CM 5 Mystery of The Snow Pearls
CM 5 Mystery of The Snow Pearls
Mystery of the
Snow Pearl
Anne Gray McCready
TABLE OF CONTENTS
How To Use This Adventure (H) .. . . . . .. . ...... . ..... . . ... . .. .. .. . . . . ... . ... . .. 2
A Beginning (T) .... .... ... .. ........ ...... ... ... .. .. . . ..... .. _ .. . ......... . .. 3
The Wilderness (W) .. ... . . . . . .. ... ... . . .. . .... . ........ . ... . .-. .... . .. . . .. . .. .. 4
The Village ofGyer (G) . .. . . . .... . .... . ..... .. . ... ... . .. ... . .. . .. .. . .. . ..... . 13
The Outer Court (A) . . . .. . . . .. . . . . . ... . . . . .. . .. . ... .. . . . . .... . . . ... . . ... . . . .. 17
The Middle Ri.ng (B) .... .... .... ... .... . . . .. . . . . ..... . . . ... . . . . . . . . .. .. .. . .. 20
The Inner Circle (C) ... . . . . . . . . .. . . . .. ... . ..... . . . .... .. ... ...... . . . . . . . . ... . 22
Center of the Dungeon (D) .. ... ... . . .... . . . .. . ... . ...... . ..... .. ....... . .. . .. . 2"3
Story Endings (E) . .... ... . .... .. . ...... . . . . .. .. . . . .... . .. . . . .. .... ..... .. .. . 24
Random Encounters
The Wilderness (RW) ........ . .. ... ...... . ...... . . .. . .... . . .. . . . . . . ....... . 24
Gyer (RG) . ... .. . . .. . . ... .. .. . ... . .. .. . . .. . . . .. .. . . .... . . . ... . .. . . ... .... 25
Editor/Developer: Harold Johnson Caverns of Couronn (RD) .. .. .. . .. . ... . . ........... ...... .. .... ..... ...... . 25
Cover Artist: Larry Elmore Rumors (R) . . ... .. .... . . . . . . .. .... .. .. . .. . . .. . . ... .. . ... . . . .. . .. .. . .. . .. ... 26
Interior Artist: James Roslof Spells (S) ..... . .. .. ... . . . . . .. . ... . . .... . .. : . . .. . . . .. . ... .. ...... . . . . ... .. . .. 26
Treasures (T) . ... . .. . . .. . . . . . . .... . . ... ..... . .. . .. .. .... . . . . .. . .. . ....... .. . 27
Cartographer: Curtis Smith
Items (I) . . ..... . .. . .. . . . .. .. ...... .. . ...... . ....... . . .. .. .... . .. . .... . . . ... 29
Typographer: Betty Elmore Monsters (M) ... . .. . .. . ....... . . . . . . .. . . . . . . . . . . . .. . . .. .. . .. . . . .... . . . . . . . . . 30
New Monsters .. . .. .. . . . . .... . ..... . .. . ..... . ...... . .. . .. ... ... . . ..... .... .. 32
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Combat Checklist . .. . .... . . . ... . . .. . . . ... .. .. . . .. .. . . .. .. . .. . .. . .. . . . .. . .. cover
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Treasure Chest .. .. . . . . .. . . . . .. .. ..... . ... .. .. . ...... . ... . . . . . .. . .. .. .... . cover
Distributed to the toy and hobby trade by regional distributers. Monster Statistics . .. . . ... . .. .. .. ........ . . .. .. . .. . ... . . . ... . . . .. . ... . .' .. . . . cover
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T his adventure is protected under the copyright laws of the United Character Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . cover
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Maps
Wilderness .. . . .. .. . .. . .. . . . .... . . . . . . . . . . . . . . .. .... . . . .. ... . .... . . .. . . .. . cover
Village of Gyer . . ...... . . . . ..... ... ..... . .. . .. .......... . . . . . .. . .......... . map
Scroll of Knowledge . . .. .. . .. . .. . . . .. . .. . . . .. . . . . .. . . . . . ..... . ... .. . . . . .' . . . . map
Elephant's Graveyard ....... .. . . . .. .. ... .. ... ... . . . . . ... .. .. . ... .. ... . . . . .. map
R aker's D en .... .. ... .. . .. ... . ....... . . . ... . . ....... .. ..... .. . . ... . ....... map
TSR, Inc. TSR UK Ltd. Devil's Stairway . . .. .. . ... . .. ... .. .... . . .. . . . . ...... .. .. .... . . .... .... . . ... map
POB 756 T he Mill, R athmore Road Fallen Glory .. ........... ..... . . . . . . . . . .... . . .. . . ... . . . . . . . . . . .... ..... . .. map
Lake Geneva Cambridge CB14AD
WI 53 147 United Kingdom g::~~~s~ c~~~~~- : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : : '. : : : : : ::~
Ashen Alcove/Darkened Hallway ......... ... .. . . .. .... ... . . . .. . .... .. .. ... . .. map
Holes in Wall . . ... . . ... . . ...... ... . ..... .. . . ........ . . . . . .. . .... . .. .. . .. . . map
~··
TSR, Inc.
0-88038-239-2
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HOW TO USE THIS ADVENTURE
All you need to play is a pencil, an eraser, and write in new numbers as you gain and lose turn to that entry in the book. Once you have
paper, this adventure, and a set of polyhedral points. finished the encounter, return to the map and
dice from the DUNGEONS & DRAGONS® The box "XP" is something special for this choose which way to go.
game. adventure, and should not be confused with The red ink maps may also have special sym-
experience points. These points are gained by bols. These are explained in the book.
