 10 hp, the naga will
TACTICS: Unless the party was exceptionally
flee AREA 31, up the stairs to LEVEL 2, and
quiet in defeating the hydra in AREA 31, the
then down one of the hidden entrance
naga has a 90% chance to be alert to the
tunnels into the marshes.
presence of intruders. If not alerted by the
battle, the naga has 30% chance to notice TREASURE: The naga keeps nothing of value
the party the first round it enters the cavern in his hole. The Cup of Høldûhr lies in a
(unless they are very quiet, whispering, and shallow, 10' wide pool located in the
not moving at normal speed). Each southeast corner of the cavern. A steady
following round after the first, check again drizzle of water falls from the ceiling into the
adding a cumulative +10% to the base cup.
chance.
CONCLUSION
Once he spots the party, the naga hides
behind a pillar and watches. Ylzissid is A party successfully completes the
cautious at first, preferring to cast defensive adventure when it recovers the Cup of
spells on himself before maneuvering to the Høldûhr, returns it to its sirine owners, and
best possible place for melee. frees the wrongly accused men of
Ostenheim.
To hinder the party from crossing the moat,
Ylzissid uses his phantasmal force spell to If the party does not recover the cup, two
slow their progress: zombie hands coming events will occur. First, assuming Vankær
out of the water to grasp the adventurers' survives, the search band continues its
feet, or a wooden walkway appearing for search for the cup. See "Search Band
the party to cross are two possibilities. Movement" for details.
After this, the naga casts invisibility on If the party killed the korred and ogres,
himself, then fly, shield, and protection from Vankær replaces them with another korred
good in that order. Once the party crosses and more ogres within a fortnight.
the moat, he flies back to the other side and Second, if the cup remains with the
hits the party from behind with Melf's acid bullywug tribe, in four months its population
arrow and heat metal. He then uses his triples. The increased population means
charm gaze to ensnare as many party they require ever more food. They start

Footprints — page 56 — Number 20


making raids into the human-settled lands at Without these rituals the cup will begin to
night, killing and carrying captives back to corrupt the land and animals within a five
their lair. Furthermore, the cup's magic mile radius of it in 1d4+1 days. The corruption
draws the attention of a pair of mated originates nearest to the cup and spreads
black dragons that drive off the spirit naga, out further every few days. The flora
and lair with the bullywugs. The dragons, immediately begins to wither and die,
named Eserdynthlos ('Night Wing' to the turning an ashen gray in color and
local humans) (adult male; HD 7; hp 35; becoming very brittle to the touch. Normal
speaks and uses spells) and Scaralanx (adult animals with an Intelligence of 4 or less are
female; HD 7; hp 35), begin raiding the afflicted with a disease that turns them a
nearby human settlements. Six to eight sickly ashen color, saps their energy, and
months after the party arrived, all humans turns their insides brittle. Animals receive a
within 10 miles of the bullywug lair flee as the saving throw vs. death magic to avoid
dragons and bullywugs turn the countryside death after 1d4 days' time. However, most
into a wasteland. animals will flee once they detect
Bonus Experience Points: Since a good something wrong in their environment.
portion of this adventure requires the players The cup increases the rate of reproduction
to investigate and negotiate a non-violent of evil-aligned monsters by 300% and their
solution, the DM should award additional young have 1/3 the normal gestation
experience points based on their perform- period.
ance. Award each surviving player the
bonus experience points listed below for The corruption does not affect humans or
each task completed: demi-humans in any way.
• Exonerating the Ostenheim eight of their Potion of Weakness
crimes and halting their execution: 750 xp All tests on this cursed potion indicate it to
each player. be a potion of giant strength of some type.
• Recovering the Cup of Høldûhr: 300 xp When fully consumed, it reduces the
each player. drinker's Strength score to 5 (no save
allowed to avoid). The effect of the potion
• Returning the Cup of Høldûhr to the
lasts for 1d4+4 hours.
sirines: 300 xp each player.
• Not killing both sirines: 300 xp each Spell Crystal
player. These two inch long, transparent bluish
NEW MAGIC ITEMS crystals originate from the Elemental Plane
of Earth. They usually appear in clusters of
Cup of Høldûhr 2d4 in rocky areas that have a high
The giantess Høldûhr concentration of naturally occurring magic.
created this magic cup A detect magic spell reveals that they
many millennia ago at the possess strong invocation/evocation magic.
dawn of mankind as a gift
These crystals have the ability to indefinitely
to a sirine that dwelled in
hold a single magic-user spell of 4th level or
Scanthôi Wood. Two feet
less. A magic-user casts a spell, as normal,
tall, 1' wide at its brim, the
directly into the crystal after which it begins
cup is made from a block
to pulsate with a blue inner light. When
of ivory and set with six
needed at a future time, the magic-user
large opals. The exterior
simply swallows the crystal whole. The magic
surface has many intricate
user can then cast the spell as normal. If the
designs and mother-of-
magic-user fails to cast the spell within two
pearl coats the inside of
rounds after swallowing the crystal, he
the cup.
suffers 1d4 damage per spell level (no
The purpose of the cup is saving throw). Consuming the crystal
to maintain the balance of Scanthôi Wood. destroys it completely.
It keeps the flora and fauna of the wood in
good health and fecundity. At each full, A magic-user cannot consume two or more
new, and half phase of the moon, the sirines crystals at the same time. To do so results in
that live in the wood must perform rituals to the loss of all spells held in the crystals, and
ensure the equilibrium of the cup's magic. the magic-user immediately suffers damage
Only the descendants of the sirine that for each spell as listed above and
originally received the cup know the rituals permanently loses 1d4 Intelligence points.
and have the sanction to perform them.

Footprints — page 57 — Number 20


weapons ; SZ S-M; ML 14 ; Int(12); AL Lawful
The Rat's Meow Evil ; XP 270
By Darren Dare A small belt pouch around Nathan's neck
An AD&D 2nd Edition adventure designed contains 12sp and 11gp.
for 2-5 characters of 3rd and 4th level. William and Polin (Black Wererats) ( 2 ): AC
ADVENTURE BACKGROUND 6; MV 12"; HD 3+1; hp 14, 16 ; THACO 17; #AT
1 ; Dmg By weapon type (1-6) ; SA Bite ; SD
The Forbidden Feline is an old two-storey inn Hit only by silver or +1 weapons ; SZ S-M; ML
located far off the beaten track. Several 14 ; Int(12); AL Lawful Evil ; XP 270
months ago, a thin, wiry man named Falix
Greybeard was warmly welcomed in for the William and Polin each carry 9 cp, 5 sp, and
night by Salin Freemantle, the inn's owner. 2 gp in belt pouches around their waists.
Falix was a Black Wererat. Over two nights, 1. Dining Hall
Falix infected Salin and his staff with Black
Wererat lycanthropy. He then moved on, Circular tables, surrounded by sturdy oak
leaving Salin and his pack of employees to chairs, fill a large, cozy chamber. A solid oak
prey on the travelers who stay at the inn. bar, lined with wooden stools, occupies
most of the eastern wall. Behind the bar, a
Victims of the virulent Black Wererat strain of sturdy, muscular man is busy cleaning
lycanthropy fall into a feverish coma for the glasses. He is conversing with a shapely
disease's three day incubation period. Only serving girl. There are no other patrons in
a cure disease spell cast during this time by the dining hall when the PCs enter. The inn's
a 12th level cleric will wake the victim and only other guest is in his room (Area 10a).
cure him of the disease. At the end of the
incubation period the victim is a full Black The serving girl, Valeran, cheerfully greets
Wererat, completely obedient to the one the characters, gives her name, and hands
who bit him. Black Wererats are otherwise them a menu (give handout #1 to the
identical to other wererats. players). She will answer any general ques-
tions about the road ahead, and the inn.
0. Respite on the Road
Salin, the sturdy man at the bar, is in his early
The Forbidden Feline is a white, two-storey fifties. He has chiseled features, and a thin
building with a clay tiled red roof. It has wiry mustache. He is a capable swordsman,
large windows with red wooden shutters on having experienced much fighting when he
every side. There are a couple of smaller served as a militia guard in a large city. He
outbuildings (a chicken coop and a stable). politely answers any questions the
Several lofty oak trees shade a yard characters might have. Valeran is his niece.
containing chickens, ducks and goats. Salin will be found in the dining hall most of
Travelers are usually the time. During the day, he can also be
greeted by a small found in the kitchen helping the cook. At
boy named Nathan. night he will be in his room (see Area 4).
Nathan offers to Valeran (Black Wererat): AC 6; MV 12"; HD
stable any horses. 3+1; hp 20 ; THACO 17; #AT 1 ; Dmg By
Ranting and raving weapon type (1-4); SA Bite ; SD Hit only by
about the hospitality silver or +1 weapons ; SZ S-M; ML 14 ; Int(12);
and the food, he then AL Lawful Evil ; XP 270
directs PCs to the front
door of the inn. Valeran has a small belt around her waist
Nathan often roams that contains 12sp and 7gp.
about in dire rat form, Salin (Black Wererat): AC 6; MV 12"; HD 3+1;
searching the nooks hp 17; THACO 17; #AT 1 ; Dmg By weapon
and crannies of the type (1-8); SA Bite ; SD Hit only by silver or +1
inn, the stables, and weapons ; SZ S-M; ML 14 ; Int(12); AL Lawful
nearby farm land. Evil ; XP 270
Two yard hands,
William and Polin, are Salin has a small belt pouch around his waist
also usually out here that contains 22p and 17gp, and a ruby
during the day . worth 250 gp. He wears a ring of invisibility.
Nathan (Black Wererat): AC 6; MV 12”; HD 2. Kitchen
3+1; hp 13 ; THACO 17; #AT 1; Dmg 1-4
This cramped area is filled with all sorts of
(dagger); SA Bite; SD hit only by silver or +1
pots, pans, and canisters. Herbs grow in

Footprints — page 73 — Number 20


small pots, garlic hangs from the ceiling in The wardrobe contains breeches, tunics
several places, and a fire burns steadily in and a heavy cloak.
the fieldstone fireplace which occupies the
The chest is locked, and protected by an
north wall. The fireplace's mantle is jammed
alarm spell. The spell is triggered by anyone
with a variety of jars and bottles. In the soot
who doesn't utter the password: "evening
around the fireplace are numerous mouse
star". In the chest is a worn, woolen cloak (a
paw-prints. The other walls are lined with
cloak of elvenkind), a potion of extra
shelves; tables and a large sideboard stand
healing, an elixir of health, and a sack
next to them. In the center of the room is a
containing 250 sp, 55 gp, and an emerald
wooden butcher block. The area smells of
worth 550 gp.
cooking food, and ingredients are all over
the place. The Inn's back door is in the 5. Bedchamber
kitchen; a cat-flap in the door has been
nailed shut. This room is furnished like Salin's, and is
unoccupied.
Talor the cook and his assistant Rupert are
usually found here, except between 11:00 6. Staff Quarters
pm and 5:00 am when they sleep in Area 6. This large chamber is filled with a number of
Talor (Black Wererat): AC 6; MV 12"; HD 3+1; cots, and two large, drawer-filled, chests of
hp 15; THACO 17; #AT 1 ; Dmg By weapon drawers (containing clothes). Two windows
type (1-6); SA Bite ; SD Hit only by silver or +1 give the chamber plenty of natural light,
weapons ; SZ S-M; ML 14 ; Int(12); AL Lawful and a sweet smell of incense fills the air.
Evil ; XP 270 During the day it is empty. At night, Talor the
cook, Rupert, his assistant (Area 2), Valerin
Rupert (Black Wererat): AC 6; MV 12"; HD (Area 1), Nathan the stable boy, and the
3+1; hp 12 ; THACO 17; #AT 1 ; Dmg By two yard hands (William and Polin) sleep
weapon type (1-6); SA Bite ; SD Hit only by here.
silver or +1 weapons ; SZ S-M; ML 14 ; Int(12);
AL Lawful Evil ; XP 270 7. Privies
Talor and Rupert both have 9 cp, 5 sp, and 2 Pipes beneath the small wooden seats in
gp in belt pouches around their necks. both of these two chambers drain waste
3. Storage Room into the ground beneath the inn's found-
ations.
This area is crammed with sacks, bottles, jars,
jugs, crates, boxes and barrels. The shelves 8. Atrium
that separate the chamber into rows are This chamber has a fine oak floor, and
crowded with ingredients: herbs, spices, highly-polished doors. The secret door in the
fruits, vegetables, and sacks of flour and south wall is a one-way door that opens into
wheat. In the corners of the room are Area 11.
crammed kegs of ale, barrels of wine and
plenty of cheese. A search of the clutter will 9. Linen Closet
find a flask containing a potion of healing, A small nook filled with bedding and towels.
and a dusty, un-used bowl labeled "Leo".
10. Guest Chamber
4. Salin's Bedchamber
This small chamber is always locked, even if This empty chamber is otherwise identical to
Salin (see Area 1) is present. It is furnished the chamber occupied by Grulik (Area
with a solid wooden double bed, and a 10a).
small desk with a wooden chair. A wooden 10a. Grulik's Room
wardrobe fills one corner of the room; its
door is a full length mirror. A small chest sits The only other guest at the Forbidden Feline
by the north wall. occupies this locked room. He has recently
been bitten by Salin, and lies in a feverish
Salin keeps the inn coffers in the room along coma while the disease takes hold of his
with his personal items. If PCs are found here body. Unless cured of lycanthropy (cure
without his permission, he will be furious (he disease cast by a 12th level cleric), Grulik will
will transform into his hybrid form). not wake up until another six hours has
In the desk is a set of keys for the inn, and a passed. At that time, he will be a full
leather-bound book containing the inn's blooded Black Wererat and totally obedient
finances. The last entry in the book was to Salin. Grulik wears a ring of protection +1
three months ago (right before Salin was and carries a dagger +2.
infected with lycanthropy).

Footprints — page 74 — Number 20


Footprints — page 75 — Number 20
Grulik (Black Wererat), 5th Level Mage: AC and require immediate bed rest (save vs.
2; MV 12"; HD 3+1; hp 24 ; THACO 17; #AT 1 ; poison at +1 or fall into a fitful slumber for 1-6
Dmg By weapon type; SA Bite ; SD Hit only hours (save neg.).
by silver or +1 weapons ; SZ S-M; ML 14 ;
Salin will wait for two hours after the PCs go
Int(15); AL Lawful Evil ; XP 570
to bed before entering their room(s) with
Abilities: Str 11, Dex 17, Con 12, Int 15, Wis 12, Talor the cook. Salin will use his ring of
Cha 11. invisibility to aid him. They try to bite as
many sleeping PCs as possible, targeting
Spells
spellcasters first. If combat breaks out,
1st Level: Magic Missile (x2), Sleep, Color Rupert and Valerin arrive three rounds later.
Spray
Nathan, in human-form, will wait in Area 8.
2nd Level: Summon Monster II, Detect He will take advantage of any indecision on
Invisibility the PCs part, when they see him, to attempt
a surprise-attack on one of them.
3rd Level: Dispel Magic
If Grulik is awake and under Salin's
A small sack in a footlocker beneath the command, he will join the attack.
window contains 54 gp and a spell book
with the following spells: William and Polin wait respectively outside
the front and the rear doors of the inn (areas
1st Level: Magic Missile, Color Spray, Sleep, 1 and 2), and attempt to ambush PCs as
Light, Dancing Lights, Detect Magic, Read they exit the building.
Magic
If overmatched, the wererats attempt to
2nd Level: Knock, Acid Arrow, Summon flee into the surrounding countryside. They
Monster II, Detect Invisibility, Fog Cloud, hide there until the PCs leave the inn. Unless
Darkness, Shatter they were easily defeated by the PCs, they
3rd Level: Dispel Magic, Hold Person, Fly, return to the building, and continue to try to
Water Breathing infect travelers with black wererat
lycanthropy.
The secret door in the south wall is a
one-way door that opens into Area 11. Concluding the Adventure
11. Large Guest Room The adventure is concluded when the
wererats are killed or driven out of the inn.
This large chamber is furnished with three PCs may wish to take over the inn, use it as a
beds and three foot lockers. The two home-base, or sell it. If the PCs take up
windows have dark-brown drapes, and the inn-keeping, they may be visited by one of
floor is covered by a thick, shaggy, blue rug. Salin's relatives wondering what has
12. Chicken Coop happened to Salin and the staff.
At any given time, two dozen chickens are Scaling the Adventure
here or pecking in the yard. For higher level PCs, the wererats can be
13. Stable 2nd or 3rd level characters, and more
treasure can be added.
Capable of holding up to eight horses, there
is presently only Grulik's (Area 10a) horse Author Bio
here. The stable is usually occupied by I am a single Dad of 48 with three great kids.
Nathan (Area 0 "Respite on the Road"). A I have been playing AD&D since the age of
ladder in the north-east corner of the stable 16 (there were chits instead of dice). I have
leads up to a hay-filled loft. been DMing for about 30 of those years and
13a. Tool Shed presently run a Forgotten Realms® cam-
paign. I have previously had an adventure
This small room is filled with garden and farm published in Dungeon Magazine entitled
tools. There are also several bags of oats, "Skulking Below" (Issue # 81).
and chicken feed. A rubbish bin contains
kitchen scraps, dried leaves, and half a
dozen perfectly functional mousetraps.
Game Plan for the DM
Salin will try to poison one or more of the PCs
when they first arrive in the Inn. He does this
in the hope that the character(s) will fall ill

Footprints — page 76 — Number 20


Player Handout #1: The Forbidden Feline
Beverages 
­ Ale  2 cp 
­ Wine (Red/ white)  2 sp 
­ Mead  2 cp 
­ Tea (per pot)  2 cp 
­ Water  free 
Lighter Fare 
­ Vegetable Salad 
­ Cheese (served with bread and fruit)  3 cp 
­ Soup (tomato/ mushroom/ chicken)  2 cp 
Meals 
­ Venison (in red wine sauce) Served with fresh vegetables 2 sp 
­ Roast Chicken (served with potatoes and vegetables)  4 cp 
­ Duck (Roasted in its own juices and served with fresh 
garden vegetables and apple stuffing)  4cp 
­ Potatoes (as spicy as you like)  2 cp  
­ Cooked beans (mild or hot­spiced)  2 cp 
Breakfast 
­ Pancakes (per stack of six)  4 cp 
­ Eggs and sausage (served with fresh fruit and bread)  5 cp 
­ Bread/ cheese/  fruit platter (per person)  3 cp

Footprints — page 77 — Number 20


rended body and soul—by an arch-nemesis
of the tribe, a dragon. Such a trifle would
have normally led to nothing, but the elf
maid's act was rashly performed on the
summer solstice, in the sacred grotto
beneath the temple. Thus, the curse's power
was amplified a thousand-fold and
resonated in the minds of all the maid's kin…
both living and dead.
by Steve McFadden Hearing its true name spoken in the minds of
the elves it had consumed—the souls of
An OSRIC™ adventure for characters of which still resided within it—the dragon
levels 1-3 turned its attention to the majestic lake.
Before slaying most of the maid's kin, the
In the following work, the appendix is Open
OSRIC Content/Open Game Content. All dragon landed upon the lake temple,
whence its bulk dislodged much of the
content, apart from the material in the
appendices and that specifically indicated sacred grotto's ceiling. The ceiling collapsed
upon the spiteful elfling and pinned her
at the end of the document, is Product
Identity. Permission is granted for you to deep beneath the waters of the grotto's
pool. Yet, the power of the maid's rash curse
reproduce this work for personal, non-
commercial use. both preserved her body and twisted her
soul, transforming her into an insane,
Advice On Using This Work: This adventure is tormented banshee—albeit one submerged
for characters of first to third levels, currently beneath ten fathoms of water.
in a village (or hamlet) near a mountain In time, the banshee's constant keening
range and a boreal forest. Geographical agitated the lake water enough to cover its
names are generic to facilitate the adven- entire surface in a thick layer of fog that
ture's integration into a GM's campaign. All limited vision on the lake to just twenty feet
that is needed to begin the adventure is a in any direction. It is now only possible to
building to locate the shop of Willim the glimpse the sacred island and the elves'
Apothecary. crumbling temple from a few of the highest
Playtesting was done with a small party of points along the caldera.
1st and 2nd level characters that lacked a After centuries of confinement, the banshee
cleric. Although the tasks of collecting water realized that her underwater wailing affec-
samples and making copies of the temple's ted creatures both in the lake and near its
inscriptions, engravings and illustrations were shore. At night, the spirit's keening implanted
achieved by the playtest group, the primary the suggestion of visiting the sacred isle into
antagonist was not killed and it took 31 days the dreams of those sleeping upon the
of game time to travel to the lake, shore. In addition, those who immersed their
complete the quest and return to the heads in the lake were forced to save versus
village. That cautious group experienced magic, or be compelled to go to the isle. A
one fatality during the course of the victim who failed to go to the isle lost one
adventure. point of wisdom per week. Realizing her
Background: For several thousand years, the power, the groaning spirit began to draw
Northwood was home to an elf tribe: a the occasional wanderer to the island in an
nomadic group which built numerous shrines effort to gain her freedom.
throughout the forest. Every summer, the In response to the banshee's efforts to free
tribe's members congregated about a lake herself, the goodly magic that still lingered
that lay within the majestic crater of a dor- upon the sacred island created a host of
mant volcano, high in the Western Mount- skeletons (from the remains of the elves slain
ains. The beauty of the site reminded the centuries earlier) and caryatids to keep
elves of their lost homeland, and they built a interlopers from reaching and freeing the
temple upon an island in the lake. The elves evil spirit. Those killed by the temple
visited the lake and temple complex for complex's new sentries became zombies
several generations, until one maid's and skeletons in turn, joining its throng of
pettiness brought ruin upon her entire tribe. eternal guardians. The frustrated banshee's
Spurned by a minor lord, the young and cries became ever more desperate until a
foolish elf maid became distraught. In an year ago when the settling of a tribe of orcs
outburst of spite, she voiced her desire that on the southern bank of the lake brought
the object of her affections be killed— the creature new hope.

Footprints — page 66 — Number 21


Just a month after bringing his tribe to the goodberry; 3rd—cure disease; neutralize
lake's shore, the chieftain of the Septic Eye poison; 4th—cure serious wounds. Willim is
was compelled by the banshee to gather approaching his one hundred and fifteenth
his closest warriors and row out to the year, but he still retains his wits and looks,
sacred island. There, the burly orc waded appearing no older than seventy. Internally,
through a contingent of skeletons, des- the apothecary has begun a process of
troyed several of the temple's caryatid lignification that will result in his becoming a
columns, and eventually reached the treant upon reaching 7th level. Willim has
temple's grotto. In the grotto, the chieftain been training his grandniece to assume his
and his remaining warriors dived in after the mantle. The young woman does not realize
glittering treasures in the pool, and were that her uncle will one day walk into the
incapacitated by the paralytic effects of Northwood never to return.
the banshee's wail. Killed and transformed Katlyn Melliot (D2): MV120' Str9 Int13 Wis14
into lacedons (marine ghouls) by the Dex11 Con10 Cha15 AC8 (leather) 9hp #AT
groaning spirit's touch, these new minions 1 DAM1-6/1-4 (club/dagger) AL-N. Druidic
have so far been unable to free their mis- Spells: 1st—detect magic; entangle; 2nd—
tress from her underwater barrow. However, cure light wounds. Katlyn is a descendant of
a few more lacedons will be sufficient to lift Willim's younger brother, a man who passed
the largest stones that pin her, and allow the away more than eighty years ago. Katlyn is
cursed elfling to escape her prison. young (18 years old), but is an experienced
The Hook: [to be read or paraphrased] healer in her own right. Willim's apprentice
has helped her uncle fight several outbreaks
Willim the Apothecary spent decades
of disease and saved the lives of many
deciphering the glyphs and images found
villagers over the years of her apprentice-
within several ruined elven shrines. From
ship. Katlyn is a respected member of the
those inscriptions, the apothecary learned
community, but—to the chagrin of her
that the chief temple of the Northwood's
master—she has been recently exhibiting
ancient rulers was located deep within the
signs of wanderlust. Katlyn may deign to join
Western Mountains, and that the elves
the group on a temporary basis if the party's
seemed to be healed by the waters of the
objective is clear, the journey will not take
temple's sacred pool.
more than a few weeks and the purpose of
Willim wishes to hire and equip a party to the expedition is noble.
find the temple (apparently located on an NPCs of Interest in the Village (possible
island set in a majestic mountain lake). He tagalongs/hirelings):
requires the party to retrieve samples of the
temple's sacred water and make rubbings/ Clengall Burne (T3): MV120' Str10 Int12 Wis11
copies of any inscriptions and illustrations Dex16 Con10 Cha11 AC8(clothing+Dex)
found at the site. The party accepting the 13hp #AT1 DAM1-6/1-4(cudgel/dirk) AL-CN.
quest may need to hire a guide or to look An inveterate gambler and occasional cut-
for additional help, as the mountains are purse, Clengall makes his living as a sharper
known to harbor tribes of evil humanoids in the local tavern. Although he is usually on
and hostile wildings. the lookout for an angle or mark, Clengall
recently cheated a well-connected noble-
The Cottage of Willim the Apothecary man and needs to get away for a while. He
Master Willim is actively looking for respon- will accompany a party if given an equal
sible, literate characters to search for the share of the rewards.
central elven temple. The apothecary will
Harl Berlisson (F1): MV120' Str16(DAM+1) Int9
equip the party which agrees to the quest Wis11 Dex11 Con16 Cha9 AC9(shield only)
with eight goodberries and a leather port-
8hp #AT1 DAM2-7 /2-5 (dwarven boar spear
folio containing a sheaf of blank parchment or short sword)/knife) AL-NG. Harl's spear is
(for taking field notes). He will offer a reward
magical, dealing double damage to large
of 100gp for delivery of water samples from creatures and being capable of striking
the temple, and for notes and information
monsters requiring magical or silver weap-
regarding the site. Willim will heal characters ons to be hit. Harl is a local stable hand who
in his employment free of charge.
wishes to become a warrior. If given the
Willim the Apothecary (D6): MV60' Str7 Int15 opportunity, he will gladly join an adven-
Wis17 Dex8 Con14 Cha16 AC5(lignification) turing group composed of good characters.
19hp #AT1 DAM1-2 (dagger or staff) AL-N. Harl has an assortment of beaten-up
Druidic Spells: 1st—detect magic; entangle; weapons and equipment that he has
predict weather; purify water; 2nd—charm collected over the years. His boar spear is
person/mammal; cure light wounds; made from a spearhead that he dug out of

Footprints — page 67 — Number 21


an Alderwood tree. Forged from kromatis, a 1. Bull Elk: MV200' AC7 HD3 19hp #AT2
type of meteoric iron that only dwarves DAM1-4/1-4 (antlers/antlers). The bull elk
know how to handle, the spear- head was immediately charges the first person in
originally enchanted to kill cave bears. line (for double damage) and then runs
away.
Brother Maddon (C2): MV120' Str11 Int11
2. Wild Boar: MV150' AC7 HD3+3 24hp #AT1
Wis13 Dex12 Con10 Cha15 AC5(chain) 11hp
DAM2-8 (tusks, charge for double
#AT1 DAM1-6(mace) AL-N. Clerical Spells:
damage). Rooting in the forest are a
1st—cure light wounds; sanctuary. Maddon
male boar, three sows and a few young.
is an adept of the Lord of Prosperity, the
The sows and sounders will flee the
local god of prosperity, fecundity and
characters' approach, while the male
agriculture. The god is said to be popular
boar will immediately charge.
with the ladies, and his clergy do their best
3. Bison Herd (2 bulls, 7 sows, 2 calves):
to emulate His Most Puissant Holiness. This
MV150' AC7 HD4 22/20hp(bulls)
explains why Brother Maddon is not fully
7@17hp(sows) 9/8hp(calves) #AT2
trusted by the men of the village and why
DAM1-6/1-6 (horns/horns) SA: if 30'+
he typically reserves his sanctuary spell for
away, bulls will charge for 2-12 damage.
protection against a cuckolded husband, or
If the party surprises the herd and are
a jealous lover.
within 60', the two bulls will charge and
On a normal day, there are equal chances attack. Otherwise, the animals will warily
that the adept will be found drinking in the move away. If the party acts in a hostile
local tavern, "consoling" a widow, flirting fashion within 100' the bulls will
with housewives in the village square, immediately charge.
sampling the local lord's ample larder (and 4. Bloodhawks (x4): MV240' AC7 HD1+1
even more ample kitchen maids), 7/6/4/4hp #AT3 DAM1-2/1-2/1-4 (claw/
admonishing said lord for not tithing claw/beak). Four bloodhawks swoop in
appropriately, or beseeching his flock to and attack the first and last characters
abstain from moral turpitude. A sizeable in line, attempting to put the entire party
number of the region's children have the into confusion. If the party retreats into a
dark, curled locks and brown eyes that heavily forested area, the animals will
Brother Maddon sports so handsomely. discontinue their strafing. Otherwise, the
Brother Maddon may wish to leave the bloodhawks will continue to attack until
village for a spell due to some indiscretion one of the characters is killed. Following
on his part. the remaining hawks back to their roost,
gold and silver hairpins and necklaces
Jonlin Oakesleaf (R2): MV150' Str16(DAM+1) worth a total of 13 gp will be found in
Int13 Wis14 Dex15 Con16 Cha13 the nest [new OSRIC monster, see
AC7(leather+Dex) 16hp #AT1or2 DAM3-8/ Appendix].
2-5/1-6 (hand axe +1/knife/shortbow) AL- 5. Pack of Wolves (x9): MV180' AC7 HD2+2
NG. Jonlin's hand axe was a gift from a 12/11/10/9/9/8/7/7/6hp #AT1 DAM2-5
dwarf clan that dealt with the ranger's (bite). As soon as a single wolf is killed,
father for more than two decades. After the the entire pack will retreat.
elder Oakesleaf was killed by marauding 6. Mountain Lion: MV180' AC6 HD3+2 17HP
orcs, Jonlin assumed the role of intermediary #AT3 DAM1-3/1-3/1-6 (paw/paw/bite)
between the nearby dwarfholt and the SA: rear claws have additional chance
village. Jonlin also possesses six of Master of hitting for 1-4/1-4 if front paws both hit;
Willim's goodberries, as he often performs springs 30' and surprised only on a 1 in 6.
services for the ancient apothecary. If he is The mountain lion attacks a lone
promised an equal share of loot and given character or mount in the early morning
assurances by Willim of the party's integrity, or evening. The lion will attempt to
the ranger will accompany/guide a party. suffocate the target, dragging it away
quietly.
7. Basel the Trapper: MV120' AC10 0-level
PART 1: JOURNEY TO THE MYSTIC LAKE 4hp #AT1 DAM1-6/1-4 (hand axe/knife)
Daytime Random Encounters and his mastiff Wrathbone: MV180' AC7
HD2+2 12hp #AT1 DAM2-5 (bite). Basel is
There is a 33% chance per day of travel of a trapping mink and marten deep in
random encounter in the Western uncharted territory. Basel will be happy
Mountains. If an encounter is determined, to treat with a party of adventurers and
roll a d10 to determine the nature of the swap stories over a campfire but, being
encounter and a d12 to determine its hour a recluse, his manners are fairly coarse.
(unless otherwise specified):

Footprints — page 68 — Number 21


Given a few swigs of whatever swill the hammers/knife). This group is working a
party is carrying, the trapper will suggest gold vein that they recently discovered
that the characters search the volcanic and will be hostile to anyone
mountains to the northwest, which are approaching. The group captured a
"several days away." dwarven miner many months ago and
8. Orc Hunters (x5): MV120' AC8(furs) HD1 has the unfortunate chained in a nearby
7/6/6/5/4hp #AT1or2 DAM1-6/1-6/1-4 shack. Forced to act as an assayer for
(short bow/hand axe/dagger). The the unsavory men, Bomi the Dwarf (F1):
characters chance upon a Septic Eye MV30'(in chains) AC10 3hp(of 6) #AT1
hunting party moving in the opposite DAM1-2 (fist) will be overjoyed to be
direction. If the orcs are surprised they freed. Bomi will not join the party's quest,
will scatter to the four winds. Once they as he needs to return to his family as
recover, the orcs will take opportune quickly as possible. He will be free with
shots at pursuing characters but will advice regarding the possible location
otherwise avoid a protracted fight. If of a mountain lake (in the volcanic
any escape, the orcs will bring double mountains to the northwest), however.
their number of reinforcements to the
Nighttime Random Encounters
site three days later. The orcs do not
carry much in terms of treasure, During each night spent in the mountains,
possessing only copper, silver and there is a 33% chance of the party being
bronze torcs and bracelets (ranging in visited by one of the following. Roll a d4 to
value from 2 sp to 18 sp) and a variety of determine the nature of the encounter and
semiprecious stones and fetishes (1 sp to a d12 to determine its hour:
5 sp) dedicated to the Cave Mother.
The orcs' weapons are rough, but 1. Juvenile Brown Bear: MV120' AC7 HD3+3
serviceable. 19hp #AT3 DAM1-3/1-3/1-6 (paw/paw/
9. Verbeeg Hunter: MV180' AC4(chain, fur, bite) SA: automatic hug for 2-8 on
plate) HD5+5 35hp #AT1or2 DAM4-9/4-13 successful paw hit of 18. This starving
(thrown spears/great axe) and Large brown bear (treat as a black bear) is
Dire Wolf: MV180' AC6 HD3+3 21hp #AT1 also rabid and will attack the party unto
DAM2-8 (bite). Sigvaard and his dire death. Characters who are bitten have
wolf companion are looking for bison to a 50% chance of contracting rabies and
slaughter and skin. However, the will die in 14 days unless a cure disease is
verbeeg is not above adding the skins of performed.
a few humans to his collection; such 2. Borglik the Ogre: MV90' AC5 HD4+1 19hp
leather makes for excellent gloves, caps #AT1 DAM3-8 (large club). Borglik has
and hoods. If the party is surprised descended from his mountain fast in
Sigvaard will fling multiple spears (he has order to rustle a few sheep or goats from
a collection of four) from 60', loose his lowland farmsteads. He will follow a
wolf, and then wade into the party with party during the daytime and attempt
his great axe. Sigvaard is small for his size to surprise a single character at night,
(only 8 ½ feet tall), but he is sly and figuring that he can escape into the
cunning. The verbeeg knows that both dark afterwards. Borglik wears an ornate,
he and his wolf can outpace a party on electrum-trimmed buckler as a belt
foot (base movement of 180') and will ornament (3 gp). He can surprise a
not be afraid to attack. If hard pressed, camp guard 33% of the time.
Sigvaard will flee from the party in haste, 3. Burning Hands Goblins (x7): MV120' AC8
but may choose to come back and HD1-1 3@5hp (short bows) 4@4hp
attempt to slay the group at night. The (javelins) #AT1or2 DAM1-4/2-5/1-4 (short
giant-man possesses a substantial bow/javelin/knife). The goblins possess
amount of mundane treasure secreted few items of worth, but do have an
upon his body: a patterned electrum assortment of agate and glass beads (2
bracelet (human necklace, 3 gp); 4 gp; sp) and silver-trimmed bracers (3 sp).
17sp; assorted gemstones (garnet-2gp, 4. Gnolls of the Poisoned Barb (x3): MV150'
beryl-5gp, flawed sapphire-6gp); a set of AC6(studded) HD2 12/11/10hp #AT1or2
silver-coated human knucklebones used DAM1-8/2-8 (great bows/ bardiches).
for divination (4 gp). Three hunters of the Poisoned Barb pack
10. Human Prospectors (x13): MV120' AC10 have come out of the Western Range in
0-level 2@6hp(long bows) 4@5hp(spears) search of bison, but they are not above
4@4hp(picks) 3@3hp(hammers) #AT1or2 collecting the heads of a few humans.
DAM1-6/1-4 (bows, spears, picks and Strung through each gnoll's belt is an
assortment of dwarf, human, goblin and