Hl. You play the part of an elven warrior set
defeating monsters and may be spent to alter die If you would like to read about solving the rid-
forth upon a quest to save your homeland. This
rolls during the adventure. You begin with zero dles , turn to H8, or about combat, read H9.
adventure will require persistence, courage, and
XP. Before you roll the dice, you may decide to
cleverness to win; and often wits are more
spend up to 5 XP to add or subtract from the H8. There are several mysteries to solve in this
important than bravery.
dice roll. For r:ach XP you spend, you may alter adventure in the form of riddles and clues to
Read the entire introduction before starting.
the dice roll by 1. Subtract any XP you spend their solutions. These riddles lead to your foe's
H2. This is a MAGIC VIEWER"' solo adven- from your total score. lair and weaknesses and must be solved to com-
ture . Most of the text and maps are hidden by Finally, there are three spaces to record plete the quest. The answer to ea,ch riddle
red ink. You use the MAGIC VIEWER screen encounter changes , magic items and their index requires you to choose a number to determine
to reveal the writing underneath. Use the screen description numbers , and any treasures you which entry to read, though some of the riddles
to read H3. find. can be answered by studying the map.
It is possible that during your adventure you If you cannot solve a riddle, explore some
H3. This is how you read hidden te xt. Notice will be instructed to add a number to an more, clues to the answers may be found in dif-
"that you can ·read the entry number without encounter number and read the new entry indi- ferent encounters. An encounter may send you
the MAGIC VIEWER screen , but the text cated. The Encounter space is used to record to read a Rumor that may give you a clue.
stays hidden. During this solo adventure you any such changes. As a last resort, you may turn to the Scroll of
will be directed to an entry either by a number When you discover a magic item you will Knowledge found on the poster map. The scroll
on a map or by another entry. Reacl H4 either be given an index description number in contains additional clues and should be read one
Treasures or be instructed to turn to Treasures at a time from the top of the scroll, each clue gi~
H4. This adventure is divided into several to examine the item , which also results in an ing important information to some puzzle .
sections-encounter keys and general informa- index number. Whenever, you use a magic item , However, if you use the Scroll of Knowledge
tion. The encounter keys each have a unique let- turn to that index en try and read the descrip- your score is penalizea, so take the time to
tering and should only be used when exploring a tion. explore before you turn to the scroll.
particular map. The general information You will also need to record any changes you To read about combat, turn to H9 . Other-
sec tions-Rumors, Treasures , Spells, and cause at an encounter. If you defeat a monster, wise, read H10
Monsters-may be used when you are directed note at the text entry that the monster is dead,
to read an entry; for instance when you cast a but do not cross him off the monster list on the H9. When you decide to attack a monster or the
spell or fight a monster. Finally, there is a section inside cover. If you leave items behind, note this monster attacks, use the following rules to run
containing random encounter entries for use in in the book at that entry. combat. A synopsis is given on the cover.
the Wilderness RW, the Village ofGyer RG and Should you ever return to an encounter
Surprise: You should check for surprise only at
jn the Dungeon RD. Random encounters are whose monster or other creature you have
the start of an encounter. Roll two 1d6 -one for
explained at the start of those sections. already defeated, ignore that entry!
you and one for your foe. On a roll of 1or2, that
To learn how to keep records , read H5 . Turn to entry H6.
side is surprised and may not do anything for
one round' The other side gains one free attack.
H5. You can find a detailed record sheet of your H6. During this adventure you will find pieces
Wandering monsters are always surprised.
character on the inside cover. Your gear has been of a broken tablet. When you do, record the
selected for you, but you may select the spells words you find in the appropriate space on the Spell/Talk: Only on the first round of an
you will take. Mark them with a slash and cross tablet outline just above the monster list on the encounter may you choose to cast a spell or try to
them off once you use them. A spell may only be cover. talk to the creature. Once you have chosen your
used at the start of an encounter or when spe- To learn how to find encounters, read H7. spell or to talk to the creature, look at the mon-
cially mentioned. At that time, turn to the entry ster listing on the cover under the indicated
under spells to find its effect. H7. You will use the different maps in this entry number. If you attempted to talk, see the
Gear has special uses during the adventure. adventure to search for your goal. Talk listing. If there is a number, turn to that
To use gear, you may turn to its index number at Use the outdoor map in the Wilderness to entry; otherwise the creature attacks you.
any time, it may be called for in the text. select the path you want to take. Then move If you cast a spell, see the Immune listing. If
Weapons may always be used in combat. If you from hex to hex until you enter a numbered the spell name appears, the spell has no effect. If
lack a certain piece of gear, it will prevent you location or special keyed terrain. Turn to the the name does not appear, read the spell entry.
from taking certain actions. For example, a dag- entry noted. For every 6 hexes you move , mark *Two special immunities need to be
ger to dig ; and rations to eat. If you use or lose a off one turn and roll for a random encounter in explained. If the words normal weapon appear,
piece of gear, mark it off. the wilds. you can cause damage only if you use a magic
Several boxes are provided on your record All other areas use a red ink map found on the weapon . If the words fire wall appear, the mon-
sheet. "HP" is used to keep a record of your cur- large poster map . Locate the map of the area ster leaps through the wall but takes 1d6 points
rent hit points ; as you are wounded or healed , you are exploring and place the MAGIC of damage.
note the new number of HP; you can never have VIEWER screen on the appropriate space. To
Select an Action: If you did not cast a spell or
more than 64, however. move about the map, you may move the screen
only in the direction that a path leaves the space, try to talk, you -may select to attack, evade, or
The three boxes, "Honor, Persistence , and
use an item.
Selfishness ," are used to score your performance you may not move in a direction that has no
during the adventure. You begin with the num- path. When you find a space with an entry num- Initiative: Each round, if not surprised, check
ber of points noted, but should cross them off .b_er, mark your location with a coin or figure and to see who acts first-roll 1d6 for you and one for
2
you r foe. The highest roll goes first a nd you win If an attack succeeds, roll the dice noted a fter Awards: If you defeat a monster in comba t you
ties. " Atk " to d etermine how much dam age is should do the two following:
caused a nd subtract it from the opponent's hit First, add the numbe r of XP noted for the
Action : D ecide if you want to spend X P to alter
poin ts (hp) . If you a re a ttacking seve ral foes , monster to your XP score.
the die roll , a nd subtract from your XP. Then
each a ttack only affects one tar get, and excess Second, check for T reasure, by notin g the
check for the result.
d amage ca used is lost. However, up to 6 foes type of treasu re carried (T$), if a n y, a nd turn to
Spell: If your foe is immune, the spell bas no m ay attack you in one round. the Treasure section.
e ffect. If the foe attacks first and hi ts , or he roll s Throw n Weapon: If you use a thrown If you have not read about solving riddles,
greater than or equal to hi s Save score , the spell weapon you may always attack first at -1 to your turn to H8 , otherwise tu rn to H 10.
has no effect. If the spell works, read the spell H it roll. If you hit, your foe must roll higher
entry number. than its E vade roll or it will retreat and won't Hl O. Healing: If you take da mage d uring the
E vade: If you decide to nee, roll J d 20. If the attack for one round. Monsters with Evade adventure a nd do not have the magical m ean s to
roll is greater than or equal to the foe's Evade scores of 16 or more will nee. If the foe does not cure yourself, you m ay heal by returni ng to
score you manage to nee. ff a lready fi ghting, retreat , it gains one free attack while you change Tarylon without the mi ssing pearl, but this will
your foe gains one free attack at + 2. You may weapons. A thrown weapon is lost unless you be a disgrace. O r once every 20 turns , you m ay
increase your cha nces to evade by + 4 to the die win . eat one ration and recover 1-4 hit points. H ow-
roll by throwing down a ration if the mon ster is Special Monster Results: Each monster may ever, every 20 turns that you do not eat a ration
du mb or a treasure if the monster is sm art. Use use specia l tactics when attackin g. Each ti me a you must lose 2 hit points.
your own judgment. You may not Evad e a nd monster a ttacks, compare the Hit roll made to Wate r will soothe burns and reduce damage
pass by an en counter. the Spcl li sting. If the numbe r rolled has a spe- from a fire encounter one time, healing 1d4
Use an Item: You may attempt to u se a n cial result number, first record any norm al dam- points.
item, but you r foe always gains in itiative that age caused , and then turn to the M onster entry Now you a re read y to start. Turn to 11 .
round . C ha nging weapons also loses initiative. in the book . After read ing the entry, return to
Gear may on ly be used whe n requested b y the the monster list and continue co mbat. Playing with a Group: This adventure can
entry. To use a magic item , read the Treasure For instance, a bear attacks. Hi s roll is 20 . be easily adapted for play with a group.
entry noted . Checking Spc/, 20 = M39 . So the bear causes Whenever a n attack occurs, fmd the monster
Attack: T h e monster a lways chooses to !d8 poin ts of damage. T hen turn to M39 . listed on the cover. Behind the monster's
anack. When one side attacks the other, roll name a re parentheses. If there is no number
Continue: If the fight does not end, start again .
ld20; if greater than or equal to the Hit roll in that space, treat the encounter the same. If
score the attack succeeds. The Hit roll score for there is a numbe r, th at many monsters are
Endings: If your character is de feated as a resu lt
monsters is indicated as " THACO" in the mon - encou ntered. If there is a fraction " xl /2 ,"
of an en counter, you shou ld turn to the ending
ster listing. To find your Hi t roll , fi rst find the divide the number of player characters by
noted below.
monster's Armor Class (AC) and then find the that fraction to determine how many of tha t
If C hristov dies, turn to E 1.
score needed on your Hit roll chart o n the record type of monster a re encountered.
If C hristov loses all the pearls a nd you decide
sheet. To change XP to experience points , multi-
to give up , turn to E2 .
p ly the score by 1,000.
A BEGINNING
it. The nattte and deeds of.G.bristov Yetta·are · But as·you can see, only three snow Rearls
aq:laim~<!- ·. across . ttie -. :l'a.rl,d-:-protector, reJl!ain, the spell is broken!"
fuJ~stfriend ;' tenslayer, wolfbane .. You are ·~ it was Milgor, that prankster wizard from
.al~q treebrother, only brother 10 your clan's ov13J .the D_iapaye Mot,int;;iins who did-thi~! ·
'° K~per o.f the sacJed .Tree of Ljfe. ·' · - -.Wl:lne I saf m"editating,-hecame in the fQrr:n of " Take this amulet. If any harm befalls·it , I
•. You: live in Tarylon Elfhome, renowned for -~jay, ar)d.when I lbok~dawa.yto·the_,,s~~g~a shalt know that i'ti has overtaken you and may
· its beauty and bounty. Yet today there is ~ finch, ha purloined_.the~pur-est pearl of Uie send another. Your gear is packed, prepare
quiet globm in tl:le air and at twilfght you. are ~four! Do ·not let yourself be distracted from yourself and embark on the quest!" Review
summor.1.ed·to th~ Keeper's Grove. . . - your plJrpQse while in the Grove." your character. You may choose any of the
· ' "Cn.ristov;·my brother,· 1 wlSMo shi:ire the ''You' must seek him out for me, for I following.
.-secret of Tarylon' s fortune w~h you. Many may not leave the "trove; and you must -not Set off at once, turn to 12. .
. y~ars ago, \+hile fetching. ·spring water return without the- pearl-,.swear this to me! Go bid your·mother farewell 13.
beneath a full moan;. I had a ll\OSI wondrous You must return before ttw Juli-moon ·in three · $eek your Grandsire's council 14.
ei}cot.lnter. A rnighfY being, perhaps god,
appeared)o me upon a moonbeam. He said
a ~ays orworq wJUsurely r~ach. the- bal}i;lit town
·;of Rt'Jaaga tttat Tarylon is now deten.s~(ess-1'· ..