Footprints — page 69 — Number 21


orc skulls- all highly polished, inscribed the woman back to their hunting shelter.
with profane symbols and trimmed in The following day, the orcs will blaze an
silver (3 sp/skull). easily followed trail back to the Septic Eye's
village. Upon their return a celebration will
Planned Encounter (5+ days from village): unfold, with the captives being rowed out to
the Sacred Island and sacrificed the
As the afternoon sun wears on, the
following day.
characters hear a frantic, high-pitched
scream: a sound like that of a young The orcs that chased Jena down were
woman in distress. sentries stationed at the entrance of a cave
[see Orc Hunting Shelter Map, location #1]
If the party follows the sound, it will enter a
that the Septic Eye has been utilizing as a
clearing where, about 100 feet away, a
hunting shelter. The cave was the former lair
young woman struggles with two large, ugly
of a brown bear, and the orcs' occasional
looking brutes. One of the primitives is pulling
use of it has done nothing to improve the
away from the struggle, clutching its hand in
cavern's rank smell.
pain, while the second is drawing a knife,
intent on stabbing the woman. The two
humanoids look much like humans, but are
larger and stockier, with weathered, olive
complexions:
Orc Hunters (x2): MV90' AC7/8(leather, furs
and shield) HD1 5/4hp #AT1 DAM1-6
(javelins or long knives).
Dressed in furs and hand-tooled leather, the
two have tossed some shields and javelins to
the ground while they attack the young
woman. If the party does not dispatch them
quickly, the orcs will run back to warn their
tribe mates of danger.
The orcs each have two javelins, a bone
handled long knife and a crude wooden
shield, but if the party strikes immediately
they will not have time to ready their shields.
In a leather pouch about its neck, the
stronger orc holds five "knucklebones" made
from carved, semi-precious stones (1sp
each). Each of the orcs possesses a bone 1. Entrance to the Hunting Shelter: Along
hunting whistle, used to communicate when with a number of fresh-cut boughs and
out of sight. bushes, a wood-framed, camouflaged blind
has been cast aside from the entrance to
If rescued, the woman will frantically inform
the cave. When all of the raiding party is
the party that her name is Jena Arfors, and
ensconced inside, the blind is set into place
that her husband and mother are being
to ensure the orcs' safety. Currently, there
held in a small cave only 100 yards distant.
are no orcs on sentry duty, and as long as
Jena was trying to escape this cave. The
the two orcs in the above planned
three were recently taken by orcs from their
encounter have been dispatched, the
homestead three leagues west of the
characters will approach the cave
village. The humanoids marched the trio
unobserved.
north and west, higher into the Western
Mountains. 2. Guard Wolf: Tied to a boulder with a 20'
rope, a large wolf guards the tunnel at the
Jena Arfors: MV60' (injured) AC10 2hp
bend. It will charge forward, snapping and
(normally 3) #AT1 DAM1 (bite or rock).
snarling as soon as a character steps into
If the party allows the scene to unfold, the the cave's entrance:
orc with the knife will slash Jena across her
Wolf: MV180'(20' while on chain) AC7 HD2+2
cheek and then beat her into submission
13hp #AT1 DAM2-5.
(the raiding party has been instructed,
under pain of death, to keep captives alive If the party can dispatch the wolf in the
and to bring all such prisoners back to the span of a single round, then the raiders in
Septic Eye's village). The orcs will then drag location #3 will think nothing is amiss. If

Footprints — page 70 — Number 21


combat continues past one round, or if the On the walls are once-delicate inscriptions
wolf retreats past the tunnel's bend, then the that have been defaced by the orcs.
remaining orcs will be alerted to danger— Anyone with knowledge of the elven
despite their relatively inebriated state. tongue will recognize the inscriptions as
3. Main Chamber: The final three members being elvish in nature, even though their
of the orcs' prisoner detail are within the original meaning has been obliterated.
cavern's main chamber. Having sated Epilogue to the Planned Encounter
themselves on mutton and beer stolen from
the Arfors' homestead, the orcs have After the party rescues the Arfors family, the
become drunk and are just about to homesteaders will politely ask the
commence the evening's torture session. characters to help them recover their herd
The three humanoids will be at a disad- of goats. A day behind the prisoner detail,
vantage (weapons not at hand) as long as and approaching the orc shelter, the
the party dispatched the dire wolf in quick drovers (two orcs and three wolves) should
fashion: be easy to ambush. However, unlike the
previous five humanoids, the goat-herding
Orc Hunters (x4): MV90' AC7(if able to pick orcs have bows:
up shields) HD1 7/5/5/4hp #AT1 DAM
various. Orc Hunters (x2): MV90' AC8(furs) HD1 5/4hp
#AT1 DAM1-6 (long bow or long knife).
The leader (7hp) fights with a tree axe stolen
from the Arfors (DAM1-8), while the others Wolves (x3): MV180' AC7 HD2+2 11/10/9hp
use stolen hand axes and long knives #AT1 DAM2-5 (bite).
(DAM1-6 each). If given time, the trio will If questioned, the Arfors will be able to
pick up their shields before grabbing Geral demonstrate the orcs' whistle calls for "come
and Brigit Arfors from location #4. The orcs and eat" and "rally here". This knowledge
will then push the captives forward, using could prove useful in setting up an ambush
them as human shields against the party. If for the drovers or during later portions of the
caught unaware, the humanoids will defend adventure. If the party slays the orcs and
themselves at AC8. Being inebriated, the wolves, the Arfors will lead their herd back to
orcs fight at a -2 penalty to hit and will not the village and openly praise the
act in a coordinated fashion. They have characters.
various fetishes and metal nuggets secreted
upon their bodies (8 gp worth of goods for PART 2: THE MYSTIC LAKE
the group). Each also has a polished whistle.
Made of bone, these hunting whistles are Random Encounters in the Lake Region
used to signal their fellows while out of It is recommended that the DM roll for
eyesight. wandering monsters at least once per day
Stashed inside the chamber are two travois while the party is in the Mystic Lake region.
piled with goods (dragged here by Geral, An encounter occurs 50% of the time. If a
Jena and Brigit): 3 casks of beer, a box of daytime encounter is determined, roll a d8
metal fittings, a tub of lard, several coils of to determine the nature of the encounter
rope, bags of seed potatoes, bags of and a d12 to determine its hour:
vegetable seeds, and bronze metal pots. Daytime Lake Region Encounters:
4. Recessed Pool: A pool of water lies in the 1. Giant Wolverine: MV150' AC4 HD4+4
furthest reaches of the cavern, at the 21hp #AT3 DAM2-5/2-5/2-8 (paw/paw/
bottom of a sloping floor. If they have not bite) SA: +4 to hit due to speed; musk
been pushed forward by the orcs (as spray (directed, 10' cloud) acts as the
described in the above entry), Geral and reversed form of the 1st level cleric spell
Brigit Arfors are here, bound before the bless (-1 to morale, -1 to hit) and allows
pool. Newly freed, Geral will take up an orc's predators to track any affected
long knife and his former axe. creatures for one full day. The giant wol-
Geral Arfors: MV90' (injured leg) AC10 verine is nasty tempered, semi-intelligent
3hp(out of 5) #AT1 DAM1-6(bow or and of evil alignment. Carnivorous and
axe)/1-4(knife). He is proficient with a bow, very territorial, it will pursue and attack
but won't feel comfortable using a javelin. the party for a quarter mile. If after a
Brigit Arfors: MV60'(injured) AC10 2hp(out of quarter mile the giant wolverine has not
3) #AT1 DAM1-2 (knife). Geral's mother, Brigit been killed, it will turn back.
Arfors, is rather frail and of no use in a fight. 2. Tontla-Voll: MV30' AC0 HD3 16hp #AT2
She will cook and tend any wounded that DAM1d4/1d4 (wooden claw/wooden
are brought to her. claw) SA: invisibility, levitate and

Footprints — page 71 — Number 21


ventriloquism once per day as a 5th lake region, as he senses the evil that
level MU. Fire attacks requiring a roll to resides in the surrounding forest.
hit gain a bonus of +4 to hit against a However, the orcs' recent activities have
tontla-voll. These creatures make saving prompted the treant to investigate.
throws versus fire at –4, and any fire Arbol may follow the party if it observes
damage inflicted upon a tontla-voll the characters eliminating fell creatures,
adds a +1. Blunt attacks from a small and may even approach the party to
weapon (i.e. a mace, club or hammer) propose an alliance of sorts. Although
do only one-quarter damage against a Arbol will refuse to venture within a mile
tontla-voll, while large blunt weapons do of the lake, he can provide protection
half damage [new OSRIC monster, see to the party while they sleep as long as
Appendix]. the characters continue their own
3. Lightning Drake: MV90'(60' in trees) AC4 investigations and inform the treant of
HD4+4 22hp #AT3 DAM1-6/1-6/1-8 their discoveries.
(claw/claw/bite) SA: lightning bolt 1d8 6. Elven Shadow: MV120' AC7 HD3+3 18hp
times per day for 2d8 damage (save #AT1 DAM2-5 (fist clubbing or
versus breath weapon for no damage). strangulation) SA: drain one point of
Lightning bolt extends 30' and stuns for strength on each successful hit.
1-6 rounds unless an additional save Characters losing all strength become
versus breath weapon is made. The shadows, else regain strength at a rate
lightning drake surprises 50% of the time of one point per hour. One of many
and hunts small and medium sized prey. elven spirits wandering the lake region,
It will be perched in a tree, some 20' up, an insane shadow will attempt to
waiting for animals to come down a strangle a lone character. Hard to
game trail [new OSRIC monster, see detect in the forest, the elven shadow
Appendix]. will surprise a character 75% of the time
4. Wilders of the Northwood (x5): MV120' during the day.
AC8(leather) 0-level 6/6/5/4/4hp #AT1 or 7-8. Orc Hunters (x4): MV120' AC8(furs) HD1
2 DAM1-6/1-6/1-4 (short bow/hand axe/ 6/5/5/4 #AT1or2 DAM1-6(short bow,
knife); Wilder Leader (F1): MV120' hand axe or ling knife). A Septic Eye
AC8( leather) 8hp #AT1or2 DAM1-6 hunting party comes across the party's
(falcata/short bow) and Wilder Druid spoor, but hangs back. The orcs will send
(D1): MV120' AC8(leather) 6hp #AT1 the weakest of their group to bring eight
DAM1-6 (falcata/sling bullet) SA: Druidic reinforcements to the site within three
Spells: 1st level—entangle; speak with hours (new total of 12). The orcs do not
animals. The druid has six goodberries in carry treasure as they are hunting for
his pouch, along with a silver sickle (2 food and captives.
gp). The wilders have fetishes woven
Nighttime Lake Region Encounters
into their hair, pinned to their clothing
and worn on thongs about their necks. It is recommended that the DM roll for
The druid's fetish acts as a luckstone, wandering monsters at least once per night
whereas the leader's hairpin functions as while the party is in the Mystic Lake region.
a ring of warmth. The wild men are An encounter occurs 50% of the time. If a
scouring the mountains, attempting to nighttime encounter is determined, roll a d6
determine what entity has been to determine the nature of the encounter
kidnapping members of their tribe. The and a d12 to determine its hour:
wilders will attack a party if they gain
surprise or see an advantage. They 1. Owlbear: MV120' AC5 HD4+2 23hp #AT3
attempt to capture and interrogate one DAM1-4/1-4/1-6 (paw/paw/bite). A
person. If approached on an equal young owlbear will rampage through
footing and an attempt is made to the party's campsite, despite any
parley, the wilders will exchange precautions the group has taken.
information regarding the presence of 2. Elven Shadow: MV120' AC7 HD3+3 18hp
humanoids in the mountains. #AT1 DAM2-5 (fist clubbing or
5. Arbol the Treant: MV120' AC0 HD8 39hp strangulation) SA: drain one point of
#AT2 DAM2-16/2-16 (limb/limb) SA: can strength on each successful hit.
animate a tree to attack (animated tree Characters losing all strength become
has similar stats to the Treant itself). Fire shadows, else regain strength at a rate
attacks against treants are +4 to hit and of one point per hour. One of many
do +1 per damage die. Treants save at elven spirits wandering the lake region,
-4 versus fire. Arbol normally avoids the an insane shadow will attempt to
strangle any sentry that is on guard duty.

Footprints — page 72 — Number 21


In the darkness, the shadow will surprise 1-4/round damage after a successful hit,
a character 90% of the time. until 12 points drained. The stirges live in
3. Gorbron the Half-Orc Wereboar: MV120' one of the caldera's cliffs and are out for
AC4 HD5+3 26hp #AT1 DAM2-12 (tusks). blood. They will continue attacking until
Coming off a recent run-in with the giant half their numbers are dead.
wolverine, Gorbron will be in his 5-6. Orc Hunters (x6): MV120' AC8(furs) HD1
monstrous form and will be incensed at 7/6/6/5/5/4 #AT1or2 DAM1-6(short bow,
the sight of a party of humans traipsing hand axe or long knife). A Septic Eye
through his territory. The wereboar will hunting party comes across the party,
attack without thought or plan. If a but hangs back. The orcs will send the
character loses more than 50% of his hit weakest of their group to bring ten
points to Gorbron the victim will become reinforcements to the site within three
a lycanthrope in 7-14 days. hours (new total of 16). The orcs do not
4. Swarm of Stirges (x8): MV180' AC8 HD1+1 carry treasure as they are hunting for
7/6/5/5/5/4/4/3 #AT1 DAM1-3 (piercing) food and captives.
SA: attacks as 4HD creature; automatic

Footprints — page 73 — Number 21


Location A: Caverns of the Septic Eye deity's direct blessing, but he and his
retainers never returned.
If the party approaches the Mystic Lake
from the south, it will likely come across the Sharghak-Ahl, the Septic Eye's shaman,
lair of the Septic Eye tribe of orcs. The tribe eventually gained control of the tribe and
of fifty adults has its settlement on the proclaimed their chieftain's disappearance
southern shore, and will have various a result of the Cave Mother's displeasure.
members roaming about the area. When Receiving his own instructions from the
between locations B and D on the map goddess three months ago, Sharghak
there is a 10% chance per hour (cumulative) ordered his warriors to scour the Northwood,
of encountering a pair of orc scouts: where they immediately captured a pair of
wilder settlers. Rowed to the Sacred Isle, the
Orc Scouts (x2): MV90' AC8 (furs and
humans were tied to posts hastily erected
leathers) HD1 6/5hp #AT1 DAM1-6 (javelin x
upon the temple's highest terrace and left
2 or long knife).
for the Cave Mother to claim. Done while
The Septic Eye tribe has diminished greatly Sharghak held the island's defenders at bay,
over the last generation. Suffering from the shaman's display of power allowed him
wilder expansion into their ancestral lands in to gain absolute control over his tribesmen.
the Northwood, the humanoids decided to
However, the Cave Mother let the shaman
flee to the relative safety of the mountains a
and other members of the tribe know in their
year ago rather than see their tribe
dreams that she was displeased with the
obliterated. On arriving at the Mystic Lake,
ritual. Thus, Sharghak has become obsessed
the orcs' chieftain came to believe that the
with obtaining new sacrificial victims and, if
Cave Mother (a traditional orc goddess)
the party stumbles into the orcs' territory,
was speaking to him, and that she was
characters will find themselves targeted for
highly pleased with his decision to settle on
capture and sacrifice rather than torture
the lake's shore. The chieftain led an
and consumption.
expedition to the Sacred Isle to receive the

Footprints — page 74 — Number 21


1. Eastern Strand: This beach is normally #4 and #5, as the constant fighting of the
empty but an abundance of old fire pits, wolves—accompanied by the screams and
worn equipment and cracked bones alert snarls of the keepers as they beat their
explorers to the presence of nearby orcs. charges into submission—is generally ig-
Pairs of scouts (discussed above) and nored by the rest of the tribe. Likewise, the
groups of hunters (those from the previous state of bedlam normally existing in this
daytime and nighttime encounter sections) room will keep the wolves and their handlers
will alternate in passing through this location from noticing any fighting that is restricted to
every four hours, descending the cliff and locations #4 or #5.
hailing their brothers at location #2 with
Orc Kennel Keeper: MV30' AC8(furs) HD1
bone whistles and loud, hooting calls. As
7hp #AT1 DAM2-5(barbed whip) or 1-6(long
there is only one trail leading down to the
knife). The old keeper is missing his right foot
beach, an unlucky party may find itself
and moves about slowly on an awkward,
trapped upon the strand with little cover
improvised peg. With a barbed whip that
present to help escape detection.
has a reach of 20', the keeper is willing to
Characters fording the river will find it lash out at anyone and anything, including
bone-chillingly cold and ten feet deep, his own people. Cracking the whip fiercely,
enough of a problem to dissuade all but the the orc will direct his animals to surge
most desperate (or foolhardy) of players. towards the party. The whip immobilizes a
target (-4 to victim's AC) for a subsequent
2. Western Strand: A single dugout canoe
round if the orc's "to-hit" roll is two or more
will be found beached on the western
above that required.
strand any time of the day or night, ready to
ferry members of the tribe across the river or Orc Assistant Keeper: MV90' AC8(furs) HD1
to pick up scouts and foragers from location 6hp #AT1 DAM1-6(club) or 1-6(long knife).
#1. Requiring two paddlers to operate, and Having lost his left hand to an angry wolf
holding a maximum of five occupants, this some ten years ago, the assistant keeper re-
canoe is guarded by three warriors and a sents the beasts and beats them mercilessly.
wolf. Because of this, the wolves in his care never
stay healthy and have low hit points.
Males of the Septic Eye rotate through this
guard station on a fixed, eight hour Guard Wolves (x6): MV180' AC7 HD2+2
watch-schedule and are also tasked with 9/8/8/7/6/6hp #AT1 DAM2-5 (bite). The
guarding the approach to their lair. The wolves are mistreated and underfed. Once
warriors and wolf, often negligent or loosed by their keeper, the cowed wolves
sleeping, will detect a party sneaking down will hunt and chase party members
the trail only 50% of the time. If alerted to the relentlessly.
party's presence the guards will beat a
4. Common Room: The tribe's primary
hasty retreat: two warriors attempt to
sleeping quarters and workspace, this
paddle their canoe to location #5 while the
chamber is the most defensible spot in the
last uses the wolf to cover his back as he
cavern system. One of the females holds a
runs to the lair's entry hall (location #3):
key to the iron lock that secures the northern
Orc Warriors (x3): MV90' AC8(furs) HD1 gate and keeps curious lacedons at bay.
6/5/4hp #AT1or2 DAM1-6(bow, spear or Held tight with a thick chain, the timber-post
long knife). gate can also be picked by a thief (at
+10%), chopped down, or pushed over on a
Guard Wolf: MV180' AC7 HD2+2 9hp #AT1
cumulative bend bars roll (up to five
DAM2-5 (bite).
characters can fit in the narrow space,
3. Entry Hall: The tunnel system's first adding their bend bars abilities).
chamber houses two male orcs and six
Within the room may be found two warriors
wolves (the bulk of the tribe's wolfpack).
and ten females, most sleeping during the
Maimed, and missing certain appendages,
day and engaged in mundane tasks from
the kennel keeper and his assistant are ugly,
dusk 'til dawn. If attacked, the males will
vicious, and as surly as their charges. If given
fight while the females attempt to flee
ample warning (1 round) the orcs will loose
towards location #3 (if possible), or to dive
the six wolves (leashed to the walls by thick
off the bridge and then swim to location #5.
ropes). If not released, the wolves will be
able to roam and engage in unrestricted The tunnels and the bridge connecting the
combat throughout the room, but no fur- entry hall and common room are elevated
ther. Commotion in this chamber will not eight feet above the water level and are
draw the attention of the orcs in locations not obstructed by any gates. Resourceful

Footprints — page 75 — Number 21


players may have their characters ford the his magical spear in his chamber when
stream, or rappel 100 feet down onto the confronting invaders, preferring to subdue
bridge from the cliff edges (above the potential captives for later sacrifice to the
tunnel mouths) at either end of it. Cave Mother.
Orc Warriors (x2): MV90' AC8(furs) HD1 7/5hp The orc shaman will attempt to subdue
#AT1or2 DAM1-6(bow, javelin, spear or long characters with his hold person spell. Failing
knife). that, Sharghak will utilize his cause fear and
command spells to gain the upper hand. If
Orc Females (x10): MV90' AC8(furs) HD1-1
characters are captured by the orcs,
3@5hp 4@4hp 3@3hp #AT1 DAM1-4(knife).
Sharghak-Ahl will allow his followers to abuse
5. Assembly Chamber: In addition to acting the captives mercilessly - including all forms
as a larder, kitchen and smithy, the tribe of maiming and non-lethal torture - but not
secures seven dugout canoes in this, the kill them outright. The shaman will then have
system's central chamber. Four of the captive characters rowed to the Sacred Isle,
dugouts seat five passengers, the other hauled to the top of the ancient temple,
three capable of holding only a pair of and tied to posts for sacrifice.
paddlers. Unless silenced through magical
Orc Females (x3): MV90' AC8(furs) HD1-1
means, a battle in this room will draw
4/3/3hp #AT1 DAM1-4(knife).
Sharghak-Ahl from his quarters to the
north-west. The kennel keepers in location Bluffox the Galtrit: MV180' AC2 HD1-4hp 4hp
#3 will be unaware of a party entering this #AT1 DAM1-2 (blood suck) SA: surprise on
room unless an orc flees in that direction. If 1-3, with +3 to attack if gained; drain1
this occurs, the keepers will then loose their HP/round; bite causes disease if saving
wolves and join the fray two rounds later. throw failed (at +2 penalty). Bluffox is a
cheeky bastard with skin that is discolored
If entered without previously alerting the
(blue) by typhus. The evil galtrit acts as the
tribe to its presence, the party will encounter
shaman's spy, slinking about the cavern
three male and seven female orcs dressing
system and informing its master of the orcs'
and butchering several game animals. The
dealings. Keeping Bluffox in check is a pair
room is a bloody and foul mess, with the
of bat-like, galtrit wings pinned upon the
slick floor leading to penalties of -1 on all
chamber's wall - the only remains of Bluffox's
combatants' attack rolls:
sire (who displeased Sharghak-Ahl one time
Orc Warriors (x3): MV90' AC8(furs) HD1 too many). If Bluffox's body is cut open, the
7/6/5hp #AT1or2 DAM1-6(javelin, spear or former pommel stone in Sharghak-Ahl's
long knife). ceremonial dagger (a garnet worth 25gp)
will be found.
Orc Females (x7): MV90' AC8(furs) HD1-1
5/5/4/4/4/3/3hp #AT1 DAM1-4(knife). The tunnel leading to location #7 is blocked
by a pair of sturdy gates held with a thick
The passage leading north to location #8 is chain (can be picked by a thief (at +10%),
crammed with crude sacks and baskets chopped down, or pushed over on a
brimming with goods scavenged from the cumulative bend bars roll). Sharghak-Ahl
wilders of the Northwood. Found within the uses the intervening space as a prison for a
containers are copper and tin implements, young wilder who was captured only two
clay pots, assorted grains, seed potatoes days earlier. Having completed his
and various fabrics. Worth half a hundred interrogation of Hurlic Svontal, the shaman
gold pieces, the assorted goods are too has allowed his bloodsucking minion to
bulky to be easily transported. drain the young man to near-death. Unable
6. Shaman's Quarters: Sharghak-Ahl has to move, Hurlic will have to be healed by
claimed this secluded chamber as his the party before being escorted out of the
personal quarters and seraglio. Sharing the caverns:
room with the shaman are his female Hurlic Svontal: MV0'(120' when healed)
consorts, and Bluffox, his galtrit minion: AC10 1hp(out of 4) #AT1 (when healed)
Sharghak-Ahl, Orc Shaman (C3): MV90' DAM1-4 (knife, when healed).
AC8(furs) 16hp #AT1 DAM1-6+1(spear 7. Communing Chamber: Sharghak-Ahl uses
+1)/1-6(club) Spells: Command; Cause Fear; this room to receive communications
Hold Person. Sharghak-Ahl has a silver and directly from his deity. Immersing his head in
gold pectoral plate hung from his neck the lake's frigid water, the shaman attempts
(6gp) and a bejeweled ceremonial dagger to divine the Cave Mother's will from the
sheathed at his belt (8gp, curiously missing faint transmissions he hears. In addition to
its pommel stone). Sharghak-Ahl will leave

Footprints — page 76 — Number 21


those conscious efforts, the shaman believes trapped with two 10'x10' pits that are lined
that he communes with the goddess while with barbed stakes at the bottom. Covered
he sleeps next to the waterline (protected by thin mats sprinkled with sand, the pits are
from any ghouls by the barrier he has had detected 75% of the time if actively
erected). searched for, and cause 1-8 points of
damage if fallen into. Near the assembly
8. Refuse Pile: If party members decide to
hall, the tunnel is blocked by a stout gate of
rappel down the 100 foot cliff face and
timber-post construction. This gate is
approach the orc lair from its northern
sufficient to keep lacedons and giant
tunnel, they will come across the
crayfish at bay and is secured with a thick
humanoids' refuse pit centered squarely in
rope tied into a trick knot. This hawser may
the middle of the hidden cove (located
be easily sawn through, or a thief may
where the number 8 is situated on the map).
attempt to pick the knot-lock, receiving
Once in the small cove, one character will
+20% on the attempt.
be targeted by three galtrits. Each galtrit
attacks in turn and stealthily attempts to Location B: Juvenile Giant Weasels
drain the victim's blood. The galtrits gain +1
Two juvenile giant weasels have recently
to their surprise rolls in dim lighting (dusk and
made their home at the top of the ravine
morning) and +2 at night:
leading down to the orc settlement. With a
Galtrits (x3): MV180' AC2 HD1-4hp 2/2/3hp water level of only three feet, this is the most
#AT1 DAM1-2 (blood suck) SA: surprise on rational point to attempt a crossing of the
1-3, with +3 to hit if gained; drain1 HP/round; stream. Thus, it has proven a perfect spot for
bite causes disease if saving throw failed. ambushing prey. As the party crosses the
The mother and siblings of Sharghak-Ahl's fifty-foot wide stream, the two weasels will
minion, these galtrits are rather dimwitted rush out of a tall stand of reeds and attempt
and slow. Each of the galtrits has a personal to drag away random characters. Charac-
treasure inside it: native gold nugget-2gp, ters will be in the water and moving no
beryl stone-4sp, freshwater pearl-2sp. Only faster than 6", so they are easy targets for
by cutting a galtrit open can its treasure be the fast moving predators. The weasels' aim
recovered. is to grab a pair of victims and then drag
them downstream to feast upon in an
Party members will also have to hazard
alcove set within the ravine's wall.
three large, spiked pits designed to capture
giant crayfish attracted by the humanoids' Giant Weasels, Juvenile (x2): MV150' AC6
pile of refuse. The pits are covered with a HD2+3 13/12hp #AT1 DAM1-6 SA: will latch
thin network of branches and cloth topped on and suck blood at 1-4/round
with a sprinkling of earth. Lined with
In the alcove are the remains of numerous
wickedly sharp, barbed spikes, the pits will
forest animals and an unfortunate orc. There
be obvious to any intelligent creature during
are no valuables, but the weasel pelts will
the day, but easily missed in poor lighting
fetch 200 gp each if treated properly and
(only a 50% chance of detection). Falling
hauled back to civilization.
into a pit will cause 1d8 damage and pin a
character firmly in place. Location C1: Yeti Ambush
A party spending more than five rounds in The snowy, western portion of the caldera is
the hidden cove will be attacked by either home to a vicious yeti. It will hear the
a giant crayfish or by two of the lacedons characters long before they appear and will
that scour the lakeshore for victims (50% devise an appropriate ambush. The yeti
chance each): attempts to paralyze and make off with the
last character in line. If a character is
Giant Crayfish: MV60' AC4 HD3+4 17hp #AT2
abducted, a ranger should be able to track
DAM1-6/1-6 (claw/claw). SA: surprise on 1-3.
the yeti back to its lair. A normal character
The giant crayfish will pursue the characters
will have a 33% chance of success:
a short distance up the strand, falling into
one of the orcs' pit traps on a 10% chance Yeti: MV180' AC6 HD4+4 26hp #AT2
per round. DAM1-6/1-6 (claw/claw) SA: on any 20,
character is squeezed for 2d8 and
Marine Ghouls (x2): MV90' AC6 HD2 13/10hp
paralyzed for three rounds. Fire does +50%
#AT3 DAM1-3/1-3/1-6 (claw/claw/bite) SA:
damage. The yeti will retreat at maximum
characters must save vs. paralysis against
speed if its attack goes sour.
any successful attack or be paralyzed for d6
rounds. In the yeti's snow cave the following items
are cast randomly amongst torn clothing,
The passage that leads to chamber #5 is

Footprints — page 77 — Number 21


rotting hides and shards of bone: seven large, bulbous masses of webbing that look
iron-tipped arrows, two bronze daggers, a like giant egg sacs. The ettercaps love shiny
bronze tree axe, three semi-precious stones objects and within their nests can be found
(2 gp each), 13 sp, bronze and silver torc (6 the following items: an orc's bone hunting
gp), and a copper necklace (2 sp). whistle, a moderate-sized gold nugget (3
Location C2: False Hopes gp), a bronze pectoral plate with turquoise
insets (4 sp), an orc female's tortoise shell
Below the Yeti's snowfield lies a mostly- hairpin (1 sp), an ancient elven Periapt of
submerged dugout canoe. The canoe is Proof Against Poison, and an exquisitely
visible from the crater rim above, and from carved, ivory Wand of Light (acts as a light
both of the lookout points northeast of the spell cast at the sixth level; 11 charges). The
spot. If, after defeating the Yeti, the party activation word "aranas" is carved into the
slides down the snowfield, the characters handle of the wand in decorative, elvish
will immediately infer that two-thirds of the script. Climbing up to the nests may prove
canoe lies below the water line, and that difficult, but can be managed as long as a
the portion of the canoe above-surface logical plan is described to the GM (e.g. tie
appears to be in excellent condition. ropes around a hefty rock, then throw rock
However, looks are deceiving: the canoe is up to loop about a branch).
snapped in half and the submerged end is Location E: Saving Skapti Skovsmann
hiding the corpse of an orc. The corpse will
not be noticed until party members get into Skapti Skovsmann is a wilder of the North-
the water and lift the canoe. Once the wood, and a woad-wearing druid to boot.
canoe is lifted, the giant crayfish that has He was recently condemned to die for
been feeding upon the body will rush for- publicly questioning the practices of his
ward and claw at any being within reach. tribe's oligarchs, and for voicing his own
The party will be surprised on a roll of 1-3: egalitarian views. Preferring to keep his skin
Giant Crayfish: MV60' AC4 HD3+4 20hp #AT2 intact, Skapti bashed in a jailor's skull and
DAM1-6/1-6 (claw/claw). SA: surprise on 1-3. fled south. His clan sent one of his peers and
The giant crayfish will pursue the characters a quartet of warriors to bring the wilder
a short distance up the side of the slope. back. When the characters come upon the
scene, Skapti's pursuers have caught the
Location D: Ettercap Traps young man and begun to torture him.
Two juvenile ettercaps have built a set of The GM will have to run this encounter
hidden traps amongst the forest's edge. If a carefully, perhaps by having the PCs hear
character is caught in any of the traps, the the wilders long before reaching them (e.g.
ettercaps—signaled through a series of Skapti's screams can be heard from the
webs—will scuttle through the trees to inves- launch point, location F). Any villager NPC
tigate in 1-4 rounds. If the party looks to be will be able to inform the players that while
in trouble, the ettercaps will attempt to Northwood wilders are known to be cruel
lower nooses around any trapped charac-
and evil towards outsiders, is strange to see
ters' necks and haul them up. Strangulation
in this manner will do 1-2 points of damage them abusing one of their own.
every round until the PC is dead or manages Wilder Druid (D2): MV120' AC8(leather) 12hp
to sever the silken line with a successful hit #AT1 DAM1-6/1-4 (falcata or
by an edged weapon (against AC 8). javelin/dagger) Druidic Spells: 1st Level-
Any party member entering the area will trip entangle; speak with animals; 2nd level-
a snare or net if he or she is not actively cure light wounds. The druid possesses eight
searching for such and fails a dexterity goodberries, which he will utilize first if
check. Such a character will be freed from wounded.
the trap if he succeeds in cutting himself Wilder Hunters (x4): MV120' AC8(leather)
down (successful edged weapon hit against 0-level 6/6/5/5hp #AT1 DAM1-6/1-4 (falcata
AC 8). Otherwise, the person will be able to or bow/dagger)
automatically wiggle free after (20-DEX)
rounds. Skapti will be grateful if freed, and he will
also inform the characters that he wants to
Juvenile Ettercaps (x2): MV120' AC6 HD3+3 start to a new life in their village. If allowed,
22/19hp #AT3 DAM1-3/1-3/1-8 (claw/claw/ Skapti will willingly join the party on its
bite) SA: bite paralyzes on failed poison mission; his only condition is that he be
save.
treated equally in all respects. Skapti is
The ettercaps' nests are fifty feet up, in wounded, out of spells and down to three
separate fir trees. These can be identified as hit points when rescued:

Footprints — page 78 — Number 21


Skapti Skovsmann (D2): MV90'(injured) AC10 spring upon a character from a tree or
3(of 11)hp Str12 Int11 Wis14 Dex12 Con11 rock. It will flee if wounded.
Cha15 #AT1 DAM1-2 (fist) AL-N. If allowed, 4. Elven Shadow: MV120' AC7 HD3+3 18hp
Skapti will replace his missing kit with the #AT1 DAM2-5 (fist clubbing or strang-
wilder leader's armor and weapons. Given ulation) SA: drain one point of strength
time to sleep and meditate, Skapti will on each successful hit. Characters losing
choose animal friendship, entangle and all strength become shadows, else they
cure light wounds as his preferred spells. regain strength at a rate of one point
per hour. One of many elven spirits
Location F: Launch Point
wandering the lake region, an insane
Other than near the orc settlement, this is shadow will attempt to strangle a lone
the only place within the caldera where the character. Hard to detect in the forest,
lakeshore meets the forest. Thus, the party the elven shadow will surprise a char-
may construct a raft or canoe at this acter 75% of the time during the day.
location and then drag it directly into the 5. Tontla-Voll: MV30' AC0 HD3 16hp #AT2
water. DAM1d4/1d4 (wooden claw/wooden
claw) SA: invisibility, levitate and
Building a large raft will require one ventriloquism once per day as a 5th
complete day as long as the raft is simply level MU. Fire attacks requiring a roll to
composed of tree trunks lashed together hit gain a bonus of +4 against a
(one entire tree trunk is required per tontla-voll. These creatures make saving
passenger). Fifty feet of rope is required to throws versus fire at –4, and any fire
lash two tree trunks together and substitute damage inflicted upon a tontla-voll
cordage can be made by spending a day adds a +1. Blunt attacks from a small
braiding rope from natural fibers, or by weapon (i.e. a mace, club or hammer)
spending an hour collecting ettercap do only one-quarter damage against a
webbing from location D. tontla-voll, while large blunt weapons do
Building dugout canoes and paddles will half damage [new OSRIC monster, see
take one day per passenger, with three Appendix].
passengers the maximum number that can 6. Marine Ghouls (x2): MV90' AC6 HD2
be held in any one canoe. Thus, two can- 13/10hp #AT3 DAM1-3/1-3/1-6 (claw/
oes, holding three and two passengers claw/bite) SA: characters must save vs.
respectively, will take a party five days to paralysis against any successful attack
fabricate. The party will have to utilize fire to or be paralyzed for d6 rounds. The
speed up the process of making dugouts lacedons are patrolling the lakeshore,
(hand axes will not be sufficient to make the looking for prey to slay and eat. They will
canoes in less than two weeks), and the attempt to drag one or two characters
canoes will be easily tipped unless it is stated into the water, drowning the unfortun-
that outriggers are added. ate victim after paralyzing him or her.
Lacedons that escape will not inform
The location attracts predators just because their fellows of the party's presence in
it is one of the only places where the lake is the region.
accessible to the forest. Encounters with 7-8. Orcs (x4): MV90' AC8(furs and leathers)
predators will occur at least once per day HD1 5/5/4/4hp #AT1 DAM1-6 (javelin x 2
(GM's discretion regarding frequency). Roll a or long knife). A group of Septic Eye
d8 to determine the nature of the attack: hunters detects and ambushes the
1. Giant Crayfish: MV60' AC4 HD3+4 19hp party, attempting to capture individual
#AT2 DAM1-6/1-6 (claw/claw). SA: characters before their entire tribe
surprise on 1-3. The giant crayfish will rush returns two hours later (a comrade has
out of the lake and attempt to drag a been sent back to the orc village). They
single character into the water. are impatient and want personal glory,
2. Kampfult: MV30' AC4 HD2 12hp #AT6 but will retreat and await the tribe if they
DAM1/round (automatic strangulation). suffer any losses.
SA: surprise on 1-3. The kampfult is hiding
just within the tree line, and will attack a
single character while the rest of the
party is occupied building a craft or
engaged in other activities.
3. Mountain Lion: MV150' AC6 HD3+1 16hp
#AT3 DAM1-3/1-3/1-6 (claw/claw/bite).
SA: surprise on 1-3. The mountain lion will

Footprints — page 79 — Number 21


PART 3: THE SACRED ISLE Giant Crayfish (x2): MV60' AC4 HD3+4
22/20hp #AT2 DAM1-6/1-6 (claw/claw). SA:
Due to the characters' inability to determine surprise on 1-3. The giant crayfish will rush out
direction in the dense fog, paddling to the of the lake and attempt to drag characters
Sacred Isle will take 1-2 hours if done with into the water.
dugout canoes or 3-4 hours of strenuous,
meandering effort if utilizing a raft. If the If the party moves away from the shoreline
party is divided amongst more than one to escape the two crayfish it will be
boat/raft, the characters will have to tie accosted by the remnants of the island's
their craft together or risk (50% chance per original skeleton defense. Although the
hour) becoming completely separated in island is alive with birds and a few ground
the fog. If the groups' boats become squirrels, five skeletons occupying the
separated the GM should add an additional stretch between the beach and temple stir
1-3 hours to the amount of time each vessel to life (two rounds to pick themselves up)
spends in the water before it reaches the whenever intelligent beings come ashore.
island. This motley crew is composed of the
bird-picked remains of a goblin
GM's discretion: If the party makes too treasure-seeker, the first orc bodyguard to
much noise, or if they are taking an fall to the island's undead host, and three
inordinate amount of time to reach the crumbling elves that were killed by the
island, the attentions of two of the dragon a millennia ago. The skeletons will
banshee's lacedon servitors [stats given in chase opponents about the entire island,
Location F, above] will be aroused. The turning back only when trespassers have
lacedons may either attack individual boats been run into the lake's waters. Any
out of sheer hunger and malice (50%), or characters slain above ground while on the
allow the party to approach the island due island will join the undead guardians.
to the banshee's instructions (50%). If the
marine ghouls attack and suffer significant The orc and goblin skeletons have weapons
damage at the hands of the party, the with which to strike opponents. The elf
creatures will return to look for easier skeletons are broken and crumbling, and
pickings at location F (see above). can only rake with the jagged remains of
their hands:
The Sacred Isle has only one beach suitable
for landing any kind of craft, and this is on Skeletons (x5): MV120' AC7 HD1 6hp(orc)
the southeastern shore. Upon landing their 4hp(goblin) 4/3/3hp(elves) #AT1 DAM1-6
vessel(s) and beginning an approach to the (weapons) or 1-4(hands)
temple's lower level, the party will see
patches of sun-bleached bones strewn
across the island. These bones are broken
and splintered, and have obviously come
from hominids of one sort or another. Only
those bones closest to the landing point are
new and characters will find 1 sp worth of
broken jewelry fragments (remnants of
ceremonial armor and metal-trimmed
weapon hilts) for every hour spent searching
amongst the remains lying north of the
beach.
The party will be given little time to conduct
such searches, however, as a pair of giant
crayfish will rush to attack any characters
landing upon the Sacred Isle:

Footprints — page 80 — Number 21


The Ruined Temple Isle's undead host. Fortunate for the entire
1. Lower Terrace: From a distance, each of region, the evil shaman has yet to master
the temple's standing columns looks to have the procedures his "goddess" has been
the form of a nude elf maiden. Apparently attempting to convey.
purely decorative, the truth of the matter will Caryatid Columns (x3): MV60' AC5 22/19/
be discovered as soon as any living, 18hp #AT1 DAM2-8 (stone sword). The cary-
intelligent creature sets foot upon either the atid columns attack as 5 HD creatures.
temple's ground or altar levels. The three Normal weapons do only half damage to
columns will immediately transform into the stone defenders and have 25% chance
caryatid columns and move to attack the of breaking with each hit. Magic weapons
intruders, fighting until destroyed or until the reduce this effect by 5% per +1 value.
intruders either leave the temple proper or 2. Collapsed Entrance: Within this room a
fully enter locations 2 or 3. At that time, the lone zombie makes a futile effort to claw its
unnatural defenders will stride back to their way out of the collapsed staircase. Missing
stations and revert to decorative statues. half of its head and pinned below the waist
Two months ago, Sharghak-Ahl discovered by rubble, the orc zombie will claw at any
that his hold person spell causes the three character within two feet of it. If grabbed
caryatids to revert to their statue forms. (on a successful hit), a character will be
Since that initial encounter, the priest has drawn to the zombie's mouth and bitten to
continued to employ the spell against the death. Under the present circumstances,
stone defenders, and has also successfully this abomination is easily disposed of.
used his turning ability to repel the Sacred

Footprints — page 81 — Number 21


Orc Zombie (pinned): MV0' AC10 (pinned 5. Former Sacred Well: This area is empty
and exposed) HD2 6hp #AT1 (at -4 to hit) except for the shaft leading to the grotto
DAM1-4 (bite). Attacks on the zombie are at below. The lacedons in location #6 will be
+4 due to its immobile status. If a character waiting anxiously below for any character
is grasped, the zombie will automatically foolish enough to rappel down the shaft.
inflict 1d4 points of biting damage per 6. Befouled Grotto: Residing in the temple's
round, until the monster is destroyed. former sacred grotto are four lacedons,
3. Grotto Entrance: Five orc zombies occupy minions of the banshee that is trapped
this room, compelled by the temple's curse below (the two remaining lacedons will be
to guard the approach to the sacred out, patrolling the lakeshore). The elf-maid's
grotto. These zombies were the last of the body has been trapped at the bottom of
orc chieftain's retinue to be slain above the grotto for nearly a thousand years - her
ground (just under a year ago). The zombies vocalizations having haunted the lake ever
attack any intelligent being striding through since. Those emanations are faint along the
the door. If the party retreats back into lakeshore and grow stronger as one nears
location #1 "The Lower Terrace", and the the isle. Within the grotto's waters the
caryatid columns have not been dealt with banshee's power is immense: the sonic
earlier, the characters will find themselves vibrations of her voice are strong enough to
caught between two sets of unyielding cause paralysis in any character that enters
adversaries: the water. Unless such a character makes a
save versus paralyzation, he will become
Orc Zombies (x5): MV90' AC8 HD2 paralyzed and drown in 1d4 rounds. A
12/10/10/9/8hp #AT1 DAM1-8 (fist clubbing character that makes a successful save
and rending). must then save versus spells, else flee the
4. Sacrificial Posts: Since the banshee temple complex in abject fear. This second
acquired her six ghoulish minions, she has effect may also be avoided if a character
become more anxious to free herself from had the foresight to plug his ears before
the temple's watery prison. The spirit has entering the water.
since made tenuous contact with the tribe's The lacedons found in the grotto are the
new leader and begun to influence the former chieftan of the Septic Eye and three
shaman's mind, along with the minds of of his bodyguards. Drawn to this location by
other Septic Eye members. Sharghak-Ahl the chief's visions, they (and the lacedons
believes that he receives direct commun- patrolling the lake) were paralyzed by the
ications from the Cave Mother while banshee while attempting to steal the
dreaming, and has been scouring the treasure strewn across the grotto's floor.
region for sacrificial victims over the last Drowning as they fatefully descended, the
several months. orcs were transformed into ghoulish servants
Sending warriors on raids into Wilder lands, by the banshee's touch. The lacedons will
the shaman has managed to sacrifice two be aware of the party's presence and will
humans, to date. Left for the Cave Mother attack immediately:
to claim, the unfortunate wilders quickly Marine Ghouls (x4): MV90' AC6 HD2
died at the hands of the temple's guardians 14/11/10/10hp #AT3 DAM1-3/1-3/1-6 SA:
and were subsequently converted into save vs. paralysis against ghouls' attacks or
zombie guards. Like the rest of the island's be paralyzed for 1d6 rounds.
defenders, these guardians stay near the
Any character that is paralyzed above the
location of their passing:
water surface and not protected by
Human Zombies (x2): MV90' AC8 HD2 another party member will either be slain
10/8hp #AT1 DAM1-8 (fist clubbing and and eaten on the spot (50%; takes two
rending). additional rounds to be slain), or
manhandled into the pool and given to
Sharghak-Ahl's initial effort frustrated his their mistress (50%). The ghouls wish to obey
"goddess" to no end, and resulted in the the banshee, but their insanity and ravenous
entire orc tribe receiving terrible dreams in hunger make it hard for the spirit to fully
the night. Since that time, the elven spirit has control them. If a paralyzed character is
been attempting to refine her instructions to dropped into the pool and not quickly
the shaman and have him simply drop his pulled out he will be lost forever,
sacrifices down the Sacred Well: location transformed into a ghoul by the insane
#5. Eventually, the orc priest will get it right elf-maid (it takes 1d4 rounds for a paralyzed
and the banshee will acquire enough character to drown and descend to the
lacedons to free herself. bottom).

Footprints — page 82 — Number 21


Thirty feet below the surface lies the cursed with failure indicating that the character is
banshee, pinned firmly by a dozen killed in the collapse just before reaching
enormous boulders. The only portions of her the surface.
body visible are her face and right arm.
An individual capable of swimming down to
the evil spirit can kill the thing with repeated
blows from a lengthy magic weapon if he or
she successfully saves versus the banshee's
special screaming. The banshee will attack
a character that comes within two feet of it.
On a successful hit, the character will be
instantly killed and transformed into a
lacedon unless a save versus spells is made.
This power is unique to the banshee of the
Mystic Lake, and was acquired through the
terrible curse that she wrought so long ago.
Cursed Banshee: MV0' AC10 (pinned and
exposed) HD7 37hp #AT1 DAM1-2 SA: within
the grotto's waters the banshee's screams
cause living creatures to be paralyzed
and/or flee in fear (at maximum speed and A character may attempt to scoop up a
for one full turn, leaving behind any objects treasure once per round. Every member
not in hand). The fear effect only occurs if combing the bottom of the grotto for
the creature has not plugged its ears and treasure will chance upon the following item
fails a save versus spells. Such creatures will or items (roll d10):
never voluntarily enter the grotto again,
unless made the recipient of a remove 1-4. The character finds nothing;
curse spell. The banshee's touch causes 5. d10 silver pieces;
death to any living creature failing a save 6. d4 gold pieces;
versus spells, with humanoids subsequently 7. a gemstone worth d20 gp;
being transformed into ghouls [unique 8. a piece of gold jewelry worth d20 gp;
OSRIC monster, see Appendix]. 9. a prayer pebble with inscriptions, but
of no value;
Strewn along the bottom of the grotto is an 10. a special item*.
enormous amount of treasure: the offerings
of five generations of elves. The floor of the *Special items include the following [the GM
grotto is illuminated by a large number of should roll a d10 and score out each item
stones with continual light spells cast upon once it is collected by a character,
them, and by that light an observer preventing duplication]: (1) Ring of
standing on the ledge above will see the Protection +1; (2) Ring of Warmth; (3) Pearl
faint twinkling of gold, jewelry, weapons and of Power; (4) Pearl of Wisdom; (5) Brooch of
gemstones. Making retrieval of this vast Shielding (25 charges); (6) Periapt of Wound
treasure difficult is the water's depth (20-30 Closure; (7) Gem of Brightness; (8) Ioun
feet deep), the banshee's dangerous wail, Stone (roll d4 for type: blue, pink, rose or
and the fact that the underground portions clear); (9) Luckstone; (0) Dagger +1.
of the temple complex will collapse just ten If a GM is feeling particularly persnickety, he
rounds after the banshee is destroyed. may have twenty members of the Septic
If the spirit is killed, then for each of the next Eye, led by Sharghak-Ahl, row across the
nine rounds spent in the grotto, individual Mystic Lake in response to the Cave
characters must roll a d10 to determine if a Mother's frantic wailing. Otherwise, the
rock drops on him or her as the temple characters should have little trouble rowing
collapses (1d4 points of damage each time back the way they came.
struck). The chance of a rock hitting a
character is 10% per round, cumulative.
Thus, during the first round, there is a 10%
chance of being struck. During the second
round, there is a 20% chance of being hit. A
30% chance on the third round, and so forth.
If a character stays until the tenth round, he
or she will have to roll versus petrification,

Footprints — page 83 — Number 21


APPENDIX: NEW OSRIC™ CREATURES Damage: 0 (immobile)/ 1d2 (if freed)
Special Attacks: See below
Bloodhawk Special Defenses: +1 weapon or better to hit
Frequency: Uncommon Magic Resistance: 50%
No. Encountered: 1d12+3 Lair Probability: 100% (immobile)/ 20% (if
Size: Small (3 ft tall, 6 ft wingspan) freed)
Move: 240 ft (flying) Intelligence: Very
Armor Class: 7 Alignment: Chaotic-Evil
Hit Dice: 1+1 Level/XP: 7/750 + 8 per hp
Attacks: 3 The sacred spaces of elven tribes tend to
Damage: 1d4(talon)/1d4(talon)/1d6(beak) hold incredible power, imbued by the
Special Attacks: None magical offerings of generations of the
Special Defenses: None long-lived beings. Those places tend to be
Magic Resistance: Standard centers of healing, acquiring their mystical
Lair Probability: 25% properties from the devotional items held
Intelligence: Semi-Intelligent within. However, the magical energies of
Alignment: Neutral such a place can also be channeled in
Level/XP: 1/20 + 2 per hp fashions most unfortunate and misdirected-
These large, grey-coloured raptors are as in the case of the Northwood's Cursed
voracious and will attack any small or Banshee (see Background, above).
medium-sized creatures detected within the The healing powers of the Cursed Banshee's
birds' hunting range. Living communally, sacred grotto preserved the elf maid's body
and fond of tender flesh, a nest of when she drowned, trapping her spirit within
bloodhawks (4-15 of the birds) will swoop her corpse and inadvertently transforming
down upon a party of humanoids from all her into an undead creature. Absorbing
directions. Diving upon a target (at Aerial much of the inner sanctum's energy over
Agility Level V), a bloodhawk will attempt to time, the spirit's power has become
latch onto the victim with its two talons (1d4 immense, but is restricted to the lake in
damage each) and rip into the target's which she resides. Her underwater keening
neck and face with its beak (1d6 damage). has agitated the water of the Mystic Lake
If the bloodhawk successfully hits with a enough to cover its surface in a thick layer
talon, it will continue to squeeze the target of fog. The wailing also affects creatures
for 1d2 points of damage (per talon) each across the entire lake, and near its shore. At
round, automatically. During this time, the night, the banshee's keening implants
bloodhawk will continue to make attacks suggestions into the dreams of those
with its other talon and beak. sleeping upon the lakeshore, steering the
Bloodhawks are aggressive to a fault and, recipients into visiting the sacred isle. Those
unlike predators such as wolves, will who immerse their heads in the lake are
continue to attack a target even if the birds actually forced to save versus magic, or be
are being systematically slain. It is likely that compelled to go to the isle; victims failing to
the creatures were originally bred for this do so losing one point of wisdom per week.
trait while in captivity, and were The sonic vibrations of the Cursed Banshee's
reintroduced to the wild. voice are strong enough to cause paralysis
Like species of other birds, bloodhawks have in any creature underwater, within a 30'
an undue fascination with shiny objects, range. This power is at will and unless a
particularly gemstones. If a bloodhawk nest creature makes a save versus paralyzation
is investigated (in a tall tree, 50-100 feet to avoid the effect, it will become paralyzed
above the ground), 1d4 gemstones and 1d8 and drown in 1d4 rounds. Creatures that
coins of varying worth will be found lining make successful saves must then save versus
the thing. spells, else flee the temple complex in
abject fear. Such individuals will leave any
Cursed Banshee (Unique Creature) objects not in hand and will never voluntarily
Frequency: Unique enter the grotto again, unless made the
No. Encountered: 1 recipient of a remove curse spell. The
Size: Man-sized second effect may be avoided if a
Move: 0 ft (immobile)/ 90 ft (underwater, if character has had the foresight of plugging
freed) his ears before encountering the Cursed
Armor Class: 10 (immobile)/ 0 (if freed) Banshee.
Hit Dice: 7 (37 hit points) The Cursed Banshee's wailing powers only
Attacks: 1

Footprints — page 84 — Number 21


work underwater. However, the touch of the damage and no paralysis). These creatures
Cursed Banshee causes death to any living normally lie in wait within a forest,
creature failing a save versus spells, with concealing their bodies in a tree's branches
humanoids being subsequently transformed and using their precise breath attacks to
into ghouls. This power is unique to the pick off unwary prey. This powerful bolt is 6
Cursed Banshee and works in or out of the inches wide and can only strike one
water. creature, but it is capable of being used 1d8
times per day and extending 30 feet from
Although the undead creature desperately
the drake. Creatures within range of the
wishes to be freed from her watery prison,
lightning drake's breath weapon and
she does not realize that the Mystic Lake is
partially in water do not receive a saving
preserving her. If freed from her underwater
throw versus the breath weapon's damage,
barrow, the banshee will find that she is
but are allowed a save versus paralysis.
unable to leave the lake's confines,
receiving 1d6 points of damage for every Lightning drakes' tails are smaller than their
round spent separated from it. cousins' ones and are not capable of
dealing damage. However, their tails are
Lightning Drake
prehensile and provide the reptile enough
Frequency: Very Rare purchase to allow it to engage a foe with
No. Encountered: 1 both of its front claws while in a tree.
Size: M (10 feet long) Scurrying and leaping from one branch to
Movement: 90 feet, 60 feet while in trees another, lightning drakes may be hard to
Armour Class: 4 close with, and the creatures will not
Hit Dice: 4+4 hesitate to flee an encounter.
Attacks: 3 (claw/claw/bite)
Lightning drakes are territorial and hunt over
Damage: 1d6/1d6/1d8
large expanses of forest. Thus, they do not
Special Attacks: Breath Weapon
collect treasure and any valuables found
Special Defenses: Nil
near the creature will be incidental in
Magic Resistance: Standard
nature.
Lair Probability: 80%
Intelligence: Low
Alignment: Chaotic Neutral
Level/Experience: 5/250 + 4/hp
Mottled lightning drakes look much like a
cross between a juvenile dragon and a
crocodile. Like their fire and water-drake
cousins, lightning drakes lack a dragon's
wings and do not have the ability to fly.
Likewise, they tend to inhabit remote
locations far from normal human habitation.
Lightning drakes' preferred habitats are
temperate and tropical forests. Lightning
drakes are usually one of the strongest
predators in a given region, but they are
careful to avoid stronger creatures, such as
green dragons. Lightning drakes are often
found perched upon the highest edifices of
ruined castles and cities reclaimed by
nature. While in such forested environments,
lightning drakes have a 3 in 6 chance of
surprising targets.
When on the ground these carnivores scurry
about like large monitor lizards, and they are
somewhat slower than desert-dwelling fire
drakes. The lightning drake's breath weapon
also differs from its fire-spitting cousin: it
discharges a powerful electrical bolt that
delivers 2d8 hit points of damage and is
sufficient to stun most small and
medium-sized creatures for 1d6 rounds
(save versus breath weapon for half

Footprints — page 85 — Number 21


Tontla-Voll (Wicked Tree) held in rapt, aberrant fascination. A new
saving throw to avoid the effect is allowed
Frequency: Very Rare
each round. A tontla-voll could immobilize
No. Encountered: 1
and then strangle to death many targets by
Size: Medium
using this means alone, but wicked trees
Move: 30 ft
normally utilize a combination of their
Armour Class: 0
invisibility, levitate and ventriloquism abilities
Hit Dice: 3
(that were carried over from their original,
Attacks: 2 (wooden "hands/claws")
quickling state) to capture prey. This
Damage: 1d4/1d4
particular combination of powers makes a
Special Attacks: See Below
slow moving tontla-voll quite formidable,
Special Defenses: See Below
particularly against a single opponent. A
Magic Resistance: Standard
tontla-voll performs each of these spell-like
Lair Probability: 0%
abilities as a fifth level magic user, but each
Intelligence: Very
power is useable only once per day.
Alignment: Chaotic Evil
Level/Experience: 4/200 + 3/hp Since wicked trees need to seek out prey,
they do not have lairs. However, as the
Upon the death of a quickling, there is a ten
creatures are very intelligent, they often
percent (10%) chance that the evil fey
salvage highly conspicuous pieces of
manages to dodge its Abyssal fate by
jewelry from previous kills (e.g. gold
ensconcing its spirit within a convenient
necklaces) and dangle said items from their
hardwood. If the tree is large and mature,
branches in order to lure a solitary,
then the evil fey's spirit diffuses throughout
unsuspecting victim. A victim throttled by a
the hardwood gradually, slowly warping
wicked tree (occurring when the creature
and twisting the new host before eventually
lands successful hits with both of its hands)
dissipating. Such a tree will emit an aura of
may escape in one round as long as its
inherent evil, and contribute to the ambient
strength is greater than the tontla-voll's
nature of a dark-fey forest, but the large
effective strength of 15. Otherwise, the
hardwood will otherwise be benign.
wicked tree will continue to choke the
However, if a quickling's spirit happens to
victim for 1d4 points of automatic damage
choose a sapling as a host, the young tree
per round.
begins to transmogrify into a tontla-voll, or
"wicked tree." Like treants, tontla-volls are quite vulnerable
to fire. Fire attacks requiring an attack roll
Entering the sapling, the former quickling's
gain a bonus of +4 to hit against a wicked
psyche is driven insane as it fails, time and
tree. These creatures make saving throws
again, to adjust to the limitations of its new,
versus fire at –4, and any fire damage
stationary form. Over a period of one year,
inflicted upon a tontla-voll adds a +1 per
this insanity manifests itself physically in a
die. Blunt attacks from small weapons (i.e.
gradual twisting and knotting of the
maces, clubs or hammers) do only
still-growing tree; as it continues to mature,
one-quarter damage against a tontla-voll,
the tontla-voll becomes a stunted, leafless
while large blunt weapons do half damage.
mockery of a tree's natural form.
After a year, all but two of a tontla-voll's
branches wither and fall and its height drops
to less than eight feet. With each of the
remaining branches acting as an arm
(capable of inflicting 1d4 points of
damage), and with a knotted bole formed
into a perversion of the original quickling's
head, the creature uproots itself out of sheer
desperation- the wicked tree no longer
receives any nourishment from the
environment. In order to feed, the tontla-voll
must now plant its roots into a freshly killed
animal's warm corpse. Tontla-volls searching
for prey crawl at the interminably slow
speed of 30 feet per minute.
Non-fairy humanoids of less than third level
that observe a tontla-voll crawling along the
ground must save versus paralyzation, or be

Footprints — page 86 — Number 21


Footprints 22 Pulling Strings

By Darren Dare DM’s Note: If the PCs are mounted they may still avoid the
net with a successful DEX check, but their horses will be
An 2nd Edition AD&D adventure for 2-5 characters of 3rd
trapped under the net.
and 4th level.
Spider Attack
Adventure Synopsis
Whether or not the PCs are entangled in the webs, the
For months now, travellers on the Forest Road have been ettercap will send spiders to attack. The spiders will
disappearing. Many are now terrified to make the trip attempt to bite and incapacitate entangled PCs first. The
through the forest. What people don’t know is that an ettercap will wait to see how the spiders do before enter-
ettercap has taken up residence in the forest and is prey- ing the fray.
ing on passersby.
Ettercap (1): AC 6; MV 12; HD 5; hp 31; THAC0 15; #AT 3;
This adventure can take place whenever the PCs travel D 1d4/1d4/1d8 (claw/claw/bite); SA poison bite*, web; SZ
through a heavily wooded area. The ettercap and large M; ML 13; AL NE; XP 650
spiders attempt to trap the PCs in webs and devour them.
*save vs. poison or die in 1-4 turns
Web Trap
Spider, Large (4): AC 8; MV 6, 15 (web); HD 1+1; hp 9, 7, 7,
DM’s Note: A being with Strength 19 or more is unaffected 4; #AT 1; D 1; SA poison*; SZ S; ML 7; AL N; XP 175
by the webs. For each point of Strength less than 19, it
takes one round to break free of the webs (for example, *15 points of damage, save vs. poison at +2 for no damage
a PC with Strength 15 can break free in four rounds). As If the encounter goes badly for the spiders, the ettercap
many spiders as possible will attack the defenceless victim will retreat to his cave. Once 50% of the spiders are killed,
as it struggles to free itself. Entangled characters can be they will also retreat to the cave.
attacked at a +4 bonus to hit and lose all AC bonuses from
Dexterity. The Lair
The trail to the ettercap’s cave is relatively easy to find and
follow (even for non-rangers). It will take the PCs approxi-
mately half an hour to get to the cave.
The cave is damp and choked with webs. Movement and
sight (including infravision) within the cave are limited to
30′. Droplets of water cover most of the webs making them
hard to light on fire. Using a torch to burn the webs will
increase movement and visibility only to 60′. Fireballs and
the like will clear an area of webbing equal to the area
effect of the spell.
A: Entrance

The five-foot-wide opening to the cave is choked with


webs, allowing only about 30′ of visibility. Bones, the
dried husks of several birds, and other remnants litter
The forest will seem unusually quiet. No birds or small ani- the ground in front of the entrance.
mals can be seen or heard in the woods. When they arrive
at the spot marked on the outdoor map, there is a 3 in 6 The moment the PCs enter the lair, the vibration in the
chance that the party will trip the thin web that is strung webs (as the PCs make their way through them or burn
across the road. If the web is broken it will cause a large them) will alert the spiders, and they will come to investi-
web net to fall onto the PCs (successful DEX check means gate.
a PC has avoided the net and rolled to the side of the road). There are a total of eight spiders in the lair, in addition to
The net is 30′ long × 20′ wide and completely covers this any spiders that survived the initial attack on the road.
section of the road.
9
Pulling Strings Footprints 22

Once the webs have been disturbed, two spiders will arrive especially if the PCs have already wounded it. In the
every three rounds until either all the spiders or all the PCs chamber with the ettercap are two giant spiders.
are dead.
Ettercap (1): AC 6; MV 12; HD 5; hp 31; THAC0 15; #AT 3;
Spider, Large (8): AC 8; MV 6, 15 (web); HD 1+1; hp 9, 9, 9, D 1d4/1d4/1d8 (claw/claw/bite); SA poison bite*, web; SZ
7, 7, 7, 4, 4; #AT 1; D 1; SA poison*; SZ S; ML 7; AL N; XP 175 M; ML 15; AL NE; XP 650
*15 points of damage, save vs. poison at +2 for no damage *save vs. poison or die in 1-4 turns
B. Main Chamber Spider, Giant (2): AC 4; MV 3, 12 (web); HD 4+4; hp 21, 19
#AT 1; D 1-8; SA poison*; SZ L; ML 13; AL CE; XP 420
The floor of this large rough cavern is so covered with
moisture that combat here will force PCs to roll checks *save vs. poison or die immediately
against their DEX each round or fall prone.
Scattered throughout the chamber, amongst the wet
C. Bottle Neck webbing, the PCs can find the following items accumu-
lated from previous meals: 85 cp, 350 sp, 60 pp, a golden
This intersection is so clogged with webs that if PCs are flute worth 350 gp, and a necklace of platinum set with
burning the webs with torches, there is only a 30% chance sapphires worth 1,600 gp. In the back of the ettercap’s
(40% for elves or half-elves) that they will discover the chamber(where the ettercap would sleep), the PCs will
entrance to chamber D. find a cloak of protection +2 and a mace +1, +2 vs undead.
D. Refuse Chamber

Clearing the webs away from this chamber reveals a


grotesque and macabre sight. The drained husks of
birds, small animals, and even a few humanoids lie
everywhere. Amongst them you can see small, white, Concluding the Adventure
egg-shaped clusters of webs, approximately a foot in
diameter. These masses number in the hundreds; many The adventure is concluded when the ettercap and spiders
of the clusters are broken open and are emptied of are killed or driven out of the lair.
whatever they contained. Intrepid PCs may wish to gather venom from the spiders
The odour of this room is so nauseating that PCs must roll a
and ettercap. Large spider venom will sell for 50 gp per
ounce. Giant spider venom will sell for 100 gp per ounce.
CON check for each round they are here or be incapacitated.
The ettercap’s poison is so strong and hard to obtain that
Combat while in this state is at -2 “to hit”, and PCs suffer a +2 to
it will sell for 1,000 gp per ounce. The ettercap and all the
their armour class.
spiders each have only one ounce of poison in their glands.
DMs Note: If any of the spiders survived the attack on the Scaling the Adventure
road, they will be found here with whatever hit points they
had when they fled the initial attack. If the PCs were severely challenged by the attack on the
road, it is recommended that the DM remove the two giant
E. Ettercap’s Chamber spiders from the ettercap’s chamber. However, if the PCs
This foul-smelling, humid chamber is home to the etter- handle the road attack easily and the ettercap is severely
cap. If it managed to survive the attack on the road, it will threatened, then feel free to add as many spiders as you
have healed itself by now with a potion of extra healing see fit. Maybe even add another ettercap...perhaps a mate.
and be ready for the PCs when they enter the chamber. Author Bio
Due to the humidity of the chamber things such as flint I am a single dad of 48 with three great kids. I have been
and steel will not work. Torches will give off a black smoke, playing AD&D since the age of 16 (there were chits instead
and burning the webs will be only half as effective as nor- of dice). I have been DMing for about 30 of those years and
mal for the area (see DM’s note at the start of this section). presently run a Forgotten Realms campaign.
The webs in this chamber are thick and covered with water I have previously had adventures published in Dungeon
droplets. Movement through them will only be 30′. This magazine (“Skulking Below”, Issue #81) and Footprints
increases to only 40′ if a torch is used to burn them. (“The Rats Meow”, Issue #20).
The ettercap will be ferocious and fight to the death here,

10
Footprints 22 Prelude to an Adventure

A short fiction by Steve McFadden Replacing the stones, Dolgrim’s slippered feet then led
him down an equally dark passageway. This terminated in
3rd of Frost-ebb an unusually formidable door: a multi-layered, wood and
Bored with the task before him, Dolgrim decided to metal construction that had been crafted by dwarven skill
instead examine the mirror that Lord Ordovar had asked and human dweomercraft. Huffing much more than when
him to identify. The preparations he was currently work- he had first raised his tower, the aging warlock gave thanks
ing on could wait until later and, if the fatigued expression that the immense door did not require brute strength to
on Aeric’s face was telling, his apprentice was equally tired shift. Instead, the wizard-locked portal opened silently
of grinding up their stores of copperas and ambergris. after Dolgrim traced his personal sigil across the gold plate
set at chest height. Light from the hidden laboratory split
Dismissing his student, the doughty warlock then trudged the darkened passage and Dolgrim eagerly shuffled into
down to the tower’s great hall and skirted that chamber’s the room, his analytical mind already formulating a series
stagnant, still space. Moving into the kitchen, Dolgrim of tests to perform on the magical mirror.
looked about, rummaging through the larder for some-
thing to assuage his rumbling belly. Predictably, a large, Hours later, Dolgrim rubbed his eyes and squinted at
dusky raven chose just that moment to arrive, gliding the page before him. He had hoped that Bardoc’s Codex
through the shadows of the hall and into the kitchen’s would help determine the mirror’s function, but the trea-
light. Landing upon the mage’s broad shoulder, Syl pecked tise on optics and lenses was proving to be less than use-
its master’s robe and cawed quietly, the intelligent bird ful. Indeed, the mirror continued to vex the warlock, who
indicating that it was also eager to snag a morsel. Dolgrim chewed upon his lower lip and slammed the tome shut.
stroked his familiar affectionately. Dolgrim stretched his limbs and grunted in frustration.