Retire to ·t he Grove to meditate 15. ·
'
thatl, er:i.~n.and my people Md been chosen- . "Three thing~ 1 giy~- to :help Y.o!'f cm your 12~ You ·shoulder your ·pack and begin the
to receiv9-Q special gift." Your brothet'shows · _journey. First. take 'he$e' three remaining journey. As you stride north through .the val-
v.ou three· snow. white pearls the size of moo~gems-they wiil.gtow:a5 they near their ley, you pass a shepherd boy driving his
iicorns, - brcitRer. Second, be ·steadfast and coura- goats to pasture.· " Come, break fast witl:I
" H~ bade me to- guard these dearly, and geous, Wrning· first to cunning, .not combat; me ," he ca"lls.
evl;lry full rnoon, to encircle our Tre.e with one and ·seek the wise woman- it is said a bird " It is odd; that such a warrior would set out
at each o! the fou'r winds: in that' moonlight Knows where she roosts. Third-, there is abro- without a weapon," he says and gifts you with
the.glow of toe~e gems would stren_gthen our kentablet that is said to show Milgor's weak- his staff. He shows you how to strike twice in
Tr~e , the heartblood of our village. Our Tree, n~ss. ~1t you can find all the pieces and put .one round..with- it (ld6/1 d6). Then h.e gives
iO its vigor radiates a rnagical ring of protec- ttiem to~ether, you shall overcome him! In my you .goat ch~se an_d a flute he has· cal'Ved.
tion which repels all evil .tron:i our borders. searches I ~~uld only find this one piece." His parting words to you are, "They say
3
the seer can be found by following the hawk's has happened. Gain 1 Honor and turn to W1. -(2d4 + 2). It will light your way as a torch. Take
flight past the twin s.\sters." Lose 1 Persist- too, this golden acorn. If death ends your tri-
ence and turn to W1 . 15. You retire to the Grove to meditate. An als too soon, break this nut and it will be as if
hou'r before moonrise, your thoughts are the eneounter never happened. ~od speed
13. Your mother gives her blessing anc;! interrupted by enchanting singing and a light you, my son," he says and he is gone. Ga.in'1
admonishes you to always be courteous, but dancing in the hills. Do you continue your Persistence and 1 Honor.
wary of strangers. She brings you your - meditations, 17, or investigate the singing, You awake refreshed and before you lie the
father's most valued weapon, a magical war 16? scimitar and acorn. You also find a piece of
speat, + 1 (1 d6 + 3) that always returns once the tablet. Turn to W1 .
it is thrown. She also gives you a small flask,
a remedy against poison T59, and at last you
16. The song leads you from the Grove and
into the hills. Thorns and brambles tear at
. {:;;1
embark. Subtract 1 Selfishness and tum to
W1 .
you in the dark. The singer continues to
elude you. Do you turn back, 17, or continue
~'
' '
on, 18? 18. After hours of aimless wandering, you at
14. Your -grandsire, once a mighty warrior, is last reach the light. There, within a ring of.
happy that you sought his council. "Trust 17. As the moon cises be.hind the Tree of Life, mushrooms, a beautiful damsel dances
your heart, son, your eyes can be deceived, your eyes close. As in a dream, a man seems enticingly. She beckons to you to join. Gain 1
tor evil will try to lure you from your path." He · to step from the Tree and approaches. Selfish.ness. Do you turn back, 12, or join her,
gives you his battle axe ~ 1(1d8+3), which Tuoug~h1s lips do not move, he speaks to 19?
no door can hold against. Also there .is a you. "You 'must seek to make the crystal
small amber crystal, When your need is sword whole again. Beware Milgor. He is not 19. In the arms of this enchanting creature,
great, break this stone and you will escape what he seems_ He has many faces. You will you leap and spin, swelling with pleasure and
one encounter. Beware! It cannot undo what need a weapon; take this scimitar + 2 losing all track of time. Turn to E11 .
THE WILDERNESS
W1. South lies enchanted Tarylon ; in twilight W9. The sound of snoring fills the valley. It W139. If you do climb the peaks, add 1 to
and north spread the wild lands. If you have stops at your approach. From behind a boul- - Persistence.
been here before , go to W59 ; otherwise read der, a leering giant steps. If you were beaten
wsa. by him before, he roars and attacks, W146 . W15. A harrowing shriek challenges you an\:l
Do you talk, W170? If you defeat him, turn 10 rising into the air is a wyvern. Slie flies to
W2. You find a well-worn trail leading to a W145. attack, M27. You may try to lasso her. 120, or
cave. You may enter, W63, call out, W64, try use an item. If you defeat tier, you find her
to sneak in, W65, or search the near bushes, W10. Before you lies the ruin of a once treasure among a nest of rocks and bones.
W66. mighty .city. To explore these ruins. turn to the
"Fallen Glory" map1Jn the poster and place W16. From the shelter of the trees you spy a
W3. Grazing on the tender grass, this horned the MAGIC VIEWER screen on START. If you clearing with a smafl delapidated hut and
beast looks up at y r approach. If you fail to find a number turn to that entry. A small circle- lonely well. An ugly crone hobbles from the
Evade, the creature ·11 charge, M7.- Or you is a trap. Roll 1d6 + W170 and turn to that hut to the well to draw water. Do you attack
_may use your clo_ak, 11 , use the rope, 111, or entry. (Fire causes double damage to the the horror, W18-1, remain to spy on her,
try to lasso it, 120. creatures found here.) W182, or step forth into the clearing, W183?
W4. The pJains are darkened by a mighty sea W11. A pack of wolves is dogging your trail. W17. If you are at location W17 and you have
of buffalo, blanketing the land, W76. They will follow and attack if you try to Evade met the Brigands before, you may trail them
and roll 1-4, or just before you reach.the next to their lair; W191 , otherwise, turn to W70.