Loading a salver with smoked sausage, cheese and a hunk Choosing a different approach, Dolgrim got up to study
of bread, Dolgrim shared a bit of the rasher with his com- the speculum more closely. Peering at the object’s perfect
panion and then bade the raven to keep watch over the gold and platinum encasement, the mage admired the
hall. The warlock then descended a staircase that led to mirror’s workmanship and construction and examined
the tower’s cellar. its frame from every angle. Muttering through an incan-
tation designed to reveal hidden glyphs and inscriptions,
Despite the unnatural darkness that hung over the cellar, Dolgrim’s close inspection discovered a series of cleverly
years of habit allowed Dolgrim to wend his way past the formed symbols running across the bottom edge of the
broken furniture and equipment that cluttered the cham- metallic frame. Using a Bardoc lens to magnify the images,
ber’s floor. Reaching out, the warlock found the section the warlock studied the foreign words and carefully copied
of wall he desired and, after removing two of its stones, their characters onto a handy piece of parchment. Cur-
deftly slid back the pins that held fast a secret door. This rently unprepared to decipher the three terms, Dolgrim
portal led to Dolgrim’s private laboratory, a sanctum that chose instead to retire for the evening. In the morning he
his servants did not know about and that Aeric dared not would commit to memory a spell of translation and see
enter. what would come of the effort.
21
Prelude to Adventure Footprints 22

7th of Frost-ebb lihood, the speculum was designed for scrying. After all,
legends held that mirrors were used in the magical art of
Dolgrim had been spending the last few days in his library,
divination, often performing the same functions as view-
poring over the (decidedly few) elven texts that were in his
ing crystals and water basins. The two words that had
collection. None of those ancient tomes were of the arcane
been identified, Dolgrim surmised, were the commands
sort. Rather, they were religious in nature and served as
needed to activate and deactivate the mirror’s magical
a means for Dolgrim to place the mirror’s inscriptions
powers. The warlock was mainly concerned that, at some
into context. The hidden words had been translated easily
point in its history, the ancient device may have had a trap
enough but, even though the warlock knew them to be elv-
placed upon it by a jealous owner.
ish, he also knew they were somewhat archaic. Two nights
spent riffling pages had produced no new insight, until Concentrating upon his reflection in the mirror, Dolgrim
the warlock enlisted Aeric’s sharp eyes in the endeavour. steeled himself and then, with authority, spoke the pre-
The youth’s energy and enthusiasm could yield wondrous sumed activation word.
results when channelled correctly. “Athás . . .”
Dolgrim’s apprentice had identified passages where two In the blink of an eye a red-hued shape materialized
of the terms were used in the oldest text and, after several before the warlock, accompanied by a feral, but sulphu-
hours of puzzling over the book, the warlock had discerned rous reek and a deafening, hideous bellowing. Before he
the general meanings of those words. The first word, athás, could do more than flinch and reel backwards, Dolgrim
was used not only in the context of opening vessels and was attacked by the creature that had so suddenly mate-
containers, but also in describing the relinquishment, or rialized. Blows that would have landed upon the warlock’s
freeing, of one’s spirit. Nŭin, on the other hand, was used head and chest were instead deflected by the protective
in the opposite sense. It connoted the sealing, or closing barrier that he had erected only moments before. Yet, the
of a portal – usually in reference to a tomb’s door, or in force of the powerful strikes still managed to send Dolgrim
the stubborn refusal to contemplate a deity’s benevolent sprawling several paces across the laboratory’s floor, tes-
teachings. These two words seemed rather straightfor- tament to the thing’s terrible strength.
ward and, upon the mirror frame, were written to the left
and right of the third term: reláthos. The third elvish term Landing heavily, most of Dolgrim’s weight fell upon his
had not been found in any of the warlock’s books. buttocks and his left hand. The wands that the old war-
lock had held scattered uselessly across the floor and he
Ever impatient, and having always been a man of action,
quickly crawled under the room’s enormous table - nearly
Dolgrim instructed Aeric to continue to search for instances
flopping on his face when his injured wrist buckled. Recov-
of the third term. The warlock then marched down to his
ering somewhat, Dolgrim briefly registered that the man
laboratory to investigate how the insight that had been
sized, reddish-brown humanoid was striding purposely
gained could be put to practical use. Intent upon deter-
forward. He was immediately glad that the bulk of the
mining the mirror’s purpose before preparations for the
table was between his self and the creature.
divination to be performed at the vernal equinox would
have to begin, Dolgrim secluded himself in his inner sanc- Sounding like an ox being slaughtered, the creature
tum and began an experiment that would hopefully settle howled with rage and frustration at seeing the warlock
the matter . . . retreat beneath the enormous workbench. As Dolgrim
paused to catch his breath, the thing lurched forward
After pulling a series of scrolls from some chests and draw-
in fury and hammered its fists onto the tabletop, intent
ers, Dolgrim recited the words inscribed upon each docu-
upon pummelling the man to death. Alembics shattered
ment. This erected several wards about his person - spells
and apparatuses clanged to the floor as the table’s two
that would deflect energy away from his body and also
inch-thick wood splintered and cracked, but momentarily
prevent the warlock from becoming befuddled, blinded or
held. A twisted wooden stick bounced from the slab as the
stunned. As Dolgrim completed his recitations the words
hammering commenced and the warlock’s injured hand
scribed upon each scroll disappeared and the vellum sub-
protectively closed over the wand. Looking at the device,
sequently turned to dust. Then, taking a lump of charcoal
hope fled from Dolgrim when he realized that, out of all
and some chalk from a case of writing implements, the
of his treasures, it was perhaps the least useful for battle.
warlock drew a set of three concentric semicircles on both
Instead, the piece of crooked tree root was ensorcelled to
the floor and ceiling of the laboratory - below and above
transmute stone into mud . . . and vice versa.
where the mirror hung on a wall. Connecting the termini
of each semicircle with lines drawn across the surface of Hiding under the table Dolgrim got a good look at the
the wall, Dolgrim formed two concentric half-cylinders beast’s lower extremities. Squat, crimson-ochre legs
about the mirror. Imbuing those tracings with mysti- sprang from a groin of wiry black hair; a miniscule, pur-
cal energy, the mage then wove spells of containment plish penis barely visible in the tangled mess. Bowing out
along the closed surfaces - precautions that were meant at impossible angles, the monster’s bandied legs seemed
to absorb any elemental discharges emanating from the grossly malformed, their limbs bent and turned inwards at
device. Lastly, the cagey warlock used his powers to erect the knees as if a giant had wrung the thing cruelly. Ending
an invisible defensive shield directly between his self and with taloned, but smallish three-toed feet, the bottom por-
the mirror. This final spell would offer a small degree of tion of the creature looked as if it had been the victim of a
protection from shards of glass should the mirror explode. gaoler’s rack - so much so that it was a wonder the thing
Donning a couple rings of moderate power and holding could walk.
several enchanted wands at ready, Dolgrim squared him- Pushing himself up, opposite the creature, Dolgrim turned
self to the mirror. The warlock believed that, in all like- and pointed his right hand at the beast, intending to stun
22
Footprints 22 Prelude to an Adventure

the thing and make for the chamber’s door. As he did this, In a complete panic, Dolgrim dove to his left to avoid the
the crazed monster smashed the tabletop with all of its monster’s deadly rush. Yet, the thing clipped the war-
weight put into the blow. This collapsed the bench out- lock’s hip with a swing of a knobbed fist - the blow strong
right and spilled the rest of the warlock’s equipment onto enough to crush Dolgrim’s ribs if it had only landed there.
the floor in a ringing crash. Ignoring the thing’s actions The monster’s furious charge could not be halted, how-
Dolgrim focussed his mind and spat out a pair of arcane ever, and it smashed into a bookcase that held the man’s
words: “Kulash murak!” most prized magical tomes. Ironically, the beast’s fist bash
launched the desperate Dolgrim back around the table’s
In quick succession, three bursts of plasmatic energy wreckage and afforded him a few precious seconds.
sprang from the warlock’s fingertips and drove towards
the monster. Resembling so much a trio of brilliant, white Quickly realizing that his spells were completely useless
sparks shooting from a blacksmith’s anvil, the magical against the thing, Dolgrim instead attempted to stop the
missiles burned into the creature’s chest but seemed to be creature through indirect means. Carefully raising the
more absorbed by its taut, leathern skin than to seriously wand that he somehow still held in his left hand, the war-
harm it. With intensified rage the creature raised the pitch lock pointed the tip of the sinuous stick at the room’s ceil-
of its bellowing and, with little apparent effort, grabbed ing and activated its power.
and flung the halves of the table to each side. Dolgrim “Gölomoch,” intoned the mage, even as the fiend lurched
judged the thing would be upon him before he could man- up and swung its hammer-like fists in a chaotic frenzy.
age to open the laboratory’s door. Controlling the wand’s earthly powers was easy for Dol-
Standing a hand’s span taller than an average man, two- grim, as he had actually constructed much of the lower
thirds of the monster was blood-red torso topped with sections of the tower with the item’s help. Thus, with a
a blunt, conical head. Hairless, save for the bristles that mere thought and gesture, Dolgrim dissolved several tons
erupted from enormous warts coating the being’s head of fitted stone situated directly above the creature. Mud,
and body, the thing resembled some monstrous, simian sand and large chunks of granitic rock cascaded down,
cousin of man. Adding to this impression were the crea- towards the humanoid, the warlock intending to trap the
ture’s freakishly long and powerfully muscled arms - each creature under a pile of muck and then quickly re-crystal-
of which would have hung nearly to the floor if not for lize the sediment. Unfortunately, the creature rolled away
being in constant, seemingly random motion. from the falling material with cat-like speed and was only
partially encased in the mound of earth.
Small, ridiculous bat ears erupted from the monster’s
Re-solidifying the heap a split second too late, Dolgrim
ovoid head. More disturbing was the wide, lipless mouth
only managed to entrap the bottom third of the creature’s
that gaped open in rage, shouting confused gibberish
trailing leg. Even this failed to stop the monster as, after an
through a score of black, conical teeth. The creature’s eyes
interlude where it scrunched its face in intense concentra-
were beady, but demonic looking. Pale yellow in color, the
tion, the thing began to instead strain mightily and then
inhuman orbs had black, vertically slit irises and nictat- scream in absolute insanity. Frustrated with its inability
ing lids. Finally, the monster’s powerful, four-fingered fists to teleport out of this new restraint, the creature liter-
contrasted with its three-toed feet and belied its alien ori- ally tore its leg away from the rock that was concreted
gin. On some subconscious level Dolgrim registered the about its ankle and foot, severing the bottom portion of
thought that, by using the cursed mirror, he had inadver- the appendage completely. Lumbering out of the debris
tently gated in a fiend from the nether planes. upon a single foot and upon the jagged stubs of its tibia
Stumbling backwards, Dolgrim circled the nearer table and fibula, the monster ignored whatever pain it felt and
piece and jerked a large leather glove from his waist belt. maneuvered into position for another charge. Calming its
Donning the ungainly glove, the warlock slipped an amber self, the thing eyed Dolgrim with insane malevolence as
ring from his left thumb and quickly jammed it over his it bled from the stump of its right leg and as billowing
gloved, right ring finger. Clenching that fist and aiming clouds of dust and dirt cascaded down. The half of the
the ring at the creature, Dolgrim hummed loudly and chamber where Dolgrim had caused the collapse suddenly
channelled his magical focus into the circlet’s amber gem- slumped and shifted, with the ceiling dropping nearly two
stone. Reaching a rapid crescendo, Dolgrim barked out a feet. With stone grinding upon stone in a new, threatening
single, seemingly incoherent sound and released a torrent cacophony, the warlock hurled himself backwards, away
of electrical power. An intense bolt of lightning lanced from the fiend and the impending collapse. Unfortunately,
forth, crackling from the warlock’s silver ring to the mon- that was also away from the door.
ster, which had begun to shamble forth. This blast flashed Dolgrim searched for an escape, and his eyes found only
brightly and seemed to coruscate around the fiend for the the damned speculum hanging from a wall. Afraid of dying
briefest of instants, but then coursed past the thing and at the fiend’s hands, but grasping at straws, the warlock
continued on a path behind it, completely failing to harm attempted a final, desperate measure. Wracking his mind
the monster. Arcing into the elemental wards that Dolgrim to recall the mirror’s deactivation word, Dolgrim fumbled
had placed around the ill-fated mirror, the lightning strike with it, but eventually found it.
dissipated meekly and left only the pungent smell of ozone
hanging in the air. At this failed attack, the demonic look- The fiend stirred from the cloud of dust and was now a
ing humanoid paused, screamed insanely and flailed its whirlwind of doom hurtling through the air. Only inches
arms even more violently. Hunching over, the thing placed from death, and with no other option, Dolgrim the War-
its knuckles to the laboratory’s flagstones and charged the lock spoke the unknown word:
warlock with blinding speed. “Nŭin! ” the mage stammered . . .
23
Blacktop Vale Footprints 22

Blacktop Vale
In the following work, the clan’s efforts to repel further human
appendix is Open OSRIC™ encroachment. Relations between Ord-
Content/Open Game ovar’s clan and neighboring human
Content. All content realms were often tense before Dolgrim
apart from that in the moved into the region, but in recent
appendices is Product Identity. years negotiations conducted within
Permission is granted for you to the warlock’s great hall proved quite
reproduce this work for personal, efficacious: lightning strikes timed to
noncommercial use. underscore the dwarven emissaries’
demands tended to bring results. Over
by Steve McFadden
the course of a decade, Lord Ordovar
Advice on Using This Work became quite pleased with his sorcerous
ally.
This adventure is to be used on a
drop-in basis for a small party of Dolgrim’s tower was recently damaged, how-
1st and 2nd level characters ever, in an incident that occurred three weeks
campaigning in or near a suitable before the player characters’ presence in the sur-
mountain [Link] action takes rounding mountains. During that terrible event
place during the last stages of winter Dolgrim mysteriously disappeared, and his tower sud-
within a mountain valley. denly slumped and shifted, killing Aeric, his lone appren-
tice. Even more devastating, after days spent searching for
Play-testing was done with a party of 1st and 2nd level
their master and attempting to recover the apprentice’s
characters in possession of two minor magic weapons, sev-
body from its resting place, Dolgrim’s dozen retainers
eral silver daggers, and a dozen silver-tipped arrows; the
and servants were set upon by an army of goblins and
silver weapons were present because the party had reason
svartlings that had been scouting the area. Seeing that
to believe a lycanthrope was in the region. That group fell
Dolgrim’s tower was in distress, and already preparing
nicely into the blockhouse trap but just managed to escape
for their springtime raids, the humanoids immediately
the wererat’s clutches. Sweeping through Dolgrim’s Tower
shifted their objective and attacked Blacktop Vale. Thus,
after a week spent hiding and recuperating, the party
only four days after the mysterious incident Blacktop Vale
managed to recover the Elven Mirror of Lifetrapping
was sacked by a humanoid army that killed the valley’s
and determine what had occurred in the Blacktop Vale but
remaining inhabitants and razed all of its wooden struc-
missed much treasure and lost two characters.
tures. Presently, a small contingent of goblins resides in
Background the tower, and the bulk of the raiders have moved on to
their seasonal raiding.
The domain of Dolgrim the Warlock is a high mountain
valley nestled below Blacktop Peak, an 11,000 foot moun- Circling above the devastation is Syl, Dolgrim’s raven
tain capped by a massive, granitic dome. Small streams familiar. Whether because of confusion or sorrow, the war-
course around the mountain’s eastern and western slopes lock’s intelligent companion is visibly agitated and will be
and then converge just south of its base. Nearly dry in observed to periodically leap into the sky, circle about the
autumn and winter, the resulting brook cuts down the cen- tower for a few minutes, and then settle itself fitfully upon
ter of Blacktop Vale before meandering through the sur- the edifice’s broken battlements.
rounding mountains and becoming a tributary of a major At the GM’s discretion, the characters may be stopped just
river system. Water is plentiful in the warlock’s valley, and short of Blacktop Vale by Grüldin Fasselstock, a member of
a dozen cattle and a herd of goats are afforded sufficient Lord Ordovar’s clan and a friend to Dolgrim the Warlock.
grazing on its pastures. Grüldin arrived at the scene two days before the party and
Coming across the treeless, lightning-blasted mountain is convinced that the warlock’s familiar is acting strangely
a dozen years earlier, Dolgrim identified the place as an because Dolgrim is still inside. Grüldin would have already
energy nexus and endeavored to erect a small tower below assaulted the tower and attempted to free his friend, but
it. From such a base the magic-user could study the power the youngish dwarf realized that he would never have
unleashed by thunderstorms and learn how to siphon been able to succeed alone. With the PCs’ arrival, Grüldin
away some of the electricity that frequently hammers the sees an opportunity to free Dolgrim from the clutches of
mountain. The warlock parlayed with Ordovar, the dwarf the goblins that have invaded the tower.
lord who held dominion over Blacktop Vale, and eventu-
From the edges of the valley’s forest, the PCs will espy
ally gained permission to construct a tower there. With
the warlock’s tilting tower in the center of Blacktop Vale,
Ordovar’s thanes helping in its construction, Dolgrim’s
canted fifteen degrees to one side. Some of the fortifica-
tower was erected in less than a year’s time.
tion’s merlons have crumbled and fallen to the ground,
In return for the dwarves’ permission and help, Dolgrim and in the light snow that covers the valley the PCs can
swore oaths to their clan, promising to protect the stout make out hundreds of goblin-sized footprints. It is clear
folk’s southern borders and to act as an intermediary in the that a horde of the creatures recently rampaged through
24
Footprints 22 Blacktop Vale

the valley and slew everyone residing there. Dolgrim’s Random Encounters in the Lowlands
familiar is visible atop the tower and appears to be acting
During the first three days of travel things should be fairly
much like a dog with a nearby, distressed master.
uneventful, as few things move about the wooded foothills
This adventure is broken into three parts: in late winter. There is only a 33% chance each day and
each night of encountering anything interesting, but if an
1. A wilderness journey through untamed foothills to encounter is determined roll a d8.
Blacktop Vale.
1. Bugbear Hunters (3): AC 5; MV 90′; HD 3+1; hp 16,
2. A trap encounter at a human outpost. 14, 13; #AT 1; D 2d4 (thrown spear) or 1d10 (bardiche);
3. Ridding Dolgrim’s tower of the vermin that infest it SA surprise 50% of the time; SZ L; ML 13; AL CE
while attempting to discover what happened to the The party comes across a trio of bugbears that attempt
warlock. to ambush the characters near one of the region’s end-
A Possible Hook less stream-carved gulleys.
2. Rotting Skull Svartlings (5): AC 8; MV 90′; HD 1-1; hp
Your party has been hired by a local herbalist-arcanist 4, 4 (javelin + knife), 3, 3, 3 (short bow + knife); #AT 1;
to deliver a supply of pastes and powders to Dolgrim D 1d6 (javelin) or 1d4 (short bow) or 1d4 (knife); SZ S;
the Warlock at least a week before the year’s vernal ML 11; AL CE
equinox. Dolgrim requires the spell components to cast
a divination that can only be performed on the first day This group has been sent out by the wererat and is
of spring so, to ensure timely delivery of the coffer, he scouting for targets to raid come spring. They will
has entrusted your party with the task. launch missiles at a party if it seems advantageous,
but will retreat at the first sign trouble (new OSRIC™
The coffer is emblazoned with Dolgrim’s ring-and-light- creature, see description in the adventure Lake of Sor-
ning bolt sigil, reminding the PCs of the warlock’s affinity rows in Footprints #21).
towards electricity (if requested, make a rendering of Dol- 3. Crushed Skull Goblins (7): AC 8; MV 120′; HD 1-1;
grim’s sigil for the players, see sketch in Part 3). hp 5, 5, 5 (short bow + knife) 3, 3, 3, 3 (javelin + knife);
#AT 2 (short bow) or 1 (javelin or knife); D 1d4 (short
Setting out three weeks before the advent of spring, bow) or 1d6 (javelin) or 1d4 (knife); SZ S; ML 11; AL LE
with snow and ice still crusting the ground, your party
Missing the sack of Blacktop Vale, the Crushed Skulls
plans to make haste and spend less than two weeks get-
are determined to get an early start on their springtime
ting to the warlock’s domain of Blacktop Vale, for Dol-
raiding. The seven goblins possess few items of worth
grim’s plans may be put into jeopardy if you dawdle.
but do have an assortment of agate and glass beads
Although Dolgrim is an old friend of Master Willim, no
(2sp) and silver-trimmed bracers (3 sp) among them.
sane man would anger a mage who can reputedly fling
lightning bolts from his fingertips. 4. Pack of Wolves (8): AC 7; MV 180′; HD 2+2; hp 10, 9,
9, 8, 8, 7, 7, 6; #AT 1; D 1d4+1 (bite); SZ S; ML 12; AL N
Part 1: Journey to the Blockhouse
The party has attracted a pack of plains wolves. If a
Departing from the nearest village, the party will be trav- wolf is killed the pack will immediately retreat. The
eling through late-season snow drifts and ice melt, along treated pelts of plains wolves may be sold for 3 sp each.
an ill-kept road that is designed for the passage of mule
5. Mountain Lion: AC 6; MV 180′; HD 3+2; hp 14; #AT
trains rather than wagons. Forty miles separate the village
3; D 1d3/1d3/1d6 (paw/paw/bite); SA rear claws will
from the blockhouse that represents the northernmost
do an additional 1–4/1–4 damage if both font paws
border of the local lord’s domain. Under such conditions,
successfully hit, springs 30′; SD surprised only on a 1
it should take the party five to seven days to slog through
in 6; SZ M; ML 13; AL N
the winter forest and reach that checkpoint. The GM can
encourage the party to head for the blockhouse rather The mountain lion attacks a lone character or mount
than skirt around it through some ploy, such as a promise in the early morning or evening. The lion attempts to
to pay the party for delivering missives to its commander, strangle the target, dragging it away quietly. If treated
Sergeant Bordal. Of course, the GM should press and cured, the mountain lion’s pelt may be sold for 5
the players, hastening them along while simul- sp.
taneously making it difficult for their party to 6. Halfling Scouts (5): AC 7; MV 120′; hp 5, 4, 4, 3, 3;
reach the Vale on time. #AT 2 (short bow) or 1 (knife); D 1d6 (short bow) or 1d4
The GM can complicate things further by hav- (knife); SZ S; ML 11; AL LG
ing the weather turn foul, which will have a This troop of halflings holds a neutral attitude toward
25% cumulative chance of making characters the region’s humans and will parley with a party that
sick for every 24-hour period spent in it (i.e., does not act with hostility. Sharing information about
a 50% chance the second day, 75% chance recent humanoid and bandit movement, they will
on the third and 100% on the fourth). mention that goblins and bugbears have been seen in
Instances of such mundane sickness will the vicinity, along with a group of human bandits. The
temporarily reduce each of a charac- halflings put a premium on goblin and bugbear ears
ter’s STR, DEX, and CON scores by two and are willing to pay 1 sp for a set of goblin ears, 5 sp
points for three consecutive days. for a set of pointy bugbear ears.
25
Blacktop Vale Footprints 22

7. Baba Volgra, the Gypsy (MU3): AC 10; MV 30′; hp 7; bandit camp. These include a chalice destined for a
#AT 1 or spell; D 1d4 + poison; SA dagger coated with local temple (10 gp), a salver stolen from a lord’s table
a weak paralytic poison (save at +2 or paralysis for 1 (15 gp), and a delicate lantern intended as a gift from
turn), spells—mending, unseen servant; scare; SZ M; ML the local lord to his king (50 gp). The bandit also has
13; AL CG a coffer full of vellum dispatches and records that are
signed and stamped by various regional merchants
Gypsy Family (0-level humans): AC 10; MV 120′; hp
and lords. Enterprising characters may find a use for
5 (Orlan), 3 (Gella), 2 (Lika); #AT 1; D 1d4 (knife, Orlan
the documents if they are scraped clean and rewritten
and Gella only); SZ M, S (Lika); ML 10; AL NG
in the proper style.
Located in a cold depression just a bowshot from the
Signs of Activity (Day 3)
forest track, the sharp lines of a snowbound gypsy
wagon is seen by an observant character. Suspected On the third day of travel the party will come across a few
of stealing a holy relic, this family was expelled from sets of footprints that cross the forest track. These foot-
a remote town just before the onset of winter. Orlan prints appear to be about a day old and, when examined
made a poor decision to follow the mountain carefully, reveal that a significant group
track months ago, and inspection of of humanoids moved through the
the gypsy’s camp will show forest recently. The humanoids
that he was in the pro- (evidently goblins or svar-
cess of repairing a tlings, from the small
wheel and axle on sizes of the prints)
the wagon when have been paralleling
the family was the road since cross-
caught in a heavy ing it and have estab-
snowstorm. One of lished an ambush point
their two emaciated a day’s march to the north.
horses has died, and If the party bumbles into the
its meat, along with humanoids’ ambush it will be
the beast’s feed oats, attacked by nine of the marauders.
has barely sustained the Upon detecting the humanoids’ spoor, the
family through winter. Grate- most logical course of action would be for the party
ful for any help that the party can to move off of the track and trudge through the deeper
provide, Baba Volgra will gift a party that shares food snowdrifts of the forest. This will add two or more days of
and helps fix the family’s wagon with a pebble ensor- travel to the first leg of the journey and expose the party
celled with a continual light spell. Alternatively, she will to more random encounters.
allow a magic-user in the party to copy a single spell
from her spellbook. Along with the mundane tools and Ambush Along the Road (Day 4)
implements associated with a nomadic lifestyle, the If the party proceeds along the northern road despite the
following items are hidden in the family’s wagon: 13 warning afforded by the tracks, it will stumble into an
sp, 25 cp, a gilded tarot deck worth 1 gp, a set of silver ambush set by the Bloody Flux tribe of goblins.
knucklebones worth 5 sp, silver jewelry worth 35 sp,
assorted gemstones worth 3 gp. Baba Volgra’s spell- These humanoids are neither well equipped nor well orga-
book: 1st level— detect magic, charm person, compre- nized, but they have numbers on their side. To spring their
hend languages, mending, read magic, unseen servant; trap, they have chosen a location set within a particu-
2nd level:—continual light, knock, scare. larly thick section of woods. The tribe’s archers (the three
strongest goblins) will fling arrows at the party from the
8. Morlit the Bastard (F2): AC 5 (chain); MV 120′; hp safety of some trees located on one side of the forest track.
14; #AT 2 (longbow) or 1 (long sword); D 1d6 (bow) or If the party retreats from this, it will find that the javelin
1d8+1 (sword + STR); SZ M; ML 12; AL NE throwers have rushed in from behind, attempting to gain
Bandits (6): AC 8 (leather); MV 120′; HD 0-level; hp 6, surprise:
5, 4 (long bow + melee weapon) 5, 4, 3 (melee weapon); Bloody Flux Goblins (9): AC 8 (4 behind trees); MV
#AT 2 (bow) or 1 (melee weapon); D 1d6 (bow) or by 120′; HD 1-1; hp 6, 5, 5 (short bow + knife), 4, 4, 3, 3, 3, 2
weapon; SZ M; ML 11; AL CN (javelin + knife); #AT 2 (bow) or 1 (javelin or knife); D 1d4
Morlit is a bandit leader in possession of a handful of (short bow) or 1d6 (javelin) or 1d4 (knife); SZ S; ML 11; AL LE
men and absolutely no scruples. Scraping a meager This band participated in the attack upon Blacktop Vale
existence from the traffic that moves along the forest two weeks ago, but was late in arriving and came up short
track, the bandits are presently cold, hungry, and mis- when spoils were divided. To rectify this, the group has
erable. More than happy to waylay and kill a moder- decided to waylay the mule trains that will soon ply the
ately sized party, the bandits will fire arrows from a road. If searched, the bodies of the Bloody Fluxes will yield
distance to minimize the chances of being wounded. the following items: an unusual number of human-made
Morlit’s band will retreat if more than two of the ban- clothes; three daggers of high quality steel (5 sp each);
dits fall. In addition to a trove of coins (3 gp, 27 sp, 83 several iron pots and kettles (5 sp total); 7 sp; 23 cp. Other
cp), Morlit has acquired some choice pieces of gilded than their daggers, the humanoids’ weapons are of poor
silver that are locked in a chest located back in the quality and are not salable.
26
Footprints 22 Blacktop Vale

The Ascent (Day 5+): The Lord’s Blockhouse


After four or more days of travel, the party will begin to Orlim and Serna are dressed in appropriate livery and will
approach the edges of the human lands. Wending through meet the party outside the closed blockhouse entrance.
the thinning northern edges of the forest, the trail slowly The henchmen will engage the player characters in ami-
ascends into the high reaches of the dwarves’ mountains. able conversation before opening the gates and escort-
The party’s path meanders through several steep canyons ing the party into the courtyard. After the group passes
as it leads upwards, and the travelers should be happy to through the entrance, Orlim will close the gate innocu-
finally reach the top of the ridge after hiking up a series ously and two svartlings that have been hiding outside will
of steep switchbacks. That ridge’s lip marks the end of the quietly wedge it tight (their actions noticeable only 10% of
party’s ascent, but it also signals the start of a mountain the time).
forest of black pine. Until recently, that plateau had never Walking through the courtyard ahead of the characters
been occupied, but the human lord established an outpost (see the description for location #2), Serna will be the first
at the top of the ascent last summer. The new blockhouse to enter the main hall. With the help of his master, the
now marks the boundary between the lord’s lands and fighter will slam the door to the main hall in the charac-
Blacktop Vale, the southern portion of Ordovar’s holdfast. ters’ faces. Orlim, trailing behind the group, will duck into
Part 2: The Wererat’s Trap the door located in the southwest corner of the courtyard.
If these maneuvers succeed, the party will be trapped in
Larweln Grazt, a wererat, has been attempting to unify the the blockhouse’s courtyard and subject to a hail of arrows
region’s humanoid tribes. Instrumental in the sacking of and javelins from the wererat’s minions:
Blacktop Vale, the wererat and his henchmen have since
slain the guards of the blockhouse and created a trap for Serna Limwort (F1): AC 7 (leather + shield); MV 120′; hp
the prospectors and merchants that will soon be travel- 7; #AT 1; D 1d6+1 (spear or short sword) or 1d4+1 (dagger);
ing along the mountain track. Wearing the local lord’s liv- SZ M; ML 11; AL LE
ery and posing as blockhouse guards, Orlim Borhold and Orlim Borhold (T1): AC 7 (leather + DEX); MV 120′; hp
Serna Limwort, the wererat’s human henchmen, will lure 5; #AT 2 (short bow) or 1 (short sword or dagger); D 1d6
unsuspecting PCs inside the fort with the innocuous claim (short bow or short sword) or 1d4 (dagger); SZ M; ML 11;
that the characters “need to speak with Sergeant Bordal.” AL LE
If the PCs follow them into the courtyard, Larweln and his
followers will spring their trap. Once the party is trapped, Orlim and the svartlings will
fire from the arrow slits located along the second-floor
The GM should allow players a chance to discern the ruse walls of the main hall, the upstairs guardroom, and above
if they state that their characters are actively attempt- the entrance (the southern and eastern edges of the court-
ing to detect deception. A percentile roll equal to or less yard). There is no respite for trapped characters along the
than the character’s combined intelligence and wisdom courtyard’s eastern wall, as Serna will skewer characters
scores is appropriate and, if the deception is detected, the standing near that wall with a spear rammed through the
GM should indicate that the character notes that the two main hall’s ground-level arrow slits. Murder holes also line
men seem familiar (they frequently travel throughout the the loft’s floor and will be used by the two svartlings that
region, acting as the wererat’s spies). are located there. Larweln will move to any location where

27
Blacktop Vale Footprints 22

his sword is needed and will seek to slay all the characters attempts to prevent the closing of the doors leading to the
save one—whom he intends to torture and question: guardroom or the main hall. If not surprised, closure by
Serna or Orlim is prevented if the character closest to each
Larweln Gratz (wererat): MV 120′; AC 6; HD 3+1; hp
man rolls a successful dexterity check (a d20 roll less than
16; #AT 1; D 1d6+1 (short sword +1) or 1d2 (bite); SA sur-
or equal to the character’s dexterity scores).
prise on 1–4; save vs. poison or causes lycanthropy if he
reduces a character’s hit points by half through biting; SD Once closed, the outer gate and the main hall’s door each
only hit by silver or magic weapons; SZ M; ML 13; AL LE require a bend bars roll to open (sum all of the relevant
characters’ bend bars percentages), with up to five charac-
Larweln wields a short sword +1 in combat and relies
ters able to assault the courtyard gate and three characters
upon his immunity to normal weapons to protect himself
able to attempt the main hall’s door. The small, fortified
from physical harm. Sporting an assortment of jewelry
door to the southwest guardroom may be chopped down
worth 23 gp (necklace, bracelet, and gilded cloak clasp),
in five rounds if using an axe or maul, or a successful bend
Larweln has additional treasure buried under one of the
bars roll will break it down, with two characters able to
trunks located in the blockhouse’s main hall.
combine their efforts on the roll.
Rotting Skull Svartlings (4): AC 8; MV 120′; HD 1-1; hp
Desperate parties may seek to escape Larweln’s trap by
5, 4, 4, 3; #AT 2 (short bow) or 1 (javelin or knife); D 1d4
hoisting members onto the ramparts, which are only
(short bow) or 1d6 (javelin) or 1d4 (knife); SZ S; ML 11; AL CE
ten feet above ground level. Characters need to lift one
Two svartlings are stationed above the blockhouse’s another to the ramparts; half of the PCs involved in this
entrance, and the other two are in the loft (new OSRIC™ effort achieving the ramparts each round. During that time
creature, see description in the adventure Lake of Sorrows all characters will receive penalties of -4 to their AC, as
in Footprints #21). they expose their backs to missile fire and are not actively
Larweln infiltrated the blockhouse a week ago and, with defending themselves. If the party gains the ramparts,
the help of his followers, slew the six guards that were sta- Larweln and his minions will rush from the doors leading
tioned in the building. The unfortunate guards were eaten from the loft and the guardroom’s second floor, attempt-
by the svartlings, their bones carelessly tossed about the ing to cut down as many characters as possible before the
main hall. Since taking the blockhouse the perpetrators party can escape by leaping down. The svartlings at the
have been enjoying its comforts and strategizing how to main entrance will aid their fellows by running around the
bring all of the region’s humanoid tribes under the were­ building and flinging their javelins at fleeing characters.
rat’s sway. Larweln’s ultimate goal is to bring a goblin and 3. Guardroom
svartling army to bear against the closest human village
Disgusted by the sight and smell of Larweln’s humanoid
and gain complete control of the region.
followers, Orlim and Serna have appropriated the upper
1. Entry and lower levels of the guardroom. Also not trusting their
dubious allies, the henchmen have placed formidable locks
Serna Limwort and Orlim Borhold (see stats above) sit on
on each of the guardroom’s three access doors. This gives
a collection of crates and lumber that is carelessly scat-
the humans a location to store those items that they have
tered in front of the blockhouse’s closed gate. Appearing to
acquired over several years of banditry. These items are
be lazily whiling away their stint of guard duty, in reality
found in a small chest that is buried in the earth below
the men have been warned of the party’s approach by the
a keg of ale. Secured with a lock that harbors a poisoned
svart­lings tasked with keeping watch over the mountain
needle (save versus poison at +2 or fall into coma for 1d8
track. The small humanoids are currently hiding in some
days), the chest contains a vial of the same poison (5 appli-
nearby brush and will move to the gates after the entire
cations), a small cask of brandy (5 sp), a bag of dwarven
party has entered. Once the party is inside, the svartlings
spices (10 sp total), three pots of honey (1 sp each), 3 gar-
will quietly wedge several pieces of lumber into place, with
nets (2 gp each), 5 tourmalines (1 gp each), 2 pieces of
only a 10% chance of being detected.
agate (8 sp each), a silver brooch (15 sp), a gold ring (2 gp),
Rotting Skull Svartlings (2): AC 8; MV 120′; HD 1-1; hp 3 gp worth of gold coin clippings in a scrotal coin purse,
4, 3; #AT 1; D 1d6 (javelin) or 1d4 (knife); SZ S; ML 11; AL and 28 sp.
CE
The fortified door leading to the courtyard is unlocked
These svartlings will station themselves outside the gate unless Orlim has ducked into the room. If locked, it may
during Larweln’s ambush, bolstering the portal. They will be chopped down in five rounds using an axe or maul or
open the gate if called or after ten rounds of combat. can be broken down on a successful bend bars roll from
up to two characters. The trapdoor in the ceiling is open,
2. Courtyard
and a ladder is set in place. The ladder may be pulled up
Upon entering the courtyard, characters that are not by anyone upstairs, and bolts are set on both sides of the
actively attempting to detect deception will be surprised by trapdoor.
the wererat’s ruse 66% of the time. If a search is declared,
4. Main Hall
the party notes the absence of the barrels, crates, and
bales that would normally be lying about and also notes This large room was rank when it served as the barracks of
that the ladders leading to the ramparts have been pulled Sergeant Bordal and his five guardsmen; with Larweln and
up and stored on the platforms, some ten feet above the his svartling followers taking up residence, the hall stinks
ground. In this case the party will be surprised only 33% of as badly as a city sewer. Adding to the chamber’s overall
the time. If the ruse is detected, the party may state that it ambience, a large number of bones have been carelessly

28
Footprints 22 Blacktop Vale

thrown into the hall’s fire pit and about the chamber. Iden- quickly lead an attack from the guardroom, bringing with
tifiably human, and with strips of flesh still attached, it is them the svartlings stationed above the entryway. Lar-
apparent from the remains that Bordal and his men came weln will charge from the opposite direction, rushing to
to a vicious end. the loft and picking up the humanoids stationed there.
The ramparts are less than five feet wide and will allow
Hiding in the hall’s shadows and gnawing upon some of
only individual combatants to face off, with those in a sec-
the more rancid bones is the pack of giant rats that Lar-
ond rank able to attack if using pole arms. The svartlings
weln has attracted. These scavengers are well fed, but they
will hang back, taking positions behind their superiors and
will attack any characters that search the room (e.g., rum-
using their short bows to provide flanking fire.
maging through the sleeping stalls or looking around the
hall’s periphery):
Giant Rats (4): AC 7; MV 120′; HD ½; hp 3; #AT 1; D 1–2;
SA bite cause bubonic plague 5% of the time, save vs. death
at +2 or die three weeks later; SZ S; ML 11; AL N
The hall has been ransacked, and anything useful for the
maintenance of a large troop of soldiers (e.g., bundles of
sacks, rope, hides) has been stacked near the main door,
ready for transport. The wererat’s humanoid followers
have been sleeping in the former occupants’ stalls and
have hidden a number of valuables beneath the straw. If a
full turn is spent sifting through the straw characters will
find a total of 1d20 cp, 1d10 sp, and 1d4 gp.
Larweln has amassed a small fortune over the last year as 6. Loft
he and his followers have raided farmsteads and merchant
caravans. One of several chieftains to sack Blacktop Vale, Used primarily for the storage of hay, the loft is bare of
the wererat also managed to acquire a few of Dolgrim’s goods save two piles of mouldering straw and a few bun-
and Aeric’s valuables. Larweln’s treasure chest is locked dles of arrows. Arrow slits line each of the walls and cover
and has been smeared with offal that harbors a deadly every direction. Below each arrow slit is a matching mur-
strain of flesh eating bacteria (Larweln’s lycanthropy der hole that allows defenders to attack anyone attempt-
somehow makes him immune). The disease will affect the ing to hug the blockhouse’s walls. These arrow slits and
first three humanlike creatures that touch the chest, and murder holes provide a +4 AC bonus on return fire to any
those individuals must save versus poison one turn after combatant hiding within.
handling the chest or suffer 1 hp of permanent damage as A female giant rat recently gave birth to a litter of kits
1d4 of their fingers blacken, then putrefy, and finally fall and has made a nest behind the pile of straw located in
off. The individual must save again the following turn, or the loft’s northeast corner. If any character comes within
suffer an additional hit point of permanent damage and ten feet of the pile the mother will rush out and savagely
have his entire hand go through a similar process. This attack the intruders:
process will continue each turn, moving up to the elbow
and then the shoulder, until the character either makes Giant Rat: AC 7; MV 120′; HD ½; hp 3; #AT 1; D 1–2; SA
a save versus poison or the bacteria eats its way past the bite cause bubonic plague 5% of the time, save vs. death at
victim’s shoulder (at which point the character dies.) Once +2 or die three weeks later; SZ S; ML 11; AL N
the lock on the chest is opened the party will find 240 cp, The baby giant rats are the size of normal wharf rats and
105 sp, 34 gp, three dented silver goblets (9 gp), a slightly will scurry away from characters.
tarnished electrum bracer (5 gp), and a gilded tortoise
hairpin (2 gp). In addition to the mundane valuables, there 7. Upper Guardroom
is a small leather sack that contains a small perfume bottle This chamber’s doors are locked from the inside (see loca-
holding a potion of animal control, two doses of con- tion #3), and the trapdoor set into the floor is open. The
tact poison in an ornate vial (save versus poison or die if fortified doors leading to the ramparts and loft can be
ingested or touched), and a clerical scroll of hold person chopped down in five rounds if using an axe or maul, or
(9th level) in a stoppered bronze tube. can be broken on a successful bend bars roll, on which up
5. Ramparts to two characters can combine their efforts. The trapdoor
has a ladder at the ready. This ladder may be pulled up,
Bloodstains mar the timbers directly before the guardroom and bolts are set on both sides of the trapdoor.
door, but the rest of the ramparts are largely bare of equip-
ment or articles. The two ladders have been pulled up, one The room is rather bare, containing only a few blankets, a
adjacent to the guardroom and the other in the northwest tub of oil, a few spears, a crossbow, and three-score bolts.
corner. The doors leading to the guardroom and loft are Orlim and Serna are paranoid of catching some disease
reinforced and secured with sturdy locks, requiring either from Larweln’s svartlings and have soaked the floor sur-
five rounds of chopping with an axe or maul, or a com- rounding the door leading to the loft with a prodigious
bined bend bars roll to open. Up to two characters may amount of oil to ward off the fleas carried by the svartlings
combine their efforts on this task (see area 2. Courtyard). and giant rats. The oil slick will also cause anyone enter-
ing from that direction to slip unless a dexterity check is
If the party gains the ramparts, Serna and Orlim will successfully made.

29
Blacktop Vale Footprints 22

Part 3: Blacktop Vale 6. Juvenile Brown Bear: AC 7; MV 120′; HD 3+3; hp 19;


#AT 3 (claw/claw/bite); D 1d3/1d3/1d6; SA hugs for 2d4
Random Encounters Near Blacktop Vale on successful paw hit of 18 or higher; SZ L; ML 13; AL N
Blacktop Vale has become a dangerous place since the This brown bear woke from hibernation a month early
sacking of Dolgrim’s tower—a haven for humanoids and will attack the party out of sheer hunger.
and dangerous animals. The GM should roll for random
7. Gorshump the Ogre: AC 5; MV 90′; HD 4+1; hp 17;
encounters every hour spent in the valley, with encounters
#AT 1; D 1d8+3 (large spear); SZ L; ML 13; AL CE
occurring 10% of the time. If an encounter is indicated, roll
a d8 to determine its nature: Unaware of recent events, Gorshump has descended
from his mountain fastness with the intention of steal-
1. Bison Herd (2 bulls, 7 cows, 2 calves): AC 7; MV
ing a few of Dolgrim’s goats. An opportunist, the ogre
150′; HD 4; hp 22 (bulls), 17 (cows), 9 (calves); #AT 2; D
will follow a party during the day and attempt to sur-
1d6/1d6 (horns); SA bulls will charge for 2d6 damage if
prise a single, unwary character at night. In his stu-
30+ feet away; SZ L; ML 14; AL N
pidity, Gorshump believes that he can escape into the
The party surprises a herd of bison foraging in the dark if things go poorly.
snow. The bulls will charge and attack 75% of the time 8. Gnolls of the Poisoned Barb (3): AC6 (studded
if the party is within 90′ of the herd. Otherwise, the leather); MV 150′; HD 2; hp 12, 11, 10; #AT 2 (bow) or
animals will warily move away. If the party makes any 1; D d8 (great bow) or 2d4 (bardiche); SZ M; ML 12; AL
aggressive movement, the bulls will charge with 100% CE
certainty. Bison hides are worth 5 sp each, and will
take one day to treat well enough to be transportable. Three hunters of the Poisoned Barb pack have been
Such hides can be tooled into excellent coats, turn- sent to investigate the recent movement of goblins in
shoes, and cloaks. the mountains. Happy to kill anything that moves,
the gnolls are not above collecting the heads of a few
2. Rotting Skull Svartlings (4): MV 90′; AC 8 (fur); HD humans and will attack on sight. Strung through each
1-1 hp 4, 4 (javelin + knife), 3, 3 (short bow + knife); #AT gnoll’s belt is an assortment of dwarf, human, gob-
1; D 1d6 (javelin) or 1d4 (short bow) or 1d4 (knife); SZ lin, orc, and svartling skulls—all highly polished and
S; ML 11; AL CE inscribed with profane symbols. Hörlenholt dwarves
This group has been sent by Larweln to spy upon the will gladly reward those who return remains of their
activities of the Flayed Skin goblin tribe that has taken kin (5 gp/skull).
up residence in Dolgrim’s tower. They will launch Meeting Grüldin Fasselstock
missiles at a party if it seems advantageous, but will
retreat at the first sign trouble (new OSRIC™ creature, As Blacktop Vale’s forest begins to thin , a short, stocky
see description in the adventure Lake of Sorrows in figure steps from behind a tree and onto the trail, only
Footprints #21.) twenty yards ahead. The party likely expects to be stopped
before entering the Vale proper, but the manner of this
3. Flayed Skin Goblins (4): AC 8; MV 120′; HD 1-1; hp meeting is peculiar. Walking into the middle of the path,
5 (short bow + knife), 3, 3, 3 (javelin + knife); #AT 2 where the day’s light cuts through the deep tree cover,
(bow) or 1 (javelin or knife); D 1d4 (short bow) or 1d6 Grüldin Fasselstock steps toward a lit area and raises his
(javelin) or 1d4 (knife); SZ S; ML 11; AL LE arms palms up, indicating that he means no harm.
These goblins are patrolling the region and are bored The fellow is of typical mountain dwarf stature, but he is
of holing up with their brethren in Dolgrim’s tower. young and has a beard of only moderate length. Wearing
They possess few items of worth, but the leader has a a padded gambeson and eschewing a shield, the dwarf has
silver-plated torc (3 sp). both a “hand-and-a-half” axe and a large poniard tucked
4. Pack of Wolves (6): AC 7; MV 180′; HD 2+2; hp 12, 11, into the girdle at his waist. Just visible over the fellow’s
9, 9, 8, 7; #AT 1; D 1d4+1 (bite); SZ S; ML 12; AL N shoulder is a heavy crossbow, to be readied by the cock-
hook that swings pendulously before his loins. Also tied to
A ravenous pack of timber wolves has been attracted the busy girdle is a small quiver containing about a dozen
by the carrion stench that hangs over Blacktop Vale. If bolts:
a single wolf is killed the pack will immediately retreat. Grüldin Fasselstock (Dwarf F2): AC 8 (padded); MV
Wolf pelts may be sold for 5 sp if treated. 120′; hp 15; #AT 1 (hand axe or dagger) or ½ (crossbow
5. Snow Leopard: AC 6; MV 180′; HD 3+2; hp 17; #AT bolt); D 1d6+1 (hand axe) or 1d4+1 (dagger) or 1d6+1 (bolt);
3 (claw/claw/bite); D 1d3/1d3/1d6; SA rear claws will S16 I11 W12 D10 C16 Ch9; AL NG
do an additional 1–4/1–4 damage if both font paws Grüldin possesses 13 cp, 4 sp, and 2 gp in a coin purse
successfully hit; SZ M; ML 13; AL N hidden beneath his armor. Four silver and gold pins (2 gp
The snow leopard’s pelt is worth 5 gp if expertly each) decorate the dwarf’s well-groomed beard, and his
removed, treated, and scraped. The snow leopard belt is trimmed with silver studs worth a total of 13 sp.
attacks the last character in the party, attempting to Grüldin is an emissary of Ordovar, chief of the Hörlen-
suffocate its target. If its attack is noticed by the party, holt Clan of dwarves, and Ordovar’s regular messenger to
the cat will attempt to hamstring the intended victim Dolgrim. He is also a friend to Dolgrim the Warlock. The
and then slink away to await developments. youngish dwarf reached Blacktop Vale two days earlier

30
Footprints 22 Blacktop Vale

and has spent his time assessing the situation. Grüldin will warlock, and he does not think it would leave unless
escort the party to the forest’s edge, some two hundred Dolgrim were dead. Thus, Grüldin concludes that the
yards ahead. Grüldin takes on a somber tone as he relates warlock is likely still alive inside the tower and that he
the following to the party in thickly accented common: and the party should attempt a rescue.
–– Damage must have occurred to the tower’s foundation. –– Goblins are most active at dusk and dawn and are most
This would occur if a sinkhole opened, or if water lethargic at the height of day. Any assault should take
saturated the ground under the structure. Grüldin place near noon.
knows, however, that the Magul Torm (Mage’s Tower) If the characters linger near the forest’s edge for more
was built upon bedrock not prone to erosion. than an hour, Dolgrim’s prescient familiar will fly to their
–– The stream has not shifted and undercut the tower, location. Perching upon a high branch, Syl will cautiously
so something must have happened below ground investigate the party’s doings for the better part of an
level. Although the entire valley has been overrun by hour. If unmolested, she will eventually glide down to
humanoids, the filthy creatures did not attack the Grüldin and land upon the dwarf’s shoulder, pecking the
tower with some kind of siege engine—Grüldin has warrior in the forehead in seeming admonishment. This
twice investigated near the tower and those blocks that will draw blood, but the dwarf will be unconcerned by the
have fallen from the battlements did not obscure any raven’s act:
of the creatures’ spoor. The tower’s near-collapse must
Syl (Raven Familiar): AC 6; MV 30′/360′ (flying); HD 1;
have occurred before the humanoids’ arrival.
hp 3; #AT 1; D 1 (peck); SA exceptional vision (double that
–– About Dolgrim’s familiar and how it strangely
of human); SZ S; ML 11; AL N
continues to circles above the tower, Grüldin will opine
that he has seen dogs and ponies hover near sick and Indeed, Grüldin will use the raven’s actions to underscore
injured companions in a similar manner. Grüldin knows his conclusions and restate his desire to lead the party in
that the raven, Syl, has an unusual connection to the an attack upon the tower. Assuming that they choose to

31
Blacktop Vale Footprints 22

infiltrate Dolgrim’s tower or the ruined outbuildings, the become diaphanous and then merge with the character’s
companions will probably choose to approach it from the body. Rising quickly, the possessed body will mutter inco-
southeast and crawl through the 3 to 4 foot-deep gully that herently about “Mara” and a “cellar” and then dash to
parallels the southern road. This should shield the party Abelard’s former home.
from any but the most astute goblin observer; a drawback
The herdsman’s former dwelling consists of a tangle of
is that the melt water flowing in the ditch will drench the
charred timbers, upturned flagstones, and broken pottery
characters and waterlog some gear. Syl will shadow the
shards. The body of any character possessed by the spirit
party from this point forward, staying out of sight but
will be forced to pull endlessly at the pile of charred tim-
popping up whenever some action has been concluded.
bers, and will continue to do so until it perishes. That body
Razed Outbuildings will suffer 1 hp of damage for each turn spent in such fren-
zied exertion and, by itself, will not be able to shift any of
The remnants of several wooden buildings are located the massive beams. If the party discerns Abelard’s intent,
100 yards southeast of Dolgrim’s tower. Previously occu- four characters must combine efforts in order to budge
pied by Dolgrim’s retainers and servants, the collapsed the timbers. After three turns spent shifting the charred
and charred dwellings, workshops, and barns are now beams, Abelard’s root cellar will become evident
deserted, and only a pair of twisted corpses are visible in once exposed to sunlight or some other source
the ruins. In truth, the outbuildings are home to a of illumination.
swarm of newly hatched carcass creepers and
the haunting spirit of Abelard Gontrell, Opening the exposed double doors,
Dolgrim’s former herdsman. the Abelard-possessed body will
rush forward, into the small
Two goblin corpses lie a dozen cellar’s gloom. Ignoring the
yards apart. If the PCs investigate young carcass creepers that
the bodies, they it will find that have been feeding upon
one was killed within the herdsman’s daugh-
the last few days ter, the possessed PC
while the other will take two rounds
has been exposed to collect the
to the elements girl’s remains and
for more than a week. flee for the forest.
The goblin corpses bear no While ignoring the foul
real treasure, just some crudely creatures, the possessed
made javelins and knives. However, body will be subject to a -4 defensive
it is evident that the goblins had their necks broken before penalty:
being casually tossed aside. Spending more than one turn
searching the bodies and ruins draws the attention of Abe- Carcass Creepers, Juvenile (5): MV 90′; AC 7; HD 1; hp
lard’s tormented soul, which will attack a random male 3; #AT 2; D 1; SA tentacles cause paralysis on a failed save
character. (at +2 bonus); SZ M; ML 11; AL N
When the humanoids first attacked Blacktop Vale, Abelard The carcass creepers will defend their food source to the
attempted to reach the dwelling that he shared with his death. Any character callous enough to search through the
young daughter. Having instructed his child to hide within tattered clothing and small bones left behind by Abelard’s
their root cellar if anything ever threatened, the herdsman haunted spirit will chance upon a simple silver locket that
intended to retrieve his daughter and then flee to the rela- appears to be worth approximately 3 sp. If kept for more
tive safety of the woods. Killed just a hundred feet from than a week, the locket will curse the character with -1 pen-
his home, Abelard’s soul-wrenching anguish at failing to alties to his wisdom and charisma scores until the locket
reach the girl has caused his confused spirit to remain on is blessed and buried by a good cleric. Alternatively, if the
the material plane—still intent upon reaching her: locket is blessed and buried before a week has elapsed,
the character doing so will gain +1 to each of those ability
Haunting Spirit (Abelard Gontrell): MV 60′; AC 0; HD scores for one month. Good clerics and paladins that fail
5; hp 23; #AT 1; D 2 point dexterity drain or special; SA in this endeavor will suffer double the penalties.
each hit drains 2 points of dexterity against neutral or
good targets, possessing the character at 0 DEX, will choke An Abelard-possessed character will collapse after carry-
those of evil alignment for progressively higher damage of ing the girl’s remains to the edge of the forest. The charac-
1, 2, 4, 8, etc. for each round (new OSRIC™ creature; see ter’s DEX will be reduced to 3, though this will increase by
Appendix 1); SZ M; ML 12; AL NG one point for each turn spent in complete rest.
Abelard is compelled to possess the body of one of the par- Dolgrim’s Tower
ty’s male characters and will take an ephemeral, human-
oid shape in order to strike at a target with its hands. If 1. Entry Ramp and Porch
the character is of good or neutral alignment, the haunting The entry ramp curls around a third of the tower, sloping
spirit will attack with the intent of draining its victim of gently upward nine feet to a separate porch. Being unat-
all dexterity points. If the target turns out to be of evil tached to the tower, the porch shifted and warped when
alignment, the haunting spirit will attempt to choke the the tower nearly collapsed. The party can bring some
character to death. If Abelard’s spirit drains a character planks or logs to span the ten-foot gap between porch and
of dexterity, the ghost-like manifestation will suddenly ramp or clamber atop the porch in small groups (up to five
32
Footprints 22 Blacktop Vale

characters will fit at one time, though only three if push- Gugg wears an enormous helmet fashioned from an
ing against the tower door). Any thief attempting to climb auroch skull. With silver-plated horns that span six feet,
the tower walls will receive a +15% bonus if moving up the this monstrous helmet lowers the bugbear’s AC to 4 and
positive sloping surface, -30% along the inverted surface serves as weapon of sorts. If 20′ or more from an opponent,
(see map of Dolgrim’s tower). Gugg may charge into any two opponents separated by
The tower’s main door has been heavily damaged but is 6′ or less. Each target takes 1d6+2 points of damage on a
reinforced by a bench wedged against it. Opening the door successful charge, and small and medium sized opponents
will require a successful bend bars/lift gates roll, and up must save versus paralyzation or be knocked down for 1d4
to three PCs can combine their percentages when they rounds. Gugg wears a pouch around his neck that con-
attempt to force the door. This may be attempted once per tains a golden idol in the shape of a minotaur (6 gp), 14 sp,
round, and Grüldin will insist that he help in the effort, and four agates shaped like hen’s eggs (4 sp total). Around
taking the lead if the party makes a frontal assault on the Gugg’s left arm is a dwarf-made electrum bracer that has
tower’s great hall. the properties of a periapt of health.

2. Great Hall Gugg’s followers have amassed a small pile of treasure and
collectively hold 27 cp, 11 sp, 2 gp, and a lump of silver
Within the hall are Gugg, the bugbear chieftain of the Rot- that used to be a goblet (value 12 sp). Having used the
ting Skull goblin tribe, and six of his followers. Declining last of the tower’s furniture and books for fuel (except the
Larweln’s invitation to merge with the wererat’s band, dangerously deceptive pile in room 4, the library/study),
Gugg has been mulling his options for the last two weeks. Gugg and his followers have begun to grow tired of lug-
With little to do, and with two of his underlings having ging firewood to the tower.
been killed by the mysterious force that haunts the out-
buildings’ wreckage, Gugg has recently decided to leave The Flayed Skins only recently become aware of the gall-
the tower within the next few days. trits in the strangely darkened cellar and now avoid going
down there. If a battle goes badly for the group Gugg will
Held by the goblins are three beastlings (new OSRIC™ summon his mate from the kitchen and flee. The bugbear
creature, see Appendix 1) that the humanoids recovered will then either dash upstairs with the intention of escap-
from Dolgrim’s rooftop menagerie. Gugg and three of the ing through the storage room’s window (avoiding the
goblins are sleeping while the others torment the crea- brown mould in room 4) or charge directly out the tower’s
tures with their javelins. The tapestry, rug, and blanket front entrance.
fragments that make up the goblins’ beds are piled into
seven separate nests scattered about the floor, with Gugg 3. Kitchen
and the two strongest goblins claiming positions near- Gugg’s mate spends her time in the tower’s kitchen,
est the smoldering fire. If the party gains surprise on the butchering game the goblins bring in and scratching the
humanoids (requiring that the first bend bars roll is a suc- bristled belly of her pet, “Babi.” A consummate cook and
cess and is immediately followed by a successful surprise quite insane, Jool Ya will attempt to backstab (at +2 to
roll), the bugbear and three goblins will still be asleep. One hit, if surprise is gained) a character that is engaged in
goblin with a javelin and two with shortbows will be near combat near the kitchen entrance, with the intention of
the entrance to the kitchen, driving the caged beastlings serving the victim as the evening’s main course. If the bug-
into a frenzy. bear matron does cut a character down, that unfortunate
If the party is detected before combat ensues, Gugg will will be dragged into the kitchen for immediate cleaning
don his helmet and, with the two strongest goblins, will (with her oversized, blood-caked falchion) and spitting. If
position himself behind the room’s stone pillars. His fol- threatened in her kitchen, Jool Ya’s pet will rush forward
lowers will pile the group’s bedding into a barrier before to protect its momma:
ascending the staircase to take up positions there (provid-
Jool Ya (Bugbear Female): MV 90′; AC 5; HD 3+1; hp
ing +2 bonuses to AC). Gugg will then open the beastlings’
12; #AT 1; D 1d8+1 (large falchion); SA surprise 50% of the
cages and fling the creatures toward the party one at a
time
time. Each beastling will: 50%—attack the party, 25%—
turn upon the goblins, 25%—run past the party, escaping Jool Ya possesses a necklace comprising three dwarf skulls
through the door and into the forest beyond. strung through a crude rope. Mounted into the eye sock-
Flayed Skin Goblins (6): MV 120′; AC 8 (6 behind cover); ets of each skull are hen’s-egg agates of the type found
HD 1-1; hp 6, 6 (javelins), 4, 4, 3, 3 (short bows); #AT 2 in Gugg’s pouch (total, 6 sp). If the skulls are cleaned and
(bow) or 1 (javelin or knife); D 1d4 (bow) or 1d6 (javelin) treated with respect, Hörlenholt dwarves will offer 5 gp for
or 1d4 (knife) each skull returned to their clan.

Beastlings (3): MV 150′; AC 6; HD 1-1; hp 5, 4, 4; #AT 3 “Babi” (Juvenile Boar): MV 150′; AC 7; HD 1+1; hp 8; #AT 1;
(bite/claw/claw); D 1d3/1d2/1d2; SD: 50% magic resistance D 1d6 (tusks)
A beastling’s bite may cause rabies or bubonic plague (50% Jool Ya’s baby only has enough space to charge opponents
chance for each) on failed saves versus poison (see Appen- (at double damage) if it is rushing out of the kitchen.
dix 1 for the effects.) Within the kitchen’s confines the young boar will ply his
tusks to full advantage.
Gugg, Chieftain of the Flayed Skins (Bugbear): MV
90′; AC 4; HD 3+1; hp 16 #AT 1 D 1d6+2 (thrown spear) or Jool Ya will respond to a summons by Gugg after one
1d8+2 (silver-plated morning star) SA: surprise 50% of the full round has elapsed. Rushing out of the kitchen, Jool
time; charge opponents with helmet Ya and Babi will charge through the party and follow her
33
Blacktop Vale Footprints 22

husband. The kitchen is filthy and rancid smelling, bare of oblate piece of calcite and trimmed in bone and gold, this
everything other than a stack of wood, half of Dolgrim’s item is the Oculus of Fa’al N’that, a magical device that
celestial sphere (now used as a bronze kettle), and Jool Ya’s was given to Aeric by his uncle, a renowned magic-user. An
and Babi’s sleeping pallet. Gore is splattered over every sur- object of great power (see description in Appendix 2), the
face. Characters risk catching a blood disease (5% cumula­ monocle saw extensive use over Aeric’s apprenticeship. In
tive) for every round spent in the room engaged in combat. the apprentice’s belt pouch are a tarot deck, a large finger
ring made of amber, 7 sp, and a set of ebony dice (2 sp).
4. Library/Study
5. Dolgrim’s Solar/Study
When the foundation of the warlock’s tower collapsed,
Dolgrim’s apprentice was hard at work in the library. This room was picked clean by the goblin raiders, which
Months before, Aeric had come across a small patch of then broke through the staircase and closet walls and
peculiar, dun-colored mould that was growing within a proceeded to steal and smash everything in sight. Gain-
cavern complex. Collecting a sample of the weird stuff, ing entry to the tower’s battlements, the humanoids slew
the young magic-user noticed that it absorbed heat from or loosed most of the creatures that Dolgrim had housed
any nearby source and that it grew rapidly if placed near there. One creature that avoided the goblin’s blades and
a candle’s flame. Likewise, this intriguing “brown mould” arrows was a large black widow spider that has since taken
shrank away from ice, snow, and sunlight. up residence in this room. This deadly creature spends its
days hiding on the ceiling of Dolgrim’s former treasure
The unfortunate apprentice was investigating how salted
room (the small closet located in the southeastern portion
ice would affect the brown mould when Dolgrim unleashed
of the solar), lurking in the dark shadows of that space.
the chaos below. At this, young Aeric tumbled against the
The spider will surprise any character entering the closet
library’s southwestern wall and spilled the contents of the
50% of the time but, most active at night, will be found on
collection jar on himself. This proved fatal for the appren-
the tower’s battlements after the sun has gone down:
tice, and his cooling corpse was quickly engulfed by the
dangerous mould (on the map, the X that is surrounded Spider, Large: MV 60′; AC 8; HD 1+1; hp 5; #AT 1; D 1+poi-
by debris). The expanded mould then was concealed by son; SA save versus poisoned bite at +2 or die.
the bookshelves, tomes, desks, and chairs that slid and A secret compartment is located within the chamber’s
tumbled across the floor. Since that day, the brown mould northwest support column. Removing two small bricks,
has guarded a portion of the warlock’s book collection. will reveal two latches. Pulling both latches simultaneously
When the first wave of goblins stormed the damaged tower, opens the 2′ × 2′ compartment, but one latch is trapped
one of the humanoids was enervated by the mould before with a paralyzing needle that will prick the character if
its kin understood what was occurring (marked with an X a save is not made (like the iron cobra held within, the
on the map). This caused the mould to expand to the very poison puts characters into a coma for 1d8 days). Once the
edge of the debris field and, once the goblins understood compartment is opened, an iron cobra will strike which-
that they needed to give that corner of the library a wide ever character is situated before the nook, catching the
berth, they were able to ransack Aeric’s room by breaking character by surprise 66% of the time. The metal golem
through the wall between his apartment and the library. will then remain coiled inside the compartment, lashing
out at anyone who comes within five feet of the opening:
Over the last two weeks, only the occasional rat, bird,
roach, or fly has fallen prey to the mould, and the colony Iron Cobra: MV 120′; AC 0; HD 1; hp 8; #AT 1; D 1d3+poison;
has been kept in check by sunlight streaming through the SA bite causes coma for 1d8 days on failed save; SD saves
tower’s open windows. As it is, the southwestern corner of versus spells as a 12th level MU (new OSRIC™ creature,
the room is a death trap for any character failing to notice see Appendix 1 for description).
the pattern of corpses lying within 5′ of the pile of debris: The iron cobra is attuned to Dolgrim’s mind and cannot be
Brown Mould: MV 0′ (instantly expands 1d8 feet if a controlled by anyone else. It was charged with guarding
torch is brought within 5′, expands 1d4 feet if a humanoid the warlock’s stash of emergency items: an unusually wide
moves within 5′); AC nil; HD nil; HP nil; #AT nil; D 3d4 amber ring; a falconer’s glove; two potions of healing; a
automatic damage per round to any creature within 5′ of potion of neutralize poison; individual scrolls (caster
the pile—lower than normal because of intervening debris. level 7) of web, shocking grasp, knock, and protection from
evil. Each scroll is rolled up and placed within a waterproof
If characters are able to cause the brown mould to go dor-
metal cylinder, sealed by wax imprinted with Dolgrim’s
mant (cold-based spells make it dormant for 5d6 turns,
stylized ring and lightning bolt sigil. Also in the compart-
piled snow for 1d4 turns), they will find that many of Dol-
ment is a coin purse containing five gems (50 gp each), 12
grim’s mundane books have survived. Likewise, Aeric’s
gp, and 25 sp.
spellbook will also be found in the debris (but will have
to save versus spells at +2 bonus if a spell such as ice storm
was cast over it). Aeric’s spellbook is a massive, sealskin-
bound tome adorned with a number of moderately valu-
able gems. It contains the spells comprehend languages,
detect magic, light, read magic, shocking grasp, electric arc
(new spell, see Appendix 2 for description), and ray of
enfeeblement.
Attached to a leather thong secured around the neck of the
preserved body is a strange monocle. Fashioned from an Dolgrim’s Sigil