W5. A friendly farmer tending his fields bids encounter. Use M26.
you good day. You may stop to talk (Rumors W18.You come upon a rock-choked moun-
1d8 + 2; + 2 if you give him some wine. W12. Here is a ramshackle hut, but no one tain spring. Black water spills from its edge
seems to be home. On the bare table flies and forms a stream flowing west. The gur-
W6. Standing alone on a high hill , this warrior buzz about a block of cheese. If you have gling of the spring almost sounds like some-
statue is so weathered that no face remains. been here before, turn to W163; otherwise, one choking. Ymr may avoid the spring cir
A partial inscription still adorns its base. read W164. draw closer, W204.
"Distrust st.rangers too courteous and
nice; W13. Here is a strange creature, manlike, W19. You come upon a portly man, pacing to
"Seek behind th e Dragon 's Head for but adorned with feathers and a leather skirt. and fro in a clearing, wringing his hands. He
advice ... She has a large. beaklike nose, and round, greets you and offers to share a drink. You
unblinking eyes. Do you attempt to slip past - may decline arid move on, or__ficcept, turn to
W7. This is surely the faceless god you were (Ev~de = 9). meet the crealure, W177, or W71 \
told to seek. You kneel at its base and dig. If attack it. W178?
you lack a dagger, roll 1d20: if you roll less · W20. This is a mountain pass. Looking north,
than 6, turn to W141 ; otherwise read W142 . W14. Two barren peaks thrust skyward you can dfaw a line to the three trees across
above the land. You may attempt to chmb the black stream . Horses move near the twin
WB. At the end of the winding valley you find them to get a better view of the land, W130. peaks.
a cavern. A fearsome howl echoes from its To look in different directions, you must
depths. Will you leave or attempt to enter it, , descend and climb again. If you look north- W21. You hear a distant baying, W11 .
W143? west, read W137; east. W138, or southwest ,
4
W22·. Yo4 come upon a bridge crossing the
Raging River. A dark figure on the other side
steps from beneath . the bridge. "Halt." he
snarls, "There's a toll to be paid to cross this .
bridge." The toll is 10 gold pieces more than
you paid th~ last time. He will not make
change. You may pay the toll and cross. Or _
you may attack-the troll, W74, or try to sneak
past, W220.
5 ')
W43. The sounds of the woodland fill the air W55. The land hereabouts is blasted and W69. If this is not Encounter W2, record XP
and you find an old game trail to follow.- Roll barren: Na!Jght grows in the baked earth, award and leave. Otherwise turn to W61 .
1d6: 1-3 = continue on, 4 = W257, 5 ~" W258, and only. lonely stones .adorn the windy
6 = W259. waste. W70. The leader of the brigands tells you to
throw down your treasure. lf you don't throw
W44. A cloud of gnats follows you as you WS&. The wind has sculpted sands and them one treasure, they will attack, turn to
wade through the mud and mire. Your prog- stone in odd, nearly lifelike forms . Here is a W190.
ress is slowed, roll 1d6 + RW8 every 2 stone rabbit and a ston_e wolf.
hexes. In addition, each hex roll 1d6: 1- W71. ·"Oh kind sir,'1 he grunts, "I have fallen
3 = you ' manage to wade on through the W57. This trio of trees stand tall. Car'1ed into on misfortune. A scarf I hold most dear, has
muck, 4 = W267, 5 = W268, 6 = W269. the northern most is an arrow ·pointing up been stolen by a a bird, who -carried it off to
through a heart and the initials " H.J . + V.K." her nest. Oh I would gladly reward you if you
W45. You stand on the banks of the Raging could retrieve it for me," he pleads. Do you
River, the_water foaming and splashing over W58. Hard trials lie before you; best be on agree to help, W208, or politely re.fuse,
hidden rocks. The river is 1oo feet wide. You your way. You spy a small bird caughfin the W209.
may refill your waterskin. To cross the river thorns of a plum tree. You free the bir.O . If you
you may use special means, a rope, 111, decide to keep it, mark it on your sheet, W72. " If you're looking for information, ·ask
build a raft, 115, or try to swim, W75. Explor- W140. the earl," warbles the bird, and flits off.
ing the river roll 1d6: 1-3 = pleasant walk,
4 = W269, 5 = mountain lion M11 , 6 = rickety W59. ·A familiar shepherd boy greets you. W73. You stand faee to face with your neme-
boat (15 hp). .Things are grim in Tarylon , he says. If you sis. " Well, mortal, have you come to make a
need a new weapon, seek the cave to the sacrifice to me? Know you not that I can not
W46. Waves dance across the surface. and north; add + W60 to that encounter. He gives be beaten save by the Heart of Truth? You are
trout splash in the waters of this lake. You you a bottle of wine. surely a wretched creature." He springs 10
may refill your waterskin. To cross you may the attack, M18. If he hits you turn to W273.
use special means, building a raft, 115, or try W&O. Carefully you remove the cactus. The
to swim it, W75. If you do build the raft, roll cub licks you gratefully. As you reave you W74. Use M2~. You may try to trip'him, 113,
1d6 when trying to pole across each hex: meet a suspicious mother bear, but at a growl or use some item. Lose 1 Honor.
1 = W260, 2 = M24, 3 = W196, 4-6 ~ c lear from its cub, you pass. Gain 1 Honor.
sailing. W75. You must roll 1d20 each hex. If the
W61. Before you can act, a second bear lum- result is greater than 13, you panic, take 1d4
W47. You have returned to Tarylon the Fair. bers forth and sniffs sadly at the slain one. points and don' t move. If you panic, your next
But your are disgraced, for you have not yet Too late you recognize mother and cub. Lose roll is at + 2.
completed your quest. Your brother, Enan, is .:i Honor for this thoughtless deed.
saddened by your failure, but glad that you W76.A large herd mills about the plail). To
yet live. He leads you to the Grove and heals W62. Deep within this foul smelling cave you pass the herd, roll 1 d20; if less than 6, turn to
all your wounds. He cannot lift a curse. He find a magic halberd of harmony, + 1 (d10). W77; if between 6 and 15, turn to W78; and if
encourages you to return to your quest wedged tight in a crack. You can try to pry it greater than 15, read W79.
before all time runs out. (Lose 2 Persistence out, 114, or use some oil, 117. This weapon
and 1 Honor.) will cure 3 times, T62 , and bless once, S14. W77. Something spooks the nerd and they
flee . You spot a pack of wolves harrying
W48. The ground is poun.ded flat , and to W63. Your keen eyes adjust to the dark and them.
either side boulders are stacked to form you make out a squat figure that turns and
titanic spires. moans. Do you attack, W67, or hold your W78. You find y6urself surrounded by the
ground, W68? herd snuffling and snorting at you in curiosity.
W49. Here is a 20 foot tall wall. A mammoth Read W4.
slab of stone blocks the only entrance. You W64. A deep moaning bellow answers the
may leave or climb it, W1~0 . If the giant is sound. Do you rush in to attack, W67, or wait, W79. The herd panics and you are caught in
with you, turn to W162 . W66? a stampede, M1. You may play a flute, 110, or
Evade, but if you fail, take double damage. If
WSO. The grass is beaten flat. Clawed trees W&S. Roll 1d20; if less than 15, turn to W63. you attack and cause damage, the herd turns
and and tracks of a two-legged beast drag- If you fail you stumble, read W64. away if you roll the damage caused or less on
ging a mighty tail, warn of some horror. 1d20.
W&&. From the brush, a furry brown , snarling
W51. Many horses have passed this way. fury rears on powerful haunches, swiping W80. A deathshead floats in the air.
The smoldering remains of a burnt wagon with deadly claws, M4. You may lasso it, 120,
and cargo tell a tale of bandits and brutality. or use another item. If you defeat it, read W81. A golden light surrounds the third door.
W69.
W52. The stench of rotting flesh greets you. W82. A golden l<ey glows in the mosaic.
Here you find the grisly remains of a deer, its W67. From the dark a beast charges, gaining
carcass torn asunder by claw and fang. one free attack, M4. If you defeat it, read W83. A ghostly maiden stands before the
W69. .door and beckons.
W53. The grass is trampled by many
pawprints, as if a pack of dogs harried prey. W68. Looking closer, you see a large bear W&4: A ghostly vision dances on the wall of a
cub in some kind of distress. A cactus is golden sun standing over three palm trees,
W54. A mound of newly dug earth forms a stuck to his paw. You may attack, W67, or beneath which rest two nomads.
wound in the land, testimony of some carni· attempt to remove it, W60.
vore digging its prey out of a hole. W85. A maiden points to a stone in the wall.
6
W~. A silvery mirrpr appears before you and Here you also find a fragment ot tt:ie tablet.. W11 o: The cliff is crumbling and part of the
yoU' see the tusked horror cre·eping up Gain 3 Honor and lose 1 Selfishness. " trail has fallen away. Fall chance ~ 5.
.• behind.
W88. Yo'u detect the trap and take no da[f1- gulley. Suddenly a silent scream echoes in W112. ~mountain goat stands sentint;I on
age. ' your head and you are attacked by a dark this pinnacle. He will attack, W3. Each time
feline figore, M11. It does not cry out loud, he hits, check to see 1f you fall. Fall chance ~-
W89. The water sparkles as it slides down hut you can hear its roars in your head . The damage caused. ·
your g!JHet. Mot'es of light dancf:) before your creature gains·surprise.
eyes. When you enter one of_this building's W113. 'fou·climb a narrowing cbimney, but; it
rooms, ' you may call •upon your Jquntain . W100. Brush covers your approach . Roll ends in a small cave. Here you find a giant ·
vision, up to ;3 times, and then subtract JO 1d20; if you roll greater than 13, read W192; badger, deep in meditation . [)o you -attack.'
from the encounter number and read · that other..vise tum to W193. · W211; or turn i.o
climb back down W212.
entry also: ·
W101 , Inching tlirough the gras$, you come W114. After a lo.ng grueling climb, you sight
W90. You step past an .archway lined with upon . a great horse, unmistakably the bri· the.bird nest on the top of an out.c ropping. As
human skulls . Do you possess the Malfera's. gand lead~-ir's mount. You may try to sneak _., you climb the rock a giant eagle gives at you,
bane, W271? Or, have you been defe.ated past, W194, attack, M7, or
walk past casu- M.23. You must fight at ~4 to Hit while climbing
he_re once, W270; if notturn to W7'J. . ally, W198. (-6 if you -were compelled). You may Ignore
the bird <md allow it to attack you while.trying
W91. You 'are disoriented. There are now W102. You find a lone brigand, bending over to grab the sqart; a rol!"ol 'l ess than 15 ~on
three gc:m,rs\:iut Door #1, appears t9tie a that a stewpot. He is busy cooking, chopping a i d20. If you retreat the bird stops attacking. ',
of a mlgl:ltY~irau!t, W2.1 4; Door'. #2 .:~tands piece of meat with a large cleaver. You may You must climb down atterwa.rds. Add 1 Per-
opeh , and beyond yOl.J see plains , W275; and try to sneak past, W194, attack, M6, or try to sistence.and ·1 Honor. Read W213onc_e you
Door #3 is vermillion, boun~ with. iron, W276. silence him quickly 125. It you win, W203. reach the bottom. ··
\
W92. The far wall ot·this room is decorated W103. From here you overhear tWo sentries W115~Here is a locked wooden door. You
witli a mosaic ofa raging battle on a· desert, talking. They say that mosl of the band is may not pass unless you have the key or
W279. To the fight ·side of the mosaic is a cov- away right now, but th.en no one would _b_~ other means. Above the door, a large boulder
ered basket, W280, while there is a chest to
the left, W281 . There is a curtained alcove
brave enough te trail them to their
. . \
ramp
.