34
Footprints 22 Blacktop Vale

6. Ruined Battlements Syl, Dolgrim’s familiar, will fly into the chamber and plain-
tively caw to the party.
Formerly home to Dolgrim’s observatory and menagerie,
the tower’s battlements have been stripped of the bronze- Opposite the staircase, the raven will energetically hop
cast armillary, theodolites, and celestial spheres that were from floor to wall, pecking a few times against the rusti-
once anchored in its crenellations. Likewise, the cages cated vertical stones and then fluttering back down. The
and tanks that the warlock once tended have all been bird will repeat this process time and again, occasionally
destroyed and looted for their metal. All that remain of glancing up at the group. A successful search of the wall
Dolgrim’s efforts at animal research are a number of desic- will reveal that the stones are noticeably warped there,
cated, web-shrouded husks. Those animals that managed unlike the simple slanting that is evident above. As the cel-
to avoid the humanoids’ spears and cook pots fell victim to lar occupies less than half of the tower’s square footage, it
the spider that lurks below (see location 5). should be obvious that the cause of the structure’s sinking
is behind the wall.
Dolgrim’s familiar lands periodically upon the tower’s bat-
tlements but flits away when the deadly spider notices her Two small blocks project out slightly farther than their
presence. Cagey and intelligent, Syl has managed to avoid neighbors, aligned vertically at the waist and shoulder
falling prey to the fell thing. Characters seeking to enter height. Extracting the blocks will expose black, horizontal
the tower by climbing its outer wall have a 50% chance of metal rods. If these are manipulated, a character will find
being attacked by the lurking spider. Otherwise, the crea- that the rods slide silently out by a fingers length and are
ture will be encountered in location 5, Dolgrim’s Study/ coated with some type of lubricant. That section of wall is
Solar. a dwarf-made concealed door that few would be able to
find in the cellar’s strange gloom. This door will open eas-
7. Cellar ily once the metal pins have been pulled out.
The reek that the party smelled above intensifies with Moving ten feet along the revealed passage, the party will
every step downward, with the odors of urine, feces, and come to a large door constructed of solid iron. Looming
rancid, rotting flesh becoming recognizable. Large num- in the darkness, the door looks impregnable as it has no
bers of goblins have been using this darkened chamber as obvious lock or handle. A polished gold plate is set at chest
a latrine and cesspit. height and is the only thing giving a hint as to how to
The stairs grow dark as they descend. They are covered in open the portal. If present, Syl will caw and peck at the
slick bodily waste and open into a pitch-black room that construction, fluttering about in a very agitated fashion. A
is oblong and roughly half the size of the great hall above. dwarf will recognize the portal as a type used in dwarven
If the party has torches the firebrands will steadily dim as temples that require a ritual or dweomer to gain entry. If
the group inches its way toward the cellar’s floor. This is magic is detected for, the emanations streaming from the
not only the result of a lack of fresh air but the presence of door will be found to be stronger than anything previously
some unnatural gloom. Once they move fully into the cel- encountered by a low-level magic-user; the plate affixed to
lar, the characters will step into a layer of rank sewage and the door glows strongly to eldritch sight.
rotting offal. Shuffling through the floor’s caked mess, the Scooting past the party, Syl will rap on the barrier with its
group will hear only the sucking sound of their own feet. beak and give off numerous caws, intermittently glancing
Torches will only provide light out to five feet, but a light at the party. If a character blows some chalk, soot, or fine
or continual light spell will provide illumination equal to a dust upon plate’s surface, some will stick and reveal the
dusky evening out to ten feet. ring and lightning bolt of Dolgrim’s sigil. Produced by the
After the sacking of Blacktop Vale, a family of galltrits particles’ adhering to remnants of lubricating fluid, trac-
slunk past the goblins above and took up residence in the ing the sigil with a finger while the familiar pecks at the
fetid cellar. Having subsisted on the offal dumped down portal will cause the wizard-locked door to glide open. A
the stairs, the little bloodsuckers have become increasingly modicum of the magic-user’s essence resides in the raven
hungry as the supply of food has tapered off. Starving, the and is sufficient to trigger the ritual that Dolgrim estab-
galltrits will swoop in, attacking the last character to enter lished for the iron portal.
the room. In the cellar’s unnatural gloom, the galltrits will If Syl is not present, then the only means of entry for a
gain surprise 66% of the time and be unnoticed in their low-level party is a knock spell.
attacks, their bites accompanied by a type of anesthesia:
Once the portal is opened, a blinding light will burst from
Galltrits (3): MV 180′; AC 2; hp 2; #AT 1; D 1d2; SA: bonus the doorway, accompanied by a feral roar. If the party
of +3 to attack if target is surprised; drain 1 hp/round; bite loses surprise, a large shadow will instantly block much
causes disease (terminal in one month) if saving throw of the illumination streaming from the chamber, and the
failed; SD detected only in a 1 on 8 chance (1 in 6 for elves) creature occupying Dolgrim’s laboratory will attempt to
Stuffed into each lovely’s navel is a personal treasure, a grab the character closest to the entrance.
choice item gleaned from years of preying upon goblins 8. Laboratory
and their ilk. The treasures are rather valuable despite
their small size, but only close inspection of the galltrits The party will be immediately set upon by the fiend that
will reveal the rewards: a gold nugget (3 gp), a raw garnet occupies the oddly shaped laboratory; the demon attempt-
(2 gp), and a freshwater pearl (12 gp). ing to vent weeks of pent-up rage and hunger upon a single
target. If surprised and hit by the monster’s subsequent
The remains of the warlock will not be found in the cellar, attack, the character closest to the doorway will be seized
but as long as the main hall and cellar have been cleared, by the thing and then possibly bitten to death (see below).
35
Blacktop Vale Footprints 22

Taller than any man and muscled like a sinewy beast, the all lesser demons, B’arl is affected by the following attack
demon has simian arms and attacks. Although it lacks a forms: acid–full, cold–half, electricity–half, fire–half, poi-
right foot and lumbers about on jagged, protruding bones, son gas–half, normal weapons–full; magic missile–full.
the monster skips forward with unnatural speed and B’arl is insane and will hold close the first character caught
seems oblivious to any pain. To the party, it appears that in its taloned hands, attempting to bite the person to death
the thing’s foot has been torn off. (automatic hit every round thereafter, causing 1d6 points
of damage) and drink the victim’s blood. While occupied
The fiend is a shub demon, inadvertently called forth when
with its first victim in this way B’arl will be oblivious to
Dolgrim spoke the word of release of the Elven Mirror
other attacks and will suffer a +4 penalty to its AC. If B’arl
of Life Trapping (unique magic item, see description in
manages to kill a character in this fashion it will then calm
Appendix 2) that had come into the warlock’s possession
enough to intelligently fight by using its innate magical
via Ordovar, his liege. The dwarves of Hörlenholt brought
abilities. If pressed, B’arl will attempt to flee the tower.
the wondrous mirror to Dolgrim, hoping that he would be
able to shed some light upon its powers. The laboratory is a confused mess of broken furniture,
Speaking the word while testing the mirror’s functioning, smashed glass, paper, rock, gravel, and mud. Two stones
Dolgrim released the demon B’arloqfakitzt (B’arl) from its set into the chamber’s ceiling magically illuminate the cha-
dimensional prison and onto the material plane. Caught otic scene. Once combat ends, the characters will notice
off guard, the warlock did manage to direct a powerful that Syl has flown into the room and stopped cawing. The
lightning bolt at the demon, but the dangerous spell sim- raven will perch itself on the edge of a piece of metal that
ply passed around the fiend’s body. Scrambling under his lies partially buried in a corner of the room and tap at its
laboratory bench to avoid the monster’s deadly fists, Dol- surface frantically. All of the laboratory’s furniture and
grim glanced down and noticed one of the wands from his equipment is completely smashed and shattered, save for
collection before him. Quickly formulating a plan to trap a small hoard of treasure that the demon has collected.
the demon, the warlock used the wand to briefly convert a This consists of a silver ingot (2 gp), a gold ingot (50 gp), a
portion of the tower’s wall and ceiling near B’arl into mud. platinum ingot (100 gp), a small electrum dagger (1 gp), a
ring of warmth, a ring of weather prediction (useable
Dolgrim’s ingenious plan worked, but only for an instant 1/day, per the 1st level druid spell predict weather), and an
as the resolidified stone closed around the demon’s right unbroken wand of fire affectation (14 charges, per the
foot. The demon, rendered insane by seven thousand years 1st level MU spell affect normal fires). Despite its insan-
trapped within a closet-sized demi-plane, found that it ity, B’arl instinctively collected those objects in the room
couldn’t use its teleportation ability to extricate itself and that obviously hold power, save for four vellum pages (see
decided to simply rip its leg away from the offending foot. below) that are mixed amongst the room’s detritus. The
demon has been attempting to destroy the Elven Mirror
About to die a horrible death, Dolgrim focused his atten-
of Life Trapping over the last few weeks but has not been
tion on the cruel mirror and spoke the only other activa-
successful. If the party uses detect magic within the room’s
tion word that he had divined from his study of the thing.
confines the spell will determine that the demon correctly
Hoping that it would shunt the demon back into its prison,
identified all of the minor objects that hold traces of magic;
Dolgrim was only half-surprised when the world dissolved
the partially covered mirror will glow like the sun. Syl will
around him. Dolgrim’s use of the wand caused his tower
not release the elven relic, maintaining its grip on the mir-
to slump and precipitated the sacking of Blacktop Vale.
ror even after a character picks it up.
B’arl is wholly unnatural, as if sprung from a nightmare.
The raven’s attachment to the mirror should lead the party
It has become emaciated from weeks of starvation (water
to conclude that Dolgrim has trapped himself within the
trickles through the collapsed wall), and its normal scar-
device and that the warlock’s tower was somehow dam-
let-ochre coloration has faded to a dull, rusty hue. The
aged in a battle with the demon. The lava-like flow of rock
demon’s waxen skin stretches across skeletal, misshapen
that extends from ceiling to floor in the southwestern cor-
features, and its gyrating eyes betray its insanity. Bellow-
ner of the room did not occur naturally, and the broken
ing out of a fish-lipped mouth that is lined with black,
foot-mould (empty now, as the shub ate its severed foot
pointed teeth, the shub demon will unconsciously assault
some time ago) within the solidified rock firmly places the
all the characters’ psyches by simultaneously broadcast-
fiend within the chamber when the tower slumped.
ing a hundred insane thoughts. A few words will stand out
from this gibbering avalanche: RAGE! KILL! HUNGER! EAT! In the wreckage of the room, the party will come across
B’arloqfakitzt (Shub Demon): MV 90′; AC 1; HD 5+1; hp hundreds of loose papers, including full sheets and torn
29; #AT 2 (fists) or 1 (bite); D 1d6+1/1d6+1 or 1d6; MR 40%; scraps. Even though the demon has destroyed the major-
SA darkness (5′ radius), fear (by touch, as the 4th level MU ity of the warlock’s various works, a careful sorting of the
spell); fly (per the 3rd level MU spell); telekinesis (100 lbs.) remaining pieces will reveal that four complete pages hold
once per round spells from Dolgrim’s ruined spellbook. These include
the spells detect magic, hold portal, ventriloquism, and con-
The shub’s teleport and gate abilities do not work within tinual light. Other pages and scraps include research notes
Dolgrim’s tower because the he added crushed diamonds on various investigations that the warlock has conducted
and phase-spider ichor to the mortar of the structure. If over the years, and a few describe Dolgrim’s attempts to
the party allows B’arl to make its way out of the tower, the activate the elven mirror. A sorting of the mundane writ-
region will have an insane, teleport-capable force of chaos ings will reveal, among other esoteric subjects, equipment
to deal with . . .one with the ability to gate in other demons lists, descriptions of the flora and fauna found in various
on a daily basis (see OSRIC™ rule book for details). Like climates, and excerpts from treatises on religious festivals.
36
Blacktop Vale – Appendix 1: New OSRIC™ Creatures Footprints 22

Appendix 1: New OSRICTM Creatures


Beastling ing out from strands of low-growing brambles, beastlings
have a 4-in-6 chance of gaining surprise on a normal target.
Frequency: Rare Going for a mark’s throat or for the tendons at the heel or
No. Encountered: 1d8 behind the knee, several beastlings will pounce upon the
Size: S (2 ft. tall) same individual—their combined attacks devastating to
Move: 150 ft. anyone not wearing a gorget or mail.
Armor Class: 6
Hit Dice: 1-1 Engineered to defeat an opponent’s magical attacks and
Attacks: 3 (bite/claw/claw) defenses, beastlings have an innate resistance to magic
Damage: 1d3/1d2/1d2 that makes them difficult to kill with spells such as magic
Special Attacks: Disease missile. Additionally, many beastlings are carriers of either
Special Defenses: None rabies or the bubonic plague (50% chance of carrying one
Magic Resistance: 50% or the other). Targets bitten by an infected beastling must
Lair Probability: 50% save versus disease or become sick after two weeks of dor-
Intelligence: Semi- mancy. Afflicted characters will permanently lose one hit
Alignment: Neutral (Evil) point per day until they are cured or die. Once the disease
Level/XP: 2/20 + 2 per hp manifests, characters infected with rabies also lose one
constitution point per day; those infected by plague lose
Bred unwisely to cleanse a wizard’s domain of enemies’ one point of charisma per day. These losses are permanent
familiars and of unwanted animals, packs of feral beast- even if the disease is cured.
lings now lurk amongst the boughs and thickets of many
temperate forests. The size of large raccoons but living in Beastlings collect shiny, stringy objects (e.g., bracelets
predatory packs, these semi-intelligent creatures normally and necklaces) and, if living near human or demi-human
hunt small to medium-sized game. However, they are not settlements, will fill their tree nests with an assortment of
above attacking small groups of humans or a sleeping jewelry. They live 10–15 years and communicate with one
party. another through a complex language of high-pitched yips
and subdued growls, sounding much like a pack of hyenas.
Launching themselves from overhead branches and dart-

Haunting Spirit intent of completing the compelling task. Upon posses-


sion, the victim’s dexterity returns to normal.
Frequency: Very rare
No. Encountered: 1 Once the task is completed the haunting spirit moves on
Size: M to the next plane of existence and leaves the victim behind,
Move: 60 ft/victim’s rate with a dexterity of 3. Complete rest will return the victim’s
Armor Class: 0/victim’s AC dexterity at a rate of one point per turn, but if the victim’s
Hit Dice: 5/victim’s hit points body is slain while under possession the haunting spirit
Attacks: 1/1, as 5 HD creature will exit the host and wait for another—always remain-
Damage: See below/per victim ing within 60 feet of the latest [Link] an intended host
Special Attacks: Possession has an alignment opposite to that of the haunting spirit
Special Defenses: See below (on the good versus evil spectrum), rather than draining
Magic Resistance: None dexterity and seeking to possess its opponent, the soul
Lair Probability: NA will wrap its ghostly hands about the victim’s neck and
Intelligence: Non- squeeze until the victim is dead. This attack begins with
Alignment: Any a successful to-hit roll and causes automatic damage that
Level/XP: 4/170 + 5 per hp doubles each round: 1 point the first round, 2 during the
second, 4 during the third, and so on.
A haunting spirit is the physical manifestation of a soul
that perished while leaving an urgent task unfinished. If not in possession of a body, haunting spirits may only
Biding its time within 60′ of the location of its death, it be harmed by weapons that are magical or silver in nature
manifests in one of two ways: as a wafting, luminous ball or by fire—and even then, only sparingly. Weapons cause
of light or as a diaphanous and ghostlike humanoid figure. haunting spirits only one hit point of damage per strike
The haunting spirit’s sole purpose is to possess a living (plus any magical bonuses). Normal fire causes only one
body and finish the imperative task, and, upon comple- hit point of damage per die to a haunting spirit, but magi-
tion, the soul of the haunting spirit will depart the mate- cal fire does full damage. If a haunting spirit is damaged
rial plane and move on to its final destination. beyond its ability to maintain its physical form the com-
pelled soul will fade away, only to re-form one week later.
Like shadows, haunting spirits drain their victims’ abil-
ity scores upon successful attacks, draining two points Attacks upon a possessed character will damage the vic-
of dexterity per hit. A spirit’s victim will feel increasingly tim’s body but cause no damage to the haunting spirit.
numb and cold. Once the targeted human or demi-human Only a clerical exorcism or a hold person spell can remove a
is completely drained of dexterity, the haunting spirit will haunting spirit from a victim’s body, with the spirit given
step into the victim’s body, possessing him or her with the a save versus paralyzation to avoid being cast out.

38
Footprints 22 Blacktop Vale – Appendix 2: New Items and Spells

Iron Cobra creator, who was a magic-user of 12th level or higher. A


command is a simple sentence that consists of nothing
Frequency: Very Rare
more complicated than one action, one direct object, and
No. Encountered: 1
a modifying participle. Uttering a new command overrides
Size: S (6 ft. long)
any previous command and typically resembles: “attack
Move: 120 ft
anything opening this chest”, “attack that being”, “attack
Armor Class: 0
anything entering this passage”, “stop”, “move forward
Hit Dice: 1
slowly”, “move forward quickly.”
Attacks: 1 (bite)
Damage: 1d3 Iron cobras have no minds and are not affected by spells or
Special Attacks: Poison effects that influence a brain. They are also not affected by
Special Defenses: See below magical or mundane webs, as they are able to slither effort-
Magic Resistance: See below lessly through them. Nonmagical weapons only inflict half
Lair Probability: N/A damage upon an iron cobra, and such constructs are able
Intelligence: Non- to hide in shadows as well as an 8th level thief.
Alignment: Neutral
Level/XP: 3/88 + 1 per hp Iron cobras are able to inject venom into the first three tar-
gets they hit, with some magic-users preferring to fill their
Fabricated from meteoric iron worked by the greatest of cobras’ fangs with sleeping venom rather than lethal tox-
dwarven smiths and ensorcelled with great magic, iron ins. Regardless of the type of venom used, creatures bitten
cobras are complex metal constructs that are animated by by an iron cobra’s fangs save versus poison at a -2 penalty
the same spells that power iron golems. Created to indefi- in addition to suffering the normal 1d3 points of damage.
nitely protect a particular passage or treasure or to act as
a magic-user’s indefatigable and loyal bodyguard, these Against magical spell attacks iron cobras save as their cre-
valuable mechanisms fetch an enormous price on the open ator (a magic-user of 12th level or higher). Relying upon an
market as long as their command words are known. altered version of the locate object spell when given a com-
mand to track down a particular victim, iron cobras can be
An iron cobra will possess a permanently programmed thrown off a victim’s trail through certain magical means.
number of commands equal to two times the level of its

Appendix 2: New Items and Spells


Elven Mirror of Life Trapping When the reflection of a creature is seen in the mirror’s
surface, the magic-user speaks the ancient elf word for
Created by a cabal of evil elves, this insidious artifact is
sealing a portal – nŭin. Only creatures of fewer hit dice
more than eight thousand years old. Devised to trap, and
than the magic-user’s level may be trapped in the mir-
permanently hold, the most elite magic-users and clerics
ror, and then only if the creature fails to roll higher than
of the elven race, this 2′ × 4′ speculum was used only when
the magic-user’s level on a d20. The powerful mirror does
its creators’ demonic masters actually entered the mate-
not allow victims any normal saving throw, but targets
rial plane . . . and then only by a group of good magic-users
possessing magic resistance avoid a d20 roll if that resis-
that captured it.
tance proves efficacious (treat the mirror as an 18th level
The mirror is linked to eighteen interdimensional prisons, magic-user for MR purposes). If a creature’s magic resis-
each a demi-plane tied to one of the beveled facets cir- tance holds up then the user has a chance of becoming
cumscribing its main reflective surface. Eight of the fac- imprisoned. This occurs if the mirror fails to overcome the
ets are currently occupied target’s magic resistance and
and contain: #1: a ghast; #2: the magic-user subsequently
a leucrotta; #3: a dretch; #4: a fails to roll less than or equal
young blue dragon; #6: a neu- to his level on a d20. Likewise,
trally aligned human warlock a magic-user that speaks the
named Dolgrim; #8: a mature word of imprisonment with-
white dragon; #10: a bone out gazing at the reflection
devil; #18: an evil, insane of a target creature will be
elven archmage. pulled into the mirror if he
This item’s interdimensional fails this same roll.
prisons are hierarchical and If a facet is already occupied
increase in strength exponen- by a creature (must be of
tially (numbered according to similar hit dice or level), then
their ability to hold increas- the previous occupant will be
ingly powerful creatures). released when the new pris-
Unlike a typical mirror of oner is trapped. This makes
life trapping, which traps anything nearby that gazes trapping creatures of similar levels quite problematic,
at its surface, this device allows a powerful magic-user to and possibly dangerous, as the previous occupant will not
imprison other creatures according to the following mech- view the user favorably. Thus, a 3rd level magic-user could
anism: theoretically imprison an enemy with 1 or 2 HD in the first

39
Blacktop Vale – Appendix 2: New Items and Spells Footprints 22

facet, but this would release the ghast that was trapped mirror was intended to allow the cabal’s demon masters to
there millennia ago. A creature may also be released from take possession of enemies that had been trapped within
the mirror if they possess fewer hit dice or levels less than the device. The power was never used, and it is unknown
the magic-user. This is done by visualizing the creature in which demon lord’s realm the gate connects to.
question and speaking the elven word of opening—athás.
The mirror’s activation words are found along its plati-
If no creatures held within the mirror are known to the
num frame. Filigree patterns along the frame spell out the
magic-user, then the creature most comparable to the
elven words but are not obvious to anyone not versed in
magic-user will be released.
archaic versions of that language. Users of the mirror will
The mirror’s third activation word, reláthos, opens a gate to find that all of the current occupants of the mirror, save
a layer of the Abyss for a period of one turn. Useable only Dolgrim, have been trapped for eight thousand years and
by magic-users of 12th level or higher, this function of the were driven insane long, long ago.

The Oculus of Fa’al N’that translation. The user of the oculus must interpret the
translation, as Fa’al’s soul converts the writing into one of
This macabre monocle is an oval piece of polished calcite
the languages the sage once knew (Ancient Kharluni, com-
that has been fully framed by a gold-trimmed ring of bone.
mon elvish, Old Samarran, Old dwarven; Proto-Volgari),
Once the right orbital socket of Fa’al N’that, a sage who
not a modern tongue. Possessing semi-consciousness, the
lived one thousand years ago, the bony ellipse has a cir-
portion of the sage’s soul that resides in the oculus does
cumference comparable to that of a hen’s egg and grants
not like to be used in such a manner and strives to produce
the lens it holds a most remarkable power. Imbued with
false translations out of spite. Thus, 10–20% of the words
a small portion of that worthy’s long-departed soul, this
that are transcribed will be incorrect.
magical device provides its user with the means to become
knowledgeable beyond most mortal’s ken. It is rumored that Fa’al N’that’s left orbital socket was
also ritually removed from the man’s (still living) body and
When concentrated upon, the necromantic monocle will
that it was fitted with a translucent aquamarine that acts
compel Fa’al’s fractured soul to perform. That is, the ocu-
a gem of seeing. Magicians’ tales have it that, if the two
lus will grow warm and refract any objected writing within
monocles are brought together, then Fa’al’s spirit will be
its calcite crystal—twice, with one set of characters being
made whole and spring forth as a vengeful ghost.
transmitted through the transparent mineral unchanged,
while the other is converted into a (seemingly) flawless

Electric Arc (Arcane Evocation) The charges that course through this component origi-
nate from a large amber ring fitted over one of the caster’s
Level: 2
gloved fingers. Cascading through the cloud of powdered
Range: 0
metal, the arcing electricity forks hundreds of times,
Duration: Instantaneous
shocking all creatures within a 10′ × 10′ × 10′ cubical space.
AoE: 10′ × 10′ × 10′
The orientation of the volume of effect relative to the ring
Components: V,S,M
is up to the caster’s discretion, as long as the magician has
Casting Time: 2 seg.
freedom to move his arm and fling the metal component
Save: Half
outwards. The magician may also elect to disperse the
Quite effective against opponents in an enclosed space, powdered metal about himself, but he will then be subject
this spell has the drawback of requiring the magic-user to to the spell’s 1d4 hit points of electrical damage per caster
manipulate a substantial number of material components. level. All creatures within the affected volume not entirely
To cast an electric arc safely, the magician must be wear- encased in full plate or chain mail will suffer full damage
ing a large, nonconducting glove that reaches nearly to the unless a save versus magic is made, whereupon they will
caster’s elbow and is fabricated from either thick leather or suffer half damage. Those encased in full plate or chain
some similar material. This falconer’s-type glove prevents mail will suffer only half damage as the electricity corus-
electrical charges from traveling back up the practitioner’s cates around the wearer’s protective shell, and will suffer
arm as he flings forth a handful of powdered metal. no damage if a save is made.

40
No Bones About It Footprints 23

by Darren Dare

An AD&D 2nd Edition adventure designed for 2–5 char- The Countryside
acters of 3rd and 4th level.
The lands around Xazzuth’s tower are a series of heavily
Adventure Background wooded plateaus. These are thick, deciduous forests and
moving through them is difficult (reduce movement rate
In years past, the conjurer Xazzuth built a tower far from to half, horses must be led). Observant PC’s might spot
the prying eyes of thrill seekers and adventurers. His game trails or footpaths that make it easier to navigate.
secret abode stood deep in the thick wooded country- The North Road is a well used cart trail some 20 feet
side, hidden from discovery. Recently, whispered rumors wide. A table is provided for the DM to check for random
tell the finding of an abandoned tower. Xazzuth hasn’t encounters while the PC’s are traveling.
been seen for some time and any attempts to find his
secluded refuge have been to no avail . . . until now.
Table 1: Outdoor Wandering Encounters*
DM’s Note: Xazzuth was a capable conjurer who 01–04 1d4+3 dryads
enjoyed his solitude. It was for this reason he chose such 05–10 1 treant
a remote location for his work. It is the DM’s prerogative
11–16 5th level lizardfolk druid
why he abandoned his tower, but it still stands undis-
NPC and 2 centaurs
turbed. There is a small cabin attached to the tower, both
protected by special magics to ward off the elements of 17–19 1 nymph
time. The interior is looked after by Unseen Servants 20–25 1d4 unicorns
making sure the furnishings are kept in good repair, if
Xazzuth returns. Any damaged items or decorations will 26–33 1d6+1 wolves
automatically repair themselves over the course of two 34–43 1d4 centaurs
days. Adventurers may return to a chamber to find some- 44–51 1d4 dire wolves
thing they broke has repaired itself to perfect condition.
None of the furnishings are magic; it is just a feature of 52–61 1d3 owlbears
the location. 62–69 1d3 pixies
70–73 1 ghast (ghoul) and 2 ghouls
74–79 5th level gnoll ranger NPC
80–85 1d4+1 satyrs
86–88 1d6 skeletons
89–93 1 wraith
94–97 2 black bears (animal)
98–00 1 lycanthrope (wereboar)
*DM will have to stat the creatures
12
Footprints 23 No Bones About It

Countryside Keys There is also a mummified humanoid corpse amongst


the rocks. The gems include: piece of smoky quartz (100
A: Marker sp), garnet (500 gp), eye agate (9 gp), chrysoprase (90 sp).

A weather beaten stone marker standing 2′ tall can be seen The corpse was a previous feast for the stirges. It wears
on the side of the road. There appears to be some carv- a suit of leather armour +1. In its pouch are two small
ings on its surface in a flowing script. The ancient script vials containing oil of disenchantment and oil of
is actually Espuar (DM may insert any elven language of fumbling.
their choice to fit their campaign) and it reads “Xazzuth”.
Nearby is a faint, overgrown path leading into the forest Tower Key
and eventually to Xazzuth’s tower.
C1. Entrance
B. Ogre Camp
The door leading into this chamber has a Magic Mouth
Two ogres have taken up camp here. If PC’s stumble placed on it—touching the door will activate the spell.
upon them, they will be in the midst of roasting a deer on Upon triggering, a mustachioed mouth appears and
a spit. Being so engaged in their culinary endeavors, the speaks in a raspy voice:
ogres will be surprised unless PCs are completely care-
less in their approach. “Intruder! Turn back now or face the magics of this
place. Beware to those who dare disturb my privacy.”
Ogres (2): AC 5; MV 9″; HD 4+1; hp 31, 37; THACO 17;
#AT 1; Dmg 1–10 +6; SZ L; ML 11; Int Low; AL Chaotic The message then repeats in Elven, Dwarf and Orc. The
Evil; XP 270 each. The ogres carry 5gp and 6gp respec- door is locked, but can be picked or forced. If entry is
tively. gained the party will see that the door leads into a sitting
room filled with plush divans and high backed armchairs.
C. Xazzuth’s Tower The floor is nearly covered by a large, white fur pelt and
an intricately wrought iron chandelier hangs from the
Nestled against the wall of one of the many plateaus is ceiling.
the home and tower of Xazzuth. It appears to be in fair
repair and structurally sound. But, from by the state of C2. Library
the surrounding grounds, it is obviously abandoned. See
the Tower Key for details. This crowded chamber is filled with bookshelves from
floor to ceiling. The shelves are crammed with books and
tomes of all shapes and sizes. Subject matter ranges from
encyclopedias on herbalism and botany to historical texts
of distant lands. If any of these books are removed from
the library they will magically erase, leaving nothing but
blank pages. If a tome is taken out of the tower, it will
crumble to dust within hours. Amongst the volumes is a
single sheet of vellum (at least 30 minutes of search time
is required to find this treasure) that is a clerical scroll
with the spell create food & water. The library is guarded
by three magically animated flying daggers that will
spring forth and attack the moment any tome or paper
D. Stirge Nest is touched.

High upon this plateau is a rocky nest that is home to Flying daggers (3): AC 5; MV (FL) 24″; HD 1+1; hp 9
16 stirges. each; THACO 17; #AT 3; Dmg 1–4; SA save vs lightning
or any metal hit will rust, treated as magical weapon for
Stirges (16): AC 8; MV 12″; HD 1+1; hp 6 each; THACO 17; purposes of deciding what it can hit; SD unaffected by
#AT 1; Dmg 1–3; SA Blood drain; SZ S; ML 8; Int Animal; any sort of mental control; SZ S; ML 8; Int Non; AL None;
AL Neutral; XP 175 each. XP 500 each.

The stirges are relatively inactive during the daytime, C3. Dining Chamber
but they will defend their nest if it is disturbed. At night,
stirges will be encountered within 500 feet of their loca- This chamber is lined with fine wood paneling, giving the
tion. If the nest is searched, four gems can be found. room a truly rustic feel. A long, solid oak table dominates

13
No Bones About It Footprints 23

the chamber, surrounded by eight high backed, matching room that is removed from the complex will turn to dust
chairs. A bare table is free of dust and debris. Aside from within two days.
the furnishings the chamber is empty.
C8. Storage
C4. Kitchen
This room is much like area C7, except this one is filled
This irregularly shaped room is filled with shelves and with various decorative furnishings—chairs, end tables,
cabinets crammed with copper and cast iron pots and lamps, candelabras etc. Anything in this storage room
pans. A large wooden butcher block created from a that is removed from the complex will turn to dust within
single, huge tree stump occupies the center of the room. two days.
There are a variety of butcher knives and cleavers (1–4
dmg if used as weapons) resting on its surface. C9. Tower Ground Floor

Behind a loose stone in the fireplace (3 rounds of This room is actually the base of the tower. Its bare stone
searching to find) is a small pouch that contains 3 zircons walls give the chamber a cold, unwelcome feel. The
worth 50gp each. austerity is interrupted by a wrought iron spiral staircase
in the center of the room, which climbs 50′ up to the roof.
C5. Larder The iron structure looks solid, showing no signs of age.
Living in the chamber are six large bats that will attack
This tiny room is lined with wooden shelves; all are empty. one round after PCs enter the chamber. They normally
The only food left is a small piece of rotting cheese lying come and go through the windows to hunt in the coun-
on the floor. A giant tick has managed to find its way in tryside, but won’t pass up a meal that walks in through
and has taken up residence here. the door. Hidden under the spiral stairs is a tiny vial of
elixir of health.
The tick will attack anything opening the door to the
room, gaining surprise on a roll of 1–4. Bat, Large (6): AC 8; MV 1″ or 24″ (FL: B); HD 1; hp
7 each; THACO 19; #AT 1; Dmg 1–2; SA Possibly cause
Tick, giant: AC 3; MV 3″; HD 3; hp 21; THACO 17; #AT disease (20% chance per bite); SZ M; ML 5; Int Animal;
1; Dmg 1–2; SA Blood drain, disease; SZ S; ML 8; Int AL Neutral; XP 35 each.
Animal; AL None; XP 65. After the initial hit, the tick
drains 1d6 hit points of blood every round until its drain Rabies has a 1d4+6 day incubation period, after which
total equals its hit point total. A victim has a 50% chance the victim has 10 days to live. During that time the
of contracting a fatal disease that kills the host in 2d4 victim cannot drink or eat anything and is overly irri-
days unless a cure disease is cast. table. If temper flares (DM’s judgment), the victim must
roll a Wisdom check. If the check fails, the rabid person
C6. Atrium attacks until he is killed or knocked unconscious. A char-
acter will die from the infliction unless cured by cure
Intricately carved arches depicting snakes and vines disease, or a similar spell.
channel into a small atrium containing nothing but a
single high backed sofa of fine green velvet. Two doors C10. Laboratory
of dark red wood lead to places unknown. Both of the
red doors are locked, but may be picked with no penal- This level of the tower is crowded with tables, benches
ties. Once a door closes it will re-lock and must be picked and cabinets. Each of the tables is covered with a variety
again. Each time a rogue successfully picks one of these of beakers, bottles, phials and other glass containers.
locks, they may add an additional 2% to their chance The cabinets are filled with various forms of laboratory
when attempting to unlock it again. This bonus is cumu- equipment in perfect condition. The room is difficult to
lative. navigate without disturbing the paraphernalia; only a
narrow pathway leads to areas C11 and C12. Things in
There is a concealed door that leads into area C9—normal this room are kept clean and orderly by an unseen servant
chances to find. spell that is permanently affixed to the chamber. It will
clean any spills or refuse in this room within a few hours
C7. Storage and replace broken items with new ones from C12. The
unseen servant will not interfere with PC’s in any way.
This chamber is crammed with supplies used to maintain
the upkeep of the house. Nails, tools, planks of wood, There is another denizen of this room that PC’s will not
slate shingles, a sawhorse and several chests of hand be aware of at first. Lurking amongst all of the tables and
tools can all be found in here. Anything in this storage cabinets is Xazzuth’s homunculous. This little creature

14
Footprints 23 No Bones About It

can easily stay hidden, keeping away from PC’s unless The stone walls are textured for a simple, decorative
discovered. It will defend itself if necessary, but prefers effect. Attached to the east and west walls are long
to run and hide from intruders. It will follow the PC’s if wooden benches. In the center of the room, in between
they leave this room, keeping track of them as they pass the row of benches, is a white-marble statue. This statue
throughout the tower complex, but it will not leave the is a life sized nude sculpture of a woman in an alluring
building for any reason. pose, her arms beckoning outward. The statue could be
of great value (approximately 4000 gp) to a collector.
Homunculus: AC 6; MV 6″ or 18″ (FL: B); HD 2; hp However, due to its tremendous weight and the fact it
14; THACO 19; #AT 1; Dmg 1–3; SA Poison bite; SD see seems anchored to the floor, it would be impossible to
below; SZ Small; ML 14; Int Very; AL Neutral; XP 270. move without a major engineering undertaking.

The homunculus is a quick and agile flyer that uses this


ability to great advantage in combat. It can dart to and
fro so quickly that any attempt to capture it short of
a net or web spell is almost impossible. In combat, the
homunculus will land on its chosen victim and bite with
its needle-like fangs. In addition to doing 1–3 points of
damage, the creature injects a powerful venom. Anyone
bitten by the homunculus must save vs. poison or fall
into a comatose sleep for 5–30 (5d6) minutes. The crea-
ture’s saving throws are the same as those of its creator
(MU9).

C11. Storage

All manner of roots and herbs can be found here, stored


in crates and sacks. If any PC wishes to replace spell
components, there is a 50% chance (per component) of At the base of the statue is a hidden compartment
finding what they need. Like the other items in Xazzuth’s (normal chances to find), that holds a pile of bleached
tower, if they are taken outside they will turn to dust in white bones (vertebrae with curved ribs) topped with a
two days. human skull. This pile of bones is unremarkable until the
spell book in room C14 is touched. It will then animate
C12. Laboratory Storage as a Greater Necrophidius and emerge from its hiding
place.
The small chamber is crammed from ceiling to floor with
beakers, bottles and vials contained in crates and boxes. Necrophidius, greater: AC 0; MV 9″; HD 5; hp 34;
This is where the unseen servant gets replacements for THACO 16; #AT 1 ; Dmg 1–10; SA Dance of death, -2
anything broken in the laboratory. to opponents surprise rolls; SZ L; ML 19; Int Non; AL
Neutral; XP 970 (new creature). The Death Worm will
Amongst the mess and clutter is a small wooden bowl of pursue PC’s throughout the complex and beyond until
simple design. This is a bowl of purity that appears to it either recovers Xazzuth’s spell book or it is destroyed.
be unremarkable except for an inscription on the inside
edge, wishing health and bounty in an ancient script C14. Xazzuth’s Bedchamber
(DM’s choice). Any food or liquid placed inside, whether
rancid or poisoned, is made edible as per the spell purify Xazzuth’s personal chamber has only a few furnishings
food and drink (this item was suggested by Ming, of within the room. Xazzuth’s bed, located in the south end
Dragonsfoot). of the tower, is a frame of ornately carved rosewood. The
headboard boldly features Xazzuth’s name highlighted
C13. Private Lounge in gold leaf. This bed is of finely crafted and could be
worth money to the right buyer. Because of its bulk, it
Drinking was apparently the most popular pastime here, cannot be removed from the room without dismantling,
as numerous earthenware tankards hang from a row of and doing so could be difficult and might cause some
hooks high on the wall. Judging by the number of empty damage.
hooks, many are missing. An ale keg, smelling slightly
heady, stands near the spiral stairs. It is tapped but, if A rosewood table is beside the bed and it has a single,
checked, is empty. large locked drawer. The brass handle to the drawer has
a pin trap which will be tripped by anyone grasping it,

15
No Bones About It Footprints 23

inflicting 1hp of damage. The oily substance on the pin is Greater Necrophidius
poison which will deliver 2–12 hp of additional damage
unless a save vs poison is made. A successful save indi- Climate/Terrain: Any
cates the PC takes no additional damage. Frequency: Very rare
Organization: Solitary
There is also another table and three chairs, each of no Activity Cycle: Any
exceptional value. Upon the table is a large leather bound Diet: Nil
book approximately two feet wide, three feet long and Intelligence: Non- (0)
almost a foot thick. The tome is covered with deep brown Treasure: Nil
leather of some unknown beast and its corners clad in Alignment: Neutral
polished brass. The tome is obviously old, but shows no No. Appearing: 1
sign of wear or decay. Armour Class: 0
Movement: 9″
This is Xazzuth’s spare spell book. It is filled with some of Hit Dice: 5
his spells, but by no means all of them. In addition to the THAC0: 16
spells described herafter, the tome has a Sepia Snake Sigil No. of Attacks: 1
placed on its 2nd page. The snake attacks as the same Damage/Attack: 1–10
level of the caster who cast it (9th). Special Attacks: See below
Special Defences: See below
Xazzuth’s Spellbook Magic Resistance: Standard
Size: L (15′–20′ long)
1st Level – Identify, Hornung’s Guess, Conjure Spell Morale: Fearless (19–20)
Component, Unseen Servant, Grease XP Value: 970
2nd Level – Otiluke’s Boiling Oil Bath, Detect Invisibility,
Forget, Flame Arrow, Ghost Armour The Greater Necrophidius, or Greater Death Worm, is similar to the
3rd Level – Sepia Snake Sigil, Icelance, Monster Summoning I standard Necrophidius, only stronger. The Greater Necrophidius can
only be created by such means as a Manual of Golem Construc-
Concluding the Adventure tion or a similar treatise. It is built and animated for a single task,
such as protection or assassination. It has the bleached-white skel-
The adventure is concluded when the PCs have explored eton of a giant snake, a fanged human skull, and constantly whirling,
and emptied the tower complex of creatures and trea- milk-white eyes. Its bones are warm to the touch. The Greater Necro-
sure. If the PC’s have removed the spell book from the phidius is odorless and absolutely silent; the skeleton makes no noise,
tower and have not already dealt with the Necrophidius, even when slithering across a floor strewn with leaves. A Greater
they will be followed by the creature until it or the PC’s Necrophidius is constantly moving with a macabre grace.
are dead. This may lead to other adventures or may give
the DM a recurring antagonist to challenge to PC’s. The Greater Necrophidius prefers to surprise opponents, and its
silence imposes a -2 penalty to their surprise rolls. If the Greater Necro-
Scaling the Adventure phidius is not surprised, it performs a maneuver called the Dance of
Death, a hypnotic swaying backed by minor magic. The Dance rivets
If the PC’s were severely challenged by the creatures and the attention of anyone who observes it, unless a successful saving
traps in this adventure, the DM is encouraged to add throw vs. spell is rolled. Intelligent victims are immobilized, as per
treasure in the form of more coin or some small magic the hypnotism spell. This allows the Greater Necrophidius to attack
item. If the PC’s easily pass all the tests in the lair, the without opposition.  Besides taking damage as indicated, a bitten
DM should limit the number of spells found in Xazzuth’s victim must make a saving throw vs. spell or be paralyzed and uncon-
spell book. The DM could also replace the Greater Necro- scious for 1d4 turns. This effect can be cancelled only by dispel magic;
phidius with a normal Necrophidius. neutralize poison is useless. This creature acts and reacts as if it had
Intelligence of 10. However, its mind is artificial, so mind influencing
Author Bio spells have no effect. The creature is immune to poison and requires
no sleep or sustenance. It is not undead and cannot be turned.
I am a single Dad of 49 with three great kids. I have
been playing AD&D since the age of 16 (there were chits
instead of dice). I have been DMing for about 32 of those
years and presently run a Forgotten Realms campaign. I
have previously had an adventure published in Dungeon
Magazine entitled “Skulking Below” (Issue # 81) as well
as in Footprints “The Rats Meow” (Issue #20) and “Pulling
Strings” (Issue #22).

16
Footprints 23 No Bones About It

17
B11a: Priest's Errand
Footprints 23 B11a: Priest’s Errand

Goblins (10): AC 6; MV 90′; HD 1-1; HP 7,7,7,6,5,2,2,2,2,1;


#AT 1; Dmg 1–6; XP 17,17,17,16,15,12,12,12,12,11.
by Leon Baradat
On the second round of combat, Dunomoros (who fired
the sling stone) will emerge from the inn armed with his
shield and scimitar and will assist the party. No one else
from the inn will come out to fight; they are in a good
defensive position and also a bit skittish.

Dunomoros (D1): S10 D18 I12 C17 W16 Ch15; AL N;


AC 3 (leather, wooden shield, Dex); HP 7; #AT 1; D 1–8
(scimitar)/1–4 (sling stone); Spells: animal friendship,
detect magic, faerie fire; Items: backpack, pouch, tinder
box, lantern, oil (4 pints).

Once the fighting is over and the area is secured, the


An AD&D add-on Adventure to the Basic D&D Module party will be approached by Aralic and Dunomoros.
B11: King’s Festival. For 5–7 characters of 1st level. Aralic explains that just after sundown, a swarm of
goblins erupted from the temple’s catacombs without
This work can be used as a low-level, independent adven- warning. He and a few worshippers fled to the inn with
ture but it has been specially designed for parties that the goblins in pursuit; his assistant Akkel was on an
failed to acquire enough experience in B11: King’s Festival errand at the time and so avoided the danger (he will
to be ready for the follow-up module, B12: Queen’s return later that evening).
Harvest. This add-on adventure can provide such a party
the boost needed to tackle B12. It also provides more Aralic is alarmed by this sudden attack on his town and,
information about the town of Stallanford, which is not given the treatment he recently received from a band
detailed in B11; in particular the adventure offers a map of orcs, he is rather frightened as well. He considers it
for the village, which the original module never delivered. urgent that the adventurers investigate the catacombs
and clear out whatever’s down there—this is more imme-
Prelude diate to him than delivery of the note to Kavorquian (plot
device linking B11 and B12). He may also want to study
When the party completes the second level of the B11 the note before deciding to send it on to Penhaligon.
dungeon and returns to the surface, it is late afternoon.
Once the characters reach Stallanford three hours later, The grateful villagers will gladly exchange the party’s
it is dark. The party passes Lernan’s Farm and then the smaller coins for gold pieces (at cost), and will supply
Temple of Vhal, and is surprised to see all of the temple’s torches, oil, iron spikes, rope, and similar dungeoneering
windows dark. It then hears shouts and screams from supplies at no charge, but within reason. They will also
up ahead, sees torchlight down the street, and passes provide each party member with a week’s iron rations for
a few bodies (both men and goblins, though this will free, if requested. Aralic will heal the party and Hordan
not be apparent unless the characters stop to check). the innkeeper will provide characters with free room and
Approaching the Hungry Halfling, the group finds the board until they are ready to enter the catacombs.
inn besieged by ten goblins.
Dunomoros is anxious to join the party in clearing out
Many of the villagers are holed up inside, since the inn is the goblins, both to help a fellow cleric and because the
the town’s gathering spot and is the natural place to run attack made the fight somewhat personal for him. He
for shelter. Within the building are twenty farmers armed will be happy to join the party permanently—or tempo-
with clubs, axes, and spears, plus ten hunters armed with rarily—as a player character, or can remain an NPC, at
short bows, spears, and long knives. Also inside is Aralic the discretion of the DM and the players.
the Priest and Dunomoros, a druid passing through
town and visiting Aralic when trouble came. The Village of Stallanford

As the party approaches, one of the goblins breaks a Stallanford is home to a few hundred people, mostly
window and is hit in the head by a sling stone for his farmers. It has no standing army but can field up to 20
trouble. Another comes around a corner with a torch hunters armed with short bows, spears and long knives,
and says something in their language (characters who plus up to 50 farmers armed with clubs, hand axes, and the
speak goblin will translate it as “Let’s set it on fire.”) This occasional spear. These men are scattered in farmsteads
should cue the party to engage the besiegers. centered upon the village core and do not train together.

39
B11a: Priest’s Errand Footprints 23

The Temple of Vhal is served by Aralic and his assis- breaks through normal wear and tear. Eggard employs
tant, Akkel (C1). Aralic is seen as a father figure by three guards: Olged (usually on duty during the day),
the villagers; often to be found in the Hungry Halfling, Sado-of-Stallanford (night), Keyden (evening hours, the
where he answers questions, offers advice, and welcomes least social of the three).
visitors. Akkel is also friendly, but would be no good
in a fight and will be no more willing to enter the cata- Dalmarck’s Smithy is run by Dalmarck the Dwur, a dwarf
combs than Aralic. The temple is in the north side of who claims—with considerable justification—to be “The
town, next door to Lernan’s Farm. When the goblins FINEST smith in all the Lowland Fiefs”. Here the party
exited the temple they went south, so the proprietor of can get horses shod or iron items repaired.
Lernan’s Farm, Harribal Flatfeet, was not harmed during
the attack. He heard the fighting, though, and is hiding The Catacombs
in his barn if the party insists on finding him right after
the attack on the Halfling. These lie beneath the Temple and are where the local
dead are buried. The round anteroom is bare and the two
side rooms are strewn with the bones of local villagers.
The room at the end is largely bare and dusty, though
there are some bones piled along the walls in places.
Three of the alcoves at the far end hold statues of no
particular significance, while the last has had its statue
toppled forward and broken into several pieces. At the
back of the alcove the wall has collapsed, revealing the
start of a tunnel.

The goblins were digging when they unexpectedly broke


through. Recognizing the catacombs as human construc-
tion, the goblins surmised that it must connect to the
town above and soon decided to organize a raid. Those
goblins staying behind are not expecting a retaliatory
expedition and have taken no special precautions.

The Goblin Tunnels

1. Small Cavern

There are five goblins milling around here, armed with


spears. In principle they are guarding against intruders
from the catacombs, but none expects any, so security
is lax. The goblins will not be surprised, but neither will
they gain any advantages to their initiative.

The Hungry Halfling is the only inn in town. It has a Goblins (5): AC 6; MV 90′; HD 1-1; HP 5,4,4,3,2; #AT 1;
cowbell on the door and is run by Hordan Stonefield, a Dmg 1–6; XP 15,14,14,13,12.
retired dwarf adventurer from the north. Hordan is a
follower of Vhal, and is very protective of his staff: Meera 2. Guardroom
(serving girl), Sayra (kitchen assistant and Meera’s
mother), Tahan (hunter/butcher), Darah (baker and This is the main entrance to the goblin tunnels. Until
Tahan’s wife). Rates are as follows: they broke through to the catacombs, this was the only
way in or out of their lair. In the corner is a passage that
–– bunk: 1 sp/night per person (2 sp for a room alone) leads gently upward, to the surface. This tunnel termi-
–– stable: 6 cp/day per horse (includes grain) nates in a clump of boulders and thick bushes just north
–– meals: 2 cp (poor), 5 cp (common), 1sp (good) of Lernan’s Farm, so the entrance is normally hidden by
–– ale: 1 cp/mug, 1 sp/gallon; foliage.
–– wine: 2 sp/mug fine, 3 sp/gallon (watered)
On duty here are six goblin guards sitting at a table and
Across the street from the Halfling is Talmen’s Post, armed with short swords and spears. They will not be
run by Eggard Talmen. His prices are 10% higher surprised, as guard duty here has always been taken seri-
than standard, but he guarantees his merchandise if it ously. There is a rack of short swords along the wall.

40
Footprints 23 B11a: Priest’s Errand

All ten swords are in decent shape and, like other short 7. Slaughterhouse/Pantry
swords found in the tunnels, will each fetch a price of 5
gp. This room is heady with the smell of mushrooms and
meat that is past its prime, but still edible. Inside are two
Goblins (6): AC 6; MV 90′; HD 1-1; HP 7,6,4,3,1,1; #AT 1; human slaves, kidnapped farmers who have been put to
Dmg 1–6; XP 17,16,14,13,11,11. work as butchers and food packers.

The long curving tunnel between here and location #1 Andarin (0-level human): AC 10; HD 0-level HP 7; #AT
skirts some harder stone to the south. A dwarf or gnome 1; Dmg 1–2 (fist).
will recognize this if they stop to examine the walls.
Senonius (0-level human): AC 10; HD 0-level HP 3; #AT
3. Connecting Room 1; Dmg 1–2 (fist).

This room is empty except for a pile of trash in the south- They are chained here and will beg to be freed. Each
west corner, which is home to four giant rats that will character may make one bend bars attempt per pris-
attack if the pile is disturbed. oner to break a chain (each man has an ankle chained
to a sturdy loop sunk into the floor), but if the prisoners’
Giant Rats (4): AC 7; MV 120′; HD 1–4 hp; HP 3,3,2,1; chains can not be broken in this way, the party will have
#AT 1; Dmg 1–3 + disease; XP 8,8,7,6. to smash them in order to set the men free—attracting
the attention of the bugbears in location #4.
4. Guest Room
Andarin and Senonius know the layout of the tunnels
There are two beds here, both ragged and of no real and can be of real service to the party. If freed, they will
value, plus a plain wooden chair. Two bugbears are here, pick up large knives (count as short swords) and pot lids
dispatched on an errand similar the bugbear visitor in (count as small shields, making them AC 9) and will join
location #7 of B11. When the bugbear tribe sent a repre- the party until it returns to Stallanford. They are eager
sentative to the orc caverns, it also sent these two to to help clear out the goblins, but then they will simply
the goblins to see if the goblins were onboard with the wish to return to their farms. If the party requires it,
planned orc attack on Stallanford and to gather any intel- the men can assemble a day’s standard rations for each
ligence the goblins might have (the bugbear chief wants party member (unappealing food, but nourishing). The
to avoid any chance of betrayal during the engagement). food will spoil on the second day if not eaten.
Each bugbear carries 10 gp. Any loud noises in locations
#3, #5, #8, or #7 is likely to arouse the bugbears’ curiosity 8. Empty Room
and attract them.
This is a connecting room, bare of any furnishings or
Bugbears (2): AC 5; MV 90′: HD 3+1; HP 16,14; #AT 1; items.
Dmg 2–8; XP 160,140.
9. Bachelor's Commons
5. Dining Room
This is the main hangout for the tribe’s male goblins.
Down the middle of the room is a long table set with There are ten humanoids inside, half armed with short
chairs, metal plates and tankards. At the head of the table swords and half with morning stars. A clever party will
(before the chief’s seat) are a silver plate (5 sp value) and use the passage to bottleneck its attackers and avoid
a golden cup (2 gp value). If sold together they will fetch being surrounded. Each goblin carries 2–8 cp.
a total of 3 gp since they are a matching set—though
made of different materials they are of similar style. Goblins (10): AC 6; MV 90′; HD 1-1; HP 6,6,5,4,4,4,4,3,2,1;
#AT 1; Dmg 1–6; XP 16,16,15,14,14,14,14,13,12,11.
6. Kitchen
10. Storeroom
In this food preparation area are three goblins that have
been assigned to kitchen duty. They will, of course, fight This disorderly room is heaped with short swords, spears,
any intruders who enter. and mining tools. All items are in working order, though
none is of any great value.
Goblins (3): AC 6; MV 90′; HD 1-1; HP 5,3,2; #AT 1; Dmg
1–6; XP 15,13,12. 11. Treasure Room

Andarin and Senonius know that the tribe’s valuables are

41
B11a: Priest’s Errand Footprints 23

kept here, that only the ranking goblins go in or out, and 13. Throne Room
that it is well guarded. They don’t know exactly what
guards the chamber, as the men have never been allowed Near the far end of the tunnel is a wooden throne, in
to approach it. They’ve overheard hushed discussions front of which is the goblin chief and his retainers.
hinting that something fearsome waits inside the room.
Goblin Chief: AC 5 (shield); MV 90′; HD 1+1; HP 7; #AT
The door is locked, and a thief must successfully roll 1; Dmg 2–8 (morning star); XP 34.
against Open Locks to open it quietly. Breaking down
the door will make enough noise to attract a group of Goblin Retainers (4): AC 5 (shield); MV 90′; HD 1+1;
2–5 goblin guards armed with morning stars. Each party HP 8,6,6,3; #AT 1; Dmg 2–8 (morning star); XP 36,32,32,26.
member (except Andarin and Senonius) may make one
attempt to break the door down. After two melee rounds, five more goblins will arrive (AC
6; HD 1-1; HP 1–7; AT 1; Dmg 1–6; XP 10+1/hp) armed
Goblins (2–5): AC 6; MV 90′; HD 1-1; HP 1–7; #AT 1; with short swords. Three rounds after that, the two
Dmg 2–8; XP 10+1/hp. bugbears from location #4 will show up if they have not
yet been defeated. If the bugbears have been previously
Inside are two large dire wolves. They are chained to the dealt with four additional goblins will arrive instead.
floor so they cannot escape the room. The dire wolves
can reach any part of the room short of the The goblin chief wears a gold necklace
door and will attack anyone who enters— with inset stones (worth 200 gp). At
except the chief and his retainers. the back of the chamber is a cul-de-sac
containing a small, unlocked chest.
Dire Wolves (2): AC 7; MV 180′; HD 3+3; Inside are 6 gp, 50 sp, and 250 cp.
HP 23, 18; #AT 1; Dmg 2–8; XP 230,
180.

14. Spider's Lair

Andarin and Senonius have not been here, while the


Provided he is with the party, Dunomoros will cast animal goblins know something awful lies down the corridor
friendship, potentially neutralizing one of the wolves. At and avoid it. The two will follow the party down the
the DM’s discretion it could work on both wolves, if the passage but will hang back, avoiding entering the room.
party is badly weakened—or, if it’s too strong for this The chamber’s southern half is heavily webbed and
add-on and is having too easy a time, it could be inef- likely to entangle the party during a fight, but the webs
fective or Dunomoros could simply not think of it. If a are highly flammable.
player has taken him on as a PC, the DM may suggest
the spell, depending on the party’s need to take one of On the ledge in the northwest corner is a giant spider
the wolves out of commission (one dire wolf should be a that waits for something to walk below. It will wait until
challenge for a typical first-level party). most of the party has passed and then leap upon someone
in the rear (not Andarin or Senonius, who will not enter
In the back of the room is a chest, locked but not trapped, the room). The spider will not flee down the passage
containing 300 gp, 400 sp, two 50 gp gems, a scroll of cure unless it is in dire straits, especially with Andarin and
light wounds (x2), and a pair of bracers AC8. Senonius positioned in the corridor. If seriously pressed,
the creature will scuttle into the pervasive webbing as
12. Horticulture Cavern long as there is a clear path.

This large cavern is used to grow fungi to supplement Giant Spider: AC 4; MV 30′/120′ (web); HD 4+4; HP 24;
the goblins’ preferred diet of meat. Mushrooms of all #AT 1; Dmg 2–8 + save vs. poison or die; XP 285.
sizes abound and obscure the view of the floor. There
is nothing of value here, though like in location #7, the Scattered under the webs are 7 gp, 12 sp and 11 cp. Also
party can scavenge a meal here if it wishes. If the party hidden are the skeletons of three goblins—one empty-
thoroughly searches the room it will find goblin children handed, one with an old short sword, and the last a
and females hiding within. These noncombatants will smaller skeleton possessing a fine dagger worth 20 gp.
not attack and will plead to be left alone. If the party kills the spider, Andarin and Senonius will
suggest that this location would be a good place to rest

42
Footprints 23 B11a: Priest’s Errand

and recuperate when needed, since the goblins fear the (which is geared to characters of at least second level), I
place and will not approach it. invented this adventure as something to help build them
up. Each party member earned around 600 experience
Epilogue points and the bracers found at the end of the adven-
ture replaced the ring of protection +1 that had been
Upon returning to Stallanford, the party will report to acquired in B11, but had been taken by Petrides when
Aralic and receive free room and board at the inn. Also he fled. Even after completing this adventure the new
as before, the villagers will exchange money for the party party was still not approaching second level. I therefore
and replenish the characters’ supplies of adventuring improvised another errand, which the DM may also need
equipment (but not weapons), within reason. The town to consider. On the characters’ return to Stallanford, I
will send the group off with up to a week’s supply of iron had Aralic inform them that the recent goblin and orc
rations. activities may be related to the old stronghold of Rogahn
and Zelligar, a ruined fortress located in the mountains
I created this add-on adventure when my children to the east. Thus, I ran the players through module B1 to
suffered a total party kill (TPK) at the end of module gain still more experience. In our campaign, Aralic and
B11 (see [Link] for a recounting of it) and the Stallanford townsfolk considers this urgent because
had to start over with a fresh party. Rather than send they are a bit paranoid about the attacks—the bad guys
a hapless first-level group into the next module, B12 could come for town again if they are not stopped.

43
Citadel of the Carrion-Eaters Footprints 23

by Andrew Hamilton

A 1E AD&D Adventure for Characters of Levels 10–14 Player’s Background

Author’s Note While gnolls have always been a danger in the Border-
lands, recent attacks have been increasing in frequency
If you wish to extend this adventure into a full campaign, and ferocity. Worse, the gnolls have been taking far more
I suggest dusting off a few gnoll lairs, such as the one in captives than usual, subsequently marching the prisoners
the “Low Level Book of Lairs” published by & Magazine. into the hills. The gnoll war-bands are more common
You could also retool the gnoll caves found in B2 Keep than the King’s Patrols these days, and many patrols
on the Borderlands, replace the norkers with gnolls in have actually fallen before the humanoid marauders.
the temple described in TSR’s WG4 and add some more Communities, churches and military commanders have
gnolls to the fortress in UK3 The Gauntlet. This module’s all called for aid. Even the lesser nobles fear for their
scenario has gnoll war-bands marauding all over; hope- safety, and are demanding that action be taken.
fully the players will wonder what is going on and inves-
tigate. They should clean out a few gnoll lairs before Clearly, the situation cries out for heroes; someone to
rolling into this adventure, a throw-down with a god. track down the gnolls and their new “king”, and to end
the growing threat. That the gnolls have been hauling
I am targeting levels 10–14 with this adventure, but it can cartloads of loot away may provide additional motiva-
be adapted for a variety of character levels depending on tion for the players.
the number of characters involved and the skill of your
players. Most of the adventure is made up of low-level DM’s Background
foes, but sheer numbers and good tactics should make
up for their weaknesses. The centrepiece of the adven- The recent increase in the level of gnoll activity (and
ture, however, is Yeenoghu, the really Big Bad Boss that ferocity) started a year ago, when a powerful shaman
can easily maul even high-level adventurers. Fortunately, called upon Yeenoghu to assist in overthrowing a
the Demon Lord might choose not to stick around too powerful troll that had taken over its tribe. Yeenoghu
long since he hails from The Abyss. responded in person, destroying the troll and its minions
and then demanding that the gnolls raise a fortress-
Hopefully anyone reading this takes some enjoyment temple in the demon’s honor.
from it. Feel free to let me know what you think. You can
drop me a line at: decostop@[Link] The gnolls immediately decimated a clan of gnomes

60
Footprints 23 Citadel of the Carrion-Eaters

(seeking slaves and food for Yeenoghu), and then sent sively attack any small group that they encounter. If the
emissaries to nearby gnoll tribes. The fortress they then gnolls encounter a larger group (or an obvious military
built, known as The Citadel of the Carrion-Eaters, has force), they will use hunting horns, barks and howls to
grown larger and larger, with gnolls arriving to fill its call for assistance. Typically 0–3 war-bands will be within
barracks everyday. hearing distance and be able to respond. Adventurers
should encounter at least one war-band as they look for
SInce Yeenoghu’s appetite for sacrifices and treasure is the gnoll stronghold.
insatiable, the humanoids must range farther afield to
gather victims (humans, elves, even orcs and goblins) A war-band consists of the following: 20+3d8 gnoll
sufficient to appease the demon lord’s cravings. If left warriors, 3 gnoll leaders, 4 hyenas, 2 gnoll archers,
unchecked, Yeenoghu will eventually gather an army of a Lesser Shaman and either a Gnoll War-Lord or 2
one thousand gnolls and several hundred ghouls and then ghunna.
descend upon the Borderlands. Only war and bloodshed
will appease the gnolls’ demon-fuelled appetites. The war-band will seek to weaken defenders (especially
spell casters or archers) with missile fire before charging
The War-Bands in to overwhelm the targets with sheer numbers. If the
gnolls outnumber their targets, the creatures will attempt
Not all of Yeenoghu’s followers and worshippers are to to grapple and overbear (I recommend that the DM use
be found in the Citadel. Over a dozen war-bands actively the rules presented in Unearthed Arcana, Appendix Q,)
scour the countryside looking for captives and loot. The Members of the war-bands intend to take captives back
bands range in size from 30 to 52 gnolls, and they aggres- to the Citadel, to be sacrificed to Yeenogu.

61
Citadel of the Carrion-Eaters Footprints 23

The Citadel of the Carrion-Eaters Twenty (20) gnolls live in each tower, along with 2 leaders
and a single champion. In the west gate tower there are
The Citadel is a fortress dug into a hillside and it sits atop also 2 ghuuna. In the east tower, there is also a Lesser
a subterranean temple and ghoul infested catacombs. Shaman and a pair of gnoll archers.
The Citadel itself is surrounded by a 20′ high stone wall
with eight circular towers (40′ diameter, 50′ high). Access The gnolls maintain sentries on the roof at all times, and
to the Citadel is controlled by a large gate-house. they will raise the alarm the minute they see anything
unexpected; returning war bands always announce
The Gate-House their arrival with a horn call before coming into sight.
The gates are normally kept closed, but the sight of an
The gate-house is comprised of 2 square towers (40′ attacking force will lead the host to gather just inside the
square, with 5′ thick walls), each with three floors. The gates. The gnolls are believers that a good offense elim-
towers are connected by a wall and two gates (an outer inates the need for a defense, and will open the gates to
gate and an inner gate). The outer gates are decorated sally out against any force they consider inferior.
with the corpses of two-dozen soldiers and warriors that
are pinned to the wood with large spikes and spears. When alert, gnolls may send a patrol out to sweep outside
These are just some of those that the gnolls have defeated. the walls every few hours. This patrol will consist of 5
The passage between the gates may also be barred with to 10 gnoll warriors, 3 hyenas, and some type of leader.
a portcullis (the winch to operate the portcullis is on the The hyenas are likely (20%) to identify hidden or invisible
second floor.) creatures unless some means of masking scent is utilized.

62
Footprints 23 Citadel of the Carrion-Eaters

other than a gnoll, ghoul or hyena that approaches the


stairs. This staircase leads down to the pit (#19 below). If
intruders have breached the Citadel, the combined forces
of all the gnolls on this level will meet them here. Archers
will also attack from the balcony above (location #4).

Flesh Golems (×2): AC 4 (armored); MV 8″; HD 9; hp 40


each; #AT 2; DMG 2d8/2d8; SD magic weapon need to hit,
fire & cold slow but do not harm, healed by electricity (1
hp/die), no other spells effect the golem; MR special (see
MM); Int Semi; AL N; Size L (8′ tall); XPV 2380

2. Barracks
Two long barrack rooms are each home to 48 gnolls, 4
leaders, 2 champions, and 1 lesser shaman. The gnolls
here will respond to any alarm or sounds of combat and
will muster in the entry (location #1) if the Citadel has
been breached.

3. Armory
There are 4 ghuuna living here, and they will secure
the room before responding to any alarm. The armory
includes piles of damaged weapons scavenged from
hundreds of defeated foes; nearly any non-magical
The Eight Towers weapon may be found.

Each of these 50′ tall towers is 40′ in diameter, with stone The Citadel – Second Floor
walls 5′ thick. The ceilings of the ground, second and
third floors are 14′ high, and a staircase allows access 4. The Balcony
to the roof. Each tower serves as a barracks, occupied This balcony is 20′ above and over-looks the Entry (#1,
by a war-band of 20 gnolls and 2 gnoll leaders, with 2 above). It has a 4′ high stone railing (50% cover). In the
champions and 2 archers dwelling in the cellars. You may event that intruders reach the Citadel, the regular gnolls
choose to have these bands competing rivals, and if any from the archers barracks (#5, below) will take positions
wandering bands have returned with prisoners or trea- here and saturate the intruders with arrows while their
sure they can be based here. more powerful leaders hold the stairs.