. ·is balanced. If you open the door,
W175.
turn
to
beside the southern door, W282. . · 'W 104. Something is Uirashing in the bn,is.p. .
You find a rabbit caught in a snare. You may: W116. This courtyard ls overgrown ' with
W93. In the center of this room is a bubbling ignore it, free it , or take ft with: yqu. Roll 1d6; vines and leafy pods. Too late, you discover
fountain You may taste the water, W89. A , 1-2 = W19~. ott)erwise move.on. that this fS a deadly man-eating plant. Use
locked ,golden door leads ·north, but you may / /M21. .
• not ·pa?ss without· t.he gold.en key, or some .W105. Here is the· tieart of the ·brigand's
other means. · · camp. Three men are always here. The. first W117. Vines trail across the cracked flags
time, one isHaker, the leader, whose lace is and climb stony trellises to either side. An
W94. This room has ca.rP..ets hanging to badly scarred, Beside them is a lock,ed trea- ominous flutter of .leaves fills the air and you
either' side. The northerrr.' wall bears an sure chest. You rnay try to sneak close are attacked by snaking leafy fronds. Use
Inscription. W285. As you enter, two sashes enough to · surprise the:se .three, W19"4, Dr M2.
drop to the floor ·and crawl to ·attack with attack them', W?QO. .· " -
deadly life. ·Use,M22.
,.._eo_-, - F • ~ .• • , ""' • • '. •j
-: W118. What you thought be the framework
W106. Here a !orie sentry stts WfilCh, whit· of some building, you clisco\/er is the ribcage
W95. This room is bar.ren-except for .a golden tling on a piece of.wood. You may try
to sneak of a gigantic creature that died here. Hanging
door that requires ' a go!deQ key to open . Roll past, W194, attack, M7, or try to ·silence [lim from'the spine on a sinewy cord, spins a bony·
::z
1d6: 1 ~ W286; ot~erwise- read W288. swiftly, 125 . .!fyou wi~. W203. key.. To get the key you must.throw something
to break the cord (AC -2; 4 hp). A-rock caust:s
W!H$. This hallw~y bears ·a door wrought of W107. This is a box canyon. As yoJJ. back out 1 point. · -
· iron:. There ar~ lhree keyholes, in a coJumn. to find another place to start. y0u are
Firs( gold, then silver, then ,copper. Three attacked, by a bear, turn to W66. -W119. Jn the cent(wof the squa·re .' a dozen
keys are needed to open this door. Ii Will not scav(!)ngers fight over a corpse . The beasts
qpen by other means. lf you have the keys, W108. You find some vines, and 'take one are 3 toot long. hognosed nits with long tails.-
tum ·toW287; otherwise ·read W288, with you. You may use the vine to ;mfely cross You must attack them to cross !his area: use.
one·nazard, but then it is gone. Also you may M26. You may try to s'Care. them by G.l"largfng;
W,97. H\fve you defeated the .Maltera yet.fa If use itto.climb down one row. where "t here is they must roll gr.eater than their Evade or
yes,tu,rn to W295; otherwise.tum "to W289. no path. ».1 flee , if they stay they gain 2 free attacks.
W9.8. The great-door swings wide. Beyond is W109. A splashing waterfall dampens the W120. The stench of putrid flesh fills this hut.
a huge locked tre'o;isure -chest and any trea- stone. When you leave. this space add + 2 to Lying admidst a dozen casks is a rotting
': sure that" the Malfera stele trom you. You fall chances Overhead is an outcropping; if body. The casks hold rancid fish oil. You may
·must -either pry the chest open 114, or pick · you have a rope and grapple; you may try to refill your oil flask. There is one empty ;flask
' the lock, 133. Each time you fail roll for a trap. climb straight up, W130. here.. ·
Roi! twice for Coins as well as normal finds. As you tum to leave, horror grips_ your
-l
7
your throat. The corpse stands, chuckling Wt35. As you tumble head over heals, you BAUBLES .." Do you wantto continue.• W{4a:
evilly, and staggers to attack; use M25. spot a pool of water. To make a soft landing in or attack him W146? ...
. the muady pond, Save vs. Stone at.-2, or take
W121. The walls and ceiling here are crum- 2d6 points of damage. W148, You nod ygtir agre.e ment'. The ,giant
bling. To cross this area, you must roll les~ . picks up a boulder and crushes it between
than 13 on 1d20, or a wall will crash in for 1d8 W136. Fortune smiles, your tall is broken by two hahds. ''LET'S SEE YOU BEAT THAT."
points: A web will preven! this. · a patch ot brush; take 1d6 points . . You may loo~ for a brittle rock, W1'49, or .you
--~~ . may use a cheese to trick him, W150, or you
W122. This plaza is . carpeted with saw- W137 ..Far to the north you s\ght a grarld lake . may atta.ck, W146: · '
toothed plants and rooted by an arbor over- and odd little village on its shores. You see
grown with vines, Do you cross the . plaza some winged creature soaring ov~r the W149. Yo-u discover a weathered skull
W127, swing across on a vine W128,' orclimb marsh and you could swear it has more than among the rocks. Roll 1d2Q; ·and if ypu roll
the ai:t:ior, W129? · one ~ead. less than 13, furn to W159; otherwise turn to
W157. ·
W123 •.T~ flagging here is·cr'ackeq amftum- W~3B.·.Eastward you spot a plume of smoke . ~/ · ' ' '
bled. You pick· your way carefully across 'the rising from #1-2. There is a mountain barrier W1150,._You slip the · ~heese into y~ur hand
coµrt. when suddenly huge tentacles erupt to th~ east _and soutp. Encounter #20 .is a and pretend to pick up a ro~k . You squeeze
frorri the floor and slash at you . One of the · pa5s. with just one hand. 1:mtil the whey drips to the
tsntactes bears a deadly thorn (d6). Use · ground. Startleq, the giant scratches his
M27, but it has 50 hp. W139:. Due west the land is- scarred and bar- head, W15l. c'
8
. / .. . .. . ...