Every gnoll within a tower has access to a great bow, 60 5. Archers Barracks
arrows, a polearm, and normal melee weapons (an axe or These two long barracks rooms are each home to 48
sword). In the event of an attack, 10 gnolls and 2 archers gnolls, 4 leaders, 2 champions, and 1 lesser shaman. All
will ascend to the roof and use their great bows to attack of the gnoll warriors in these barracks have great bows
intruders seen inside or outside the walls. The remaining and 36 arrows.
gnolls will defend the tower, or will sally forth should
intruders breach the walls and make the courtyard. 6. Shamans’ Quarters
There are bunks for 20 gnolls here, but only 3 shamans
The Citadel – Main Floor and 4 lesser shamans are normally present. The shamans
will immediately move to assist the other occupants of
G. Twin guard posts this level in the event of combat.
Gnoll warriors (3) and hyenas (3) stand guard at each
post. The hyenas have sharp senses, and may detect 7. War-Lords’ Quarters
invisible or hidden creatures (20%). One of the staircases There are bunks for a dozen gnolls here, although only
leads down to the pit (location #19 below). 2 gnoll war-lords are present at any given time. They
will move to defend the stairs if they hear the sounds of
1. The Entry alarm or battle.
The entry is not normally guarded. However, at the top of
the large staircase opposite the door there are two gnoll 8. Archers’ Quarters
“sentries” that look more like statues. These are actually In addition to the archers that are found scattered
flesh golems, which will animate and attack any creature amongst the other warriors and barracks, there are 6

63
Citadel of the Carrion-Eaters Footprints 23

gnoll archers here. There are bunks for two-dozen gnolls 16. The Ghuuna War-Lord’s Room
total. The massive ghuuna war-lord resides here, along with
his two most loyal ghuuna warriors (+1 to hit & damage,
9. Armory & Workshop and 48 hp each). There are also 6 female gnolls present,
There are six dwarf slaves here, forced to maintain the mistreated and beaten. The ghuuna have amassed a small
gnolls’ weapons and armor. They have grindstones and treasure that is kept in a locked steel box (poison needle
an anvil, but no forge. The dwarves are in terrible shape, trap, save vs. poison or die). Their treasure includes 153
suffering from malnutrition and beatings, and they have pp, 217 gp, 12 × 10 gp gems, 3 × 500 gp gems, a potion
had the toes and bones in their feet broken to “prevent of extra-healing and a bejewelled, golden torc worth
escape”. Four of the dwarves are normal, one is a 3rd 6,000 gp.
level Fighter and their leader is a 5th level Fighter (a son
of a dwarf clan-chief). If the dwarves are rescued, their 17. War Room
clans will be quite grateful. The gnoll leadership meets here to plot raids and prepare
missives to be sent to other gnoll clans. Since Yeenoghu
10. Storage Room seeks to amass a huge army and bring terror, death,
This room is used to store foodstuffs, materials to repair suffering and chaos to the lands of man, there are several
clothing or armor, and supplies that may be useful. mangled maps pinned to a table with daggers and knives.
Importantly, all alcohol recovered during raids is stored The gnolls have marked up the maps with unintelligible
here and doled out by the Gnoll King (he wants to keep glyphs. One of the daggers used to pin a map down is a
the forces happy, but not incapacitated, as he fears dagger +4.
Yeenoghu’s reaction should the gnolls not be in fighting
shape.) The guards from #G have been posted here to 18. Secret Passage
prevent the theft of the alcohol. The Gnoll King maintains this secret passage as a means
of sallying a force from the Citadel and into the bailey.
The Citadel – Third Floor It may also prove to be a liability. The exterior exit, on
the northern side of the mound, is well hidden. Under
11. The Watch Platform canvas, it is covered with dirt and brambles and is treated
There are normally 6 gnoll archers and 6 gnoll warriors as a secret door. The tunnel is trapped with bits of metal
present here, along with 2 hyenas. Should an alarm be tied to long strings that are strung just above the ground.
raised or intruders sighted, one gnoll will immediately Unless traps are detected and disarmed, stepping on or
run to alert the Gnoll King and rally a defence. kicking a string will set off a clatter and alert the occu-
pants of room #17, should any gnoll be present there.
12. Barracks Otherwise, this may be a means to sneak into the heart
This barracks room is home to 48 gnolls, 4 leaders, 2 of the fortress undetected.
champions, and 1 Lesser Shaman.
The Under Citadel – The Temple Level
13. Lesser Shrine
This shrine has been established by the gnoll shamans as This entire level is suffused with Yeenoghu’s essence,
a secondary place of worship, where rituals are conducted which has the effect of a double strength (3rd level
for the gnolls not worthy enough to enter Yeenoghu’s clerical) prayer spell on his followers. Thus all gnolls,
presence. A golden ritual service is here (cup, ewer, bowl gnoll-kin, ghouls and ghasts on this level gain +2 to
and knife—worth 500, 700, 1,000 and 800 gp respectively). hit and damage and +2 to all saves. Intruders like-
wise suffer a -2 penalty to hit, damage and all saving
14. The Vassal’s Throne throws. In addition, any gnoll within 6″ of Yeenoghu is
The Gnoll King, a loyal minion and vassal of Yeenoghu, treated as if under the influence of an aid spell (2nd level
can usually be found here with his bodyguards (4 cham- cleric spell) of maximum efficacy. Such gnolls will gain
pions and 4 archers) and advisor (a greater shaman). The an additional +1 to hit and on saving throws, and
throne is a simple wooden chair, with the ears and scalps gain a temporary +8 hp.
of various humanoids nailed to it.
19. The Pit
15. The Gnoll King’s Quarters Yeenoghu itself holds court here, sitting on a throne of
The gnoll king sleeps here, with a harem of 5 severely skulls. The demon is flanked by 4 shoosuva, 4 ghuuna,
cowed gnoll females. The quarters are empty with the 6 gnoll archers, the witch-doctor, a great shaman and
exception of the king’s personal treasure. Hidden behind 3 shamans. The 3 statues shown are actually Type I
a loose stone in the wall, it is comprised of: 748 gp, 6 × 50 demons (the fourth statue is an illusion hiding the door
gp gems, 4 × 100 gp gems, a platinum necklace with gems to the cells, #20, below.) Additionally, the “secret door”
worth 4,000 gp, a potion of fire resistance. of the passage leading up to the ground floor is actually

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Footprints 23 Citadel of the Carrion-Eaters

a mimic (AC 7; MV 3″; HD 10; hp 70; THAC0 10; #AT 1; 21. Sanctum
DMG 3d4; SA glue; SD camouflage; Int Semi; AL N; Size Within are 14 gnoll concubines, poorly treated by
L; XPV 2,780). This monster, which is under Yeenoghu’s Yeenoghu and all with child. If Yeenoghu is forced to flee,
influence, will attack any non-gnoll that touches it, effec- it will attempt to take the concubines with him, as the
tively preventing anyone from sneaking into Yeenoghu’s demon is desirous of having its progeny available as lieu-
Court. tenants and shock troops in its rivalry with Baphomet.
Yeenoghu has 3 war-lords, 3 ghuuna and 1 cambion-gnoll
Sacrifices are brought before a pit (70′ deep) that sits in keeping an eye on his harem. There is some treasure
front of the throne. Yeenoghu, which brings victims over here: a large silver goblet (1,000 gp) holding a number of
the pit with telekinesis, then slays them (with a bite, gems (14 × 500 gp and 7 × 1,000 gp gems), a silver flask
blow from its flail, etc.) and drops the corpses into the (1,000 gp) containing a potion of growth, an ivory scroll
Bone Pile (#23, below). tube (1,500 gp) containing a scroll of protection from
magic, and a gold crown (worth 5,000 gp and resting on
This encounter can be tough to referee because Yeenoghu the severed head of the former owner, an elven lord).
has so many options. Here are some suggested tactics:
22. Stairs Down
–– Yeenoghu may use telekinesis to drag and drop PCs This trapped staircase leads to the Sanctum Carranicus,
into the deep pit. Yeenoghu’s most personal sanctum on this plane. The
–– The 4 shoosuva can leap over the pit to melee. trap is a series of 5 glyphs of warding, each on a subse-
–– The 3 statues reveal themselves as Type I Demons by quent step. Each explodes in a 10′ radius causing 10 hp
moving to attack from behind. of (respectively) fire, cold, electrical, negative energy and
–– The gnoll archers will target spell casters. fire damage.
–– A wall of gnoll shamans protects Yeenoghu and inter-
cepts attacks against their god. The Ghoul Pits
–– Yeenoghu can gate in allies (6–66 gnolls, 6–16 ghouls
or 2–5 Type I demons) to cover a retreat. The Ghoul Pits are desecrated ground, tainted with
–– Yeenoghu might leap down into the Ghoul Pits before essence of the Abyss. Any attempts to turn undead in the
summoning more gnolls and ghouls, hoping to use the Pits are done so at a penalty of -5 on the d20 roll, with T
twisting tunnels as a way of trapping PCs between and D results treated as a “4” and the number of affected
itself and a wall of slavering death (or using trans- undead reduced by 50%. Furthermore, each time a cleric
mute rock to mud to engulf PCs in a narrow hallway). attempts to turn undead in the Pits attract the attention
–– Do not underestimate the use of mass charm, espe- of the Ghoul King and cause a necromantic backlash that
cially if Yeenoghu is hiding invisibly and flying above chills the cleric to the soul (causing 1d4+1 hp of damage).
the pit where fighters can’t get to him. Multiple turning attempts results in repeated damage.
–– Teleporting in and out of a fight is a legitimate offen-
sive technique (using that as a means of scattering The gate to the Ghoul King’s realm (location #35, below)
PCs all over the Citadel, forcing them to face hordes has also invigorated the ghouls and ghasts on this entire
of ghouls and gnolls alone is also a legitimate use of level. Treat all ghouls and ghasts on this level as if
teleport.) they were under the effects of an aid spell (+1 to hit,
–– All survivors from the upper levels will descend to this +1 to all saves and +1d8 hp).
level in order to defend their god.
23. The Bone Pile
20. The Cells Located in the pit before Yeenoghu’s Throne, bodies
There are 6 gnolls stationed here as guards. They tend to are thrown here after the Demon Lord delivers a killing
not be very alert as they believe that no intruder could blow (although live captives are sometimes thrown in for
ever defeat their god. entertainment). Yeenoghu’s ghoul and ghast servitors
then descend upon the corpses in a feeding frenzy.
Each of the 10 cells contains 0–5 prisoners (80% human,
5% dwarf, 5% elf, 10% humanoid/other). There is a 1 in There are 66 ghouls and 22 ghasts in the ghoul pits, along
10 chance that a human, elf or dwarf prisoner possesses with 6 great ghasts. They immediately respond to any
levels in a random character class. However, rescued sounds of combat or cries of pain. If an initial attack fails
captives will be in no shape to help, having lost 90% of to overwhelm any intruders, the ghouls and ghasts will
their hit points and possibly having gone insane from retreat into the Pit’s tunnels, hoping that the targets
exposure to a Demon Lord (or are possibly subject to move into the maze and make themselves susceptible to
Yeenoghu’s mass charm ability.) If sane, such prisoners attack from the rear. Paralyzed victims will be dragged
will be grateful and likely to offer service or some other through the tunnels and to the Grim Nests (#24–32,
form of reward. below).

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Citadel of the Carrion-Eaters Footprints 23

24–32. Grim Nests from AD&D 2E, or the Ghoul King (stats will have to be
These nine locations are nests where the ghouls and provided by the DM) himself.
ghasts rest and feed. Buried amongst the bones, tattered
cloth and excrement of each nest can be found some The Sanctum Carranicus
treasure: 1d100 gp, 1d4 50 gp gems and one jewel (1d4
× 1,000 gp). Characters rooting through the filth are The deepest level of The Citadel is The Sanctum
likely to catch a disease, with a substantial chance of Carranicus, Yeenoghu’s private quarters and treasury on
contracting an infection each time a pile is searched (65% the Prime Material Plane.
chance with a +3 penalty, per page 14 in the Dungeon
Masters Guide). 36. The Twelve Chosen
While on the Prime Material Planes, Yeenoghu takes
33. The Foul Well the opportunity to find the most powerful gnolls, and
This sinkhole drops 10′, down to foul, black water. A layer elevates them to serve in its personal war-pack. This is
of oil on the surface will burn if touched with a torch or not an honor, as Yeenoghu consumes most of the gnolls’
magical flame. This is a watery path to the Underdark souls, leaving behind juju zombies. Standing in each
and, if PCs look too closely, they will be attacked by 6 niche is thus a single juju zombie. Once mighty gnoll
lacedon-ghasts that seek to drag any living creature into warriors, these creatures are larger, more scarred, and
its depths. more dangerous looking than any normal gnolls:

Lacedon-Ghasts (×6): AC 4; MV 15″; HD 4; hp 32; “Chosen of Yeenoghu” (Juju Zombies) (×12): AC 4;


THAC0 15; #AT 3; DMG 1d4/1d4 (claws) & 1d8 (bite); MV 9″; HD 3+12; hp 33; THAC0 13; #AT 1; DMG 3d4; SA
SA stench, paralyzation, immune to sleep, charm & hold strike as a 6 HD monster, +1 or better weapon to hit, ½
person; Int Very; AL CE; Size M; XPV 343 each damage from piercing & blunt weapons, climb as a 6th
level thief, immune to sleep, charm, hold, illusions, cold,
Author's Note: In my own campaign this well magic missiles, and death spells; Int Low; AL NE; Size L
connects to The Ghoul Warrens, an excellent (8′ tall); XPV 382 each
adventure location authored by Marco Cavagna.
This is location is included in the Encyclopaedia 37. False Gate
Subterranica (module D4 at Dragonsfoot), and An archway has been built into the eastern wall, within
is also available at: [Link] which is a churning, sickly swirl of purple and green
deadgreyhawk/mappingthedepths. energy. Due to the apparent heavy traffic leading into
the arch it looks like a gate or planar portal. This is actu-
34. The Guardian ally a trap, as the swirling vortex is a Churning Orb,
A bodak stands watch here, lurking on a dark crag. If the a ball of energy that discharges a blast of energy (12d6
bodak gains surprise (a 3 in 6 chance), then it will bring hp, save vs. Spells for ½ damage) if touched or if more
its death gaze to bear. The bodak always prefers to use its than 100 gp weight of conductive metal comes within 6′
death gaze if at all possible. Otherwise the bodak fights of it. The Churning Orb can discharge 12 times before
with a serrated broadsword (1d6+3 damage) if forced its magic is exhausted, and each subsequent discharge
into melee. is weakened by 1d6 hp (i.e. 11d6 hp damage on the 2nd
discharge, 10d6 hp damage on the 3rd discharge, and so
Bodak: AC 5; MV 6”; HD 9+9; hp 62; THAC0 12; AT 1; on).
DMG by weapon (1d6+3); SA death gaze (30′ range, save
vs. death or die), +1 weapon or cold iron to hit, ½ damage In addition to the trap, there are 4 shoosuva present to
from cold, fire, electricity and gas, immune to poison, guard both this “gate” and the treasure scattered about.
charm, hold, sleep or slow; Int Low (but cunning); AL CE; The treasure, piled in one corner consists of 314 pp, 2,477
Size M; XPV 4,168 gp, 26,528 cp and 3 pieces of jewellery (a wrought silver
brooch worth 200 gp, and two wrought silver crowns, one
35. The Reeking Pool worth 100 gp and the other worth 800 gp).
The pool is a gate to the Realm of the Ghoul King and,
if his minions have been destroyed, the Ghoul King is 38. Trapped Corridor
likely to send a score of ghasts through the gate in order When the false door at the far end is opened, the entire
to teach any intruders a lesson or lure them through the hallway floor drops away, dropping the PCs into a 20′
gate and into his nightmarish realm. Activating the gate deep pit with 3′ of water in it (1d6 hp falling damage).
is as simple as wading waist-deep into the pool. A 12d6 hp fireball simultaneously detonates, filling the
entire corridor and pit and igniting the oil that floats
If PCs have been having too easy a time of it more on the water. The oil then burns for 6 rounds (2–7 hp
powerful ghouls could be used, such as the Ghoul Lord damage/round).

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Footprints 23 Citadel of the Carrion-Eaters

39. Trapped Corridor brooch w/gems (2000 gp), silver goblet w/gems (3000
When the false door at the far end is opened, the corridor gp), silver bracer set with jet in the shape of a serpent
becomes blanketed in continual darkness. Simultane- (6000 gp), silver earrings w/gems (6000 gp), silver scroll
ously, a temporary gate opens and 24 shadows emerge to tube decorated with mother of pearl (2000 gp), silver
attack. Subsequent continual darkness spells are triggered necklace w/gems (6000 gp), silver pendant inset with a
each and every round, for the next 6 rounds (meaning massive sapphire (6000 gp), silver tiara w/gems (3000
that PCs will likely be fighting in the dark at least part gp), wrought platinum earrings (1700 gp), wrought plat-
of the time). inum ring (1800 gp), wrought gold bracelet (1700 gp),
wrought gold brooch (1600 gp), wrought gold bowl (1200
Shadows (×24): AC 7; MV 12″; HD 3+3; hp 21 each; gp), wrought gold earrings (700 gp), wrought gold circlet
THAC0 15; #AT 1; DMG 2–5; SA strength drain (1 point/ (1300 gp), wrought gold dice set (4 dive, 350 gp each),
touch), 90% undetectable in shadows, +1 or better weapon wrought gold rod (1200 gp), blue-steel long sword with
to hit, immune to cold, immune to sleep, charm, and hold gems inset cross-piece (1800 gp), wrought silver dagger
person; Int Low; AL CE; Size M; XPV 244 (100 gp).

40. Torture Chamber Magic Items: 16 potions (Oil of Slipperiness ×2,


This room is Yeenoghu’s play room, where he has tortured Philter of Love, Brass Dragon Control, Climbing,
to death several paladins, lawful good clerics, a pair of Diminution, Gaseous Form, Green Dragon Control
dwarf warriors and several elven heroes; the remains ×2, Healing, Invulnerability, Levitation, Sweet
of the playthings are pinned to the walls with various Water ×2, Treasure Finding, Water Breathing), 6
spikes, hooks, etc. and it is clear that terrible injuries magical scrolls: clerical scroll (animate dead, bestow
were inflicted on these individual before they died. curse, cause disease, dispel magic ×2, obscure object,
prayer), illusionist scroll (emotion, massmorph), magic-
41. The Sleepers user scroll (darkness 15′ radius), magic-user scroll
Six (6) shoosuva guard the 5 pregnant gnoll females that (pyrotechnics), protection from magic scroll ×2, ring
are kept here in stasis. Yeenoghu is keeping them here in of water walking, scarab of protection, Talisman
stasis, so all can later be taken to give birth in The Abyss. of Zagy, chain mail +2 (human), leather armor +1
These are Yeenoghu’s true treasures, as his cambion (human), plate mail +2 (human), scale mail +1 (elf),
offspring serve as elite warriors and commanders in his short bow +1, long sword +2.
demonic army. If Yeenoghu has not been defeated when
the PCs enter this room, the Demon Lord will teleport Author’s Note: This treasure list, with only a few
here to defend his progeny. If he is in danger of losing edits, was generated by the random treasure tools
a fight, he will snatch up the females and teleport back found at [Link], a site with a ton of cool tools
to his realm, collapsing the gate (location #43, below) and generators.
behind him.
Editor’s Note: The jewellery list was not removed
42. The Treasure Room because DMs may find it useful when creating
There is a massive pile of treasure and loot here, the fruits treasure lists for their own adventures.
of the gnolls’ depredations. The pile includes 12,493 pp,
77,211 gp, 14,635 ep, 149,977 sp, and 1,301,133 cp. Mixed 43. Yeenoghu’s Gate:
in with the coins are 25 × 10 gp gems, 26 × 50 gp gems, This large “cave mouth” shimmers and crackles with
37 × 100 gp gems, 23 × 500 gp gems, 12 × 1,000 gp gems black lightning; it is a gate anchored to Yeenoghu’s realm
and a single 5,000 gp gem. in the Abyss. Four (4) shoosuva, 4 gnoll-cambions, 6
ghuuna, 2 vrock and a Greater Shaman stand guard here,
There are also 34 pieces of jewellery and 31 magical items: the final guardians to prevent intruders from reaching
Yeenogu’s realm.
Jewellery: gold crown w/gems (8000 gp), gold earrings
w/gems (5000 gp), gold necklace w/gems (4000 gp), gold If PCs choose to pass through the gate, they will be
pendant w/gems (2000 gp), gold ring w/gems (4000 gp), instantly mobbed by 66 demonic gnolls and 16 demonic
gold perfume vial w/gems (3000 gp), gold torc w/gems ghouls, with more powerful reinforcements arriving on
(4000 gp), jade brooch carved like a griffon (1800 gp), the next round. Given the reduction in the power of
platinum star-shaped brooch w/gems (7000 gp), plat- normal magical items in the Abyss, even high-level PCs
inum jewellery box with tree on the lid w/gems (8000 may find that they have bitten off more than they can
gp), platinum earrings w/gems (8000 gp), platinum neck- chew if they decide to use the gate.
lace w/gems (8000 gp), platinum ring w/gems (6000 gp),
platinum statuette (of a dancing satyr) w/gems (9000
gp), silver anklet w/gems (2000 gp), silver skull-shaped

67
Citadel of the Carrion-Eaters Footprints 23

68
Footprints 23 Citadel of the Carrion-Eaters

Appendix: Monster Statistics carry axes and swords (1d8 damage). 35% have polearms
and 15% have great bows (as a longbow, but 1d8 damage).
Gnoll Warrior (×473): AC 5; MV 9″; HD 2; hp 11; THAC0 Each has personal treasure of 3–14 gp.
16; #AT 1 or 2 (bow); DMG 2d4 or by weapon; SA great
bows; Int Low to Average; AL CE; Size L (7′ tall); XPV 50 Gnoll Leader (×40): AC 4; MV 9″; HD 3; hp 16; THAC0
16; #AT 1 or 2 (bow); DMG 2d4 or by weapon; SA great
Even before falling under the influence of the Demon Lord bow; Int Average; AL CE; Size L (7′ tall); XPV 98
these gnolls were vicious killers. Now they are constantly
on the edge of bloodlust and rage, and they will fight to Leaders are armed as gnoll warriors, but 50% have great
the death. The gnoll warriors wear piece-meal armor and bows. They also carry personal treasure of 6–20 gp.

69
Citadel of the Carrion-Eaters Footprints 23

Gnoll Tracker-Archer (3rd level Archer) (×40): AC 4; pp and 1d3 50 gp gems.


MV 9″; HD 4+4; hp 26; THAC0 15; #AT 1 (melee) or 2
(bow); DMG 1d12+1 (two-handed sword) or 1d8+1 (great Head-Shaman (5th Level Cleric) (×3): AC 2; MV 9″;
bow); SA +2 hit & +1 damage with bow at <50′, +1 hit & HD 6; hp 29; THAC0 15; #AT 1; DMG 2d4 or by weapon;
damage at 51′ to 210′; Int Average; AL CE; Size L (7′ tall); SA spells: command, cure light wounds, darkness or pro
XPV 239 (per the Archer NPC class in Best of Dragon #3) from good; aid or chant, hold person, silence 15′ r; dispel
magic or prayer; Int Very; AL CE; Size L (7′ tall); XPV 276
Lightly armored, these gnolls carry two-handed swords
for use when forced into melee, but they much prefer the These brutes have better armor than the average gnoll
use of their great bows. Each gnoll tracker-archer carries but carry similar weaponry. Each also carries a personal
a personal treasure of 22–60 gp. treasure of 41–60 gp, 12–18 pp, 1d4+1 50 gp gems and a
piece of jewelry worth 500–800 gp. Each also has a single
Gnoll Champion/Guard (×30): AC 4; MV 9″; HD 3; hp magical item: #1—necklace of missiles (3, 5 & 6 die
20; THAC0 16; #AT 1; DMG 2d4+1 or by weapon +1; SA missiles), #2—staff of striking (8 charges), #3—scroll
great bow; Int Low to Average; AL CE; Size L (7′ tall); XPV of flame strike.
110
Gnoll Witch-Doctor (C5/MU2): AC 4; MV 9″; HD 8;
These massive gnolls carry large shields and swords or hp 30; THAC0 15; #AT 1; DMG 2d4 or by weapon; SA
axes; and only 10% have great bows (they prefer close spells: affect normal fires, burning hands; command, cure
combat.) Each gnoll champion carries a personal treasure light wounds, pro. from good; chant, hold person, silence
of 21–40 gp. 15′ r; dispel magic; wand; Int Very; AL CE; Size L (7′ tall);
XPV 355
Gnoll War-Lord (×5): AC 2; MV 9″; HD 4; hp 22; THAC0
15; #AT 1; DMG 2d4+2 or by weapon +2; SA great bows; The demented gnoll responsible for summoning Yeenoghu,
Int Average; AL CE; Size L (8′+ tall); XPV 173 the witch-doctor is revelling in the blood-letting that has
resulted. The witch-doctor is unusual in that he does not
These brutes are large enough to wield a two-handed seek personal power; instead he wants to see gnolls grind
sword in one hand, and they have massive shields in the forces of humanity beneath their clawed feet. He has
addition to their piecemeal armor. Each carries a personal a personal treasure of 11 pp, 16 gp, 6 × 100 gp gems, a
treasure of 32 to 70 gp and a piece of silver jewellery silver necklace (300 gp) and an electrum armband (700
worth 1d6 ×100 gp. gp). He also has a potion of fire-breathing, a scroll of
teleportation, a scroll of cone of cold, and a wand of
Gnoll King: AC -1 (plate & shield +2); MV 9″; HD 5; hp paralyzation (36 charges). The witch-doctor will not
30; THAC0 15 (14 with axe); #AT 1; DMG 1d8+3+1 (battle hesitate to use his magical items in combat.
axe +1); SA great bow; Int Average; AL CE; Size L (8′ tall);
XPV 320 Hyena (×21): AC 7; MV 12″; HD 3; hp 12+1d12; THAC0
16; #AT 1 (bite); DMG 2d4; Int Animal; AL N; Size M; XPV
The Gnoll King wears plate mail and uses a wicked axe in 35 + 3/hp
combat. He carries 17 pp, 46 gp, 3 × 100 gp gems, 1 × 500
gp gem, a silver bracer (750 gp) and a gold torc (1,400 gp). Ghuuna (×15): AC 4; MV 12″; HD 6+6; hp 32; THAC0 13;
#AT 1 (bite or weapon); DMG 4d4 (bite) or by weapon;
Lesser Shaman (2nd Level Cleric) (×10): AC 4; MV 9″; SA diseased bite; SD cold iron or magical weapons to hit,
HD 3; hp 16; THAC0 16; #AT 1; DMG 2d4 or by weapon; surprised only on a 1; Int Average; AL CE; Size L (8′ tall);
SA spell: typically command, and pro. from good; Int XPV 984 (Ghuuna are detailed in Creature Catalog I and
Average; AL CE; Size L (7′ tall); XPV 153 in Dragon Magazine #89)

Lesser shaman are armed and armored like a gnoll warrior. Ghuuna War-Lord: AC 0 (bracers +2); MV 12″; HD 7+7;
Each carries personal treasure of 21–40 gp and 5–8 pp. hp 59; THAC0 12; #AT 1 (bite or weapon); DMG 4d4+2
(bite) or battle axe +2 (+3 hit & +4 damage); SA diseased
Greater Shaman (3rd Level Cleric) (×6): AC 4; MV 9″; bite; SD bracer of defence +2 (to AC & saves), cold,
HD 4; hp 19; THAC0 16; #AT 1; DMG 2d4 or by weapon; iron or magical weapons to hit, surprised only on a 1; Int
SA spells: command, darkness or pro. from good, chant or Average; AL CE; Size L (8′ tall); XPV 1,665
hold person; great bow; Int Average; AL CE; Size L (7′ tall);
XPV 162 each Shoosava (×12): AC 3; MV 15″; HD 6; hp 27; THAC0 13,
#AT 1; DMG 6–15; SA creeping paralysis, SD hit only by
Each gnoll shaman is armed and armored like a gnoll silver or +1 weapons, immune to psionics, mind control,
warrior and carries a personal treasure of 21–40 gp, 5–8 and enchantment/charm spells; MR 30% (vs cold, heat,

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Footprints 23 Citadel of the Carrion-Eaters

electricity and poison gas; take ½ damage if MR fails, ¼ 1d4/1d4/1d8/1d8/1d6; SA spells: darkness 5′ r, detect
if save successful); Int Very; AL CE; Size L (6′ at shoulder); invisbility, telekinesis (2000 gp weight), gate (10% 1 type I
XPV 664 (Shoosuva are detailed in Dragon magazine #63) demon); SD ½ damage from fire, cold, gas and electricity;
Int Low; AL CE; Size L; XPV 1,850
Ghoul (×66): AC 6; MV 9″; HD 2; hp 13; THAC0 16; #AT
3; DMG 1d3/1d3 (claws) & 1d6 (bite); SA paralyzation, Gnoll Cambion (×6): AC 2 (0 with armor & shield); MV
immune to sleep, charm and hold person; Int Low; AL CE; 12″; HD 9+18; hp 72 each; THAC0 10; #AT 3 (2 weapons &
Size M; XPV 99 1 bite); DMG by weapon +4 or 2d4+1 (bite); SA Strength
18/51 (+2 hit & +4 damage with weapons), spells: dark-
Ghast (×22): AC 4; MV 15″; HD 4; hp 26; THAC0 15; #AT ness 5′ r, detect invisibility, hold person (1/day), diseased
3; DMG 1d4/1d4 (claws) & 1d8 (bite); SA stench, paraly- bite (a successful bite causes a random disease, as per
zation, immune to sleep, charm and hold person; Int Very; the DMG page 14), cause fear (barking, 3′ range, 3/day),
AL CE; Size M; XPV 319 track as a 9th level ranger; SD ½ damage from cold, fire,
electricity and poison gas; MR 25%; Int Low; AL CE; Size
Great Ghast (×6): AC 2; MV 15″; HD 4+8; hp 40; THAC0 L (9′ tall); XPV 4,458
15; #AT 3; DMG 1d4+1/1d4+1 (claws) & 1d8+2 (bite); SA
stench (save at -2), paralyzation (save at -2), immune to Looking like an over-sized gnoll (9′ tall) with patches
sleep, charm and hold person; MR 15%; Int Very; AL CE; of fur falling out, longer arms than seems normal, and
Size M; XPV 480 each a huge muzzle with ragged teeth protruding from the
mouth, these creatures wear demon hide armor with
Note: The demonic legions represent the gnolls and steel plates riveted to it, carry a large shield, and wield a
ghouls that Yeenoghu can summon from his home massive sword in combat (1d10 hp base damage). These
realm in the Abyss or will meet a party stepping creatures are the result of a mating between Yeenoghu
through his gate to the abyss. These creatures are and a gnoll female (the results of which are invariably
all a little tougher and able to cause more damage fatal for the gnoll). While they are immensely powerful
than their Prime Material Plane counterparts. They compared to gnolls, the gnoll blood-line is not as condu-
also share the resistance to cold, electricity, fire and cive as the human blood-line in hosting demonic essence;
gas that demons have. thus, Yeenoghu’s cambion progeny are weaker than most
marquis cambions. Although Yeenoghu is a little disap-
Demonic Gnoll Legion Member (×66): AC 2; MV pointed with the lack of intelligence that his off-spring
12″; HD 2+2; hp 16; THAC0 16; #AT 1; DMG 2d4+2 or by typically displays, he is still trying to breed enough of
weapon +2; SA demon bone arrows (type A insinuative them to create an army powerful enough to defeat his
poison 15 hp if save failed, 0 hp if save successful), +1 rivals in the Abyss.
to hit, immune to fear, sleep, charm and hold person, ½
damage from fire, cold, electricity and gas; Int Low to Yeenoghu: AC -5; MV 18″; HD 22 (equivalent); hp 100;
Average; AL CE; Size L (7′ tall); XPV 168 each THAC0 7; #AT 1; DMG 3d6 and/or possible paralyzation
and/or confusion; SA spell-like abilities: darkness 10′ r,
The demonic gnoll legions are made up of the souls of magic missile (3/day, 6 missiles at 2d4 hp damage), detect
gnolls that have been gathered in Yeenoghu’s realm. magic, read magic, read languages, detect invisibility, invis-
They wear armor made of metal riveted to the hides of ibility, fly, hold person, dispel magic (level 20), sugges-
Abyssal beasts, use wickedly serrated swords and axes, tion, polymorph self, fear, teleport, telekinesis (10,000 gp
and the 24 arrows that they carry are made of the bone of weight), transmute rock to mud, mass charm, psionics (see
demons and Abyssal beasts and are effectively poisoned MM), triple-headed flail, summon gnolls (1/day, 6 to 66),
with Type A insinuative poison. Alternately, a DM could summon ghouls (1/day 6 to 16), gate (1/day, 80%, 1d4+1
refer to the expanded list of poisons in Best of Dragon Type I Demons); SD +1 or better weapon to hit, ½ damage
#2 if they want a poison that causes injury even on a from fire, cold, electricity and poison gas; Int Exceptional;
successful saving throw. AL CE; Size L (12′ tall); XPV 54,500

Demonic Ghoul Legion Member (×16): AC 6; MV These statistics are from the 1E Monster Manual; as
9″; HD 2+2; hp 16; THAC0 16; #AT 3; DMG 1d3+1/1d3+1 a deity Yeenoghu should also be given the powers
(claws) & 1d6+1 (bite); SA paralyzation (save at -2 described in Deities & Demi-gods (page 8, Standard
penalty); SD immune to fear, sleep, charm and hold Divine Abilities). These abilities include command (2
person, ½ damage from fire, cold, electricity and gas; Int round duration), comprehend languages, detect alignment,
Low; AL CE; Size M; XPV 168 each gate (as the spell), geas, quest (no saving throw), teleport
and true seeing. Since Yeenoghu is a god, you should feel
Type I Demon “Vrock” (×5 + any gated in): AC 0; free to toss in whatever other powers it requires to cause
MV 12″/18″; HD 8; hp 50; THAC0 12; #AT 5; DMG a high-level party trouble.

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