SURE. f?OLLOW ME.'; Tum to W49. Gairi' t TRY YOUR CHANCE AT A WEE CO('JTE.ST. •f,. Wt,4. Svbtract 1 Selfi~hness; turn. to W1B6.
HAR, HAR .." If you agre~ to-hjs oontesftuti1 .• ... ' ·...;·
.Honor amd 1, Per-siste11ce.
.
. -. • . "· :_ . •
, to Wt47, or you may at\ack.,.W146, or l'?ave... i · Yf1"8.5. Add 1' Selfishness; ttirri to W186. ··
·
'· / .. ' ~ .~
W1 $9. You cnJ~h. the.skull to powder, W151. '.i_ "-;, ' :, '.;.;, '"'i{ ,,_• ' • • \ • • .' I
., W171 • .You fe.·e1 y~k:~e. fu;iing .stalked. Fro~"·'·. W:18&•.Yoy. e~ter ~he Ml.JI. cautiously•. a:nd the
W160 . .Amazingly the pillar:. topples. Read • distant shadows a :keernng wail sound's . .Roll . · .water ts po·1:ir!'ld intQ;' a· cauldron, wh.ere· 1t
W154. 1020; if fess ,th<;m•.15. you are attacked bY.a , :begins to boil .ever: though ih~fe is no fire.
· hairy beast from th.e shadows. Use MtQ. · -, t The old woman seats herself behind the caul-
W16·1 . "OH HO .." bawls •. the .gia.nt,· ' · '· . ·.c clron_'. stirring yhe broth with 9 gzeat spoon.
"CAUGHTNOV CHEATIN'.:' Turn to W157. .Yt,1:72 • .Your;j\>,ath is block.ad :by a y~wning· ?O . and ·stares at you. "I am the W1tcry, of the
.,.. foGt¢1jas(n:;Yo.u. must use·a;rope 118, roll less '.. Woods·; wh<l!t is it you seek, traveller?" Do
W1&2, The giant lifts the huge slab gate and . .• tha(l 15 o'li t·1 tl20·toJeap act0ss, W13G. :· .you tell her your mi?sion arid show tier the
yolJ ~tep through. Then; Vlo'ith an evil laugh h.e .· ''' · pear(s: reafil W187;< are you cautious and t~lf
drops .it beck in place, bar'Ficadiflg you.wjthilt W173. YoudoPttreacts on
a raised flag.sto~e · tJei)tiatif.~he is wise she will know your mis·,
.
.
W163. The hut remains abandon.ed; but you .
•
'
- ·1
anifi:fdart:sboats from the wa.11"·1t's Hil roll is ' ·.sibn, w1ws; cir·· don't you trust, her, and lie
'11. If VOU are ~it take 1·3 points and Save'VS. , about your purp~se;'\\'.189?' .
may tak!:'. the c~eese ; it is_worth 1. ration. Pdi'sc£i:rat -2 die:· ·)·: · or ~.. ~>
.' . · .••.
Wtf7. " Ah the truth is a two-edged weapon~"
' •• •'j " .1., •'!-i .•
: - •
10
' , .
W241. (Jrumbling, 'thestoo!3' cutter cr,rag~ the· Je~ches. up and kiSSf% you. ROii '1d20; if.
1
stone to his woiksto·oJ.. Then mopping nis .'~reater t han 17• .lu!n. to W249~ otherwise
brow. he offers you a _d rink of spring water. rea~ w2so. '
W230. Ahead the rotten- lifl'\oers have col- "As I said , don't get many str.angen"' ·~i:e:.
a.
lapsed, bl0cklng'11ie tunnel. To the' left { + 1) Mostly scared of,tt'l~~o!Jfliiar!;J what roosts·t9 W2s2; i 'fi'lease sir,'' she moans, "Won't you
side tunnel branches, W2321 right (.2) :a rub- the north of 'ere. F:e~t fre'e to sit 'n rest a spell, save me fr.om this wretched Witch?" Qo •YOU
ble strewn p~SSa'ge slopes cown, W229;. Or I got wo{k to.do.J3esfybu keep 6ut of th<it hut ·break "her' chains, W245, otter her a drink,
there 'is a crevice (-1) · you ca A squeez€i whilst I'm go.pe~ aQ old "'!itch liv~s there/' ·a~d W246, ask her name, W.?47: or fetuse her
ttm;iugh, W231. he leaves: You' may explore ·the area; W243, thi~king hmight be
a trick, and: leaV'e,W248?
.9r'fea:ve. · · , .
W231. The musty odor of earth fills the air. w2s3·, From this vantage yot; see southwest
The passage to the right is .buried in a cav.e W242. Yoti•.stride over anohelp him.drag ~he . two twin peaks,. a herd of ·bison on the 39uth-
in'. lJ1e tunnel winds ah~ad (0) into darkne5s,.· block 'to .-th'~ ·wprks~ooL ·He is grateful , ·a,rid etn · p·lalns and w,est, gigantic birds circie
W232, while a set of stairs (-1) tead dovxn irito tiriQ.9.S _out· ~~b.ottle of..wine, a haunch of cold ~l?OMe 1h~ ,moun~ains.
the earth, W229. Overhead there is a narrov,; 'vel"'li&on ancf'.,btead. You rest and dine. Cure ~ ~' -...
chimney ( + 1) leading up to the next lavel1 1-4°hit points ~nd you may keep the-Wine and · W254.' A 20-foot-wide and deei:i, chasm
W233 . . ;jl{eab · · : · ··~., •· , ,. . ·• ' block~ ·yourpath. You must either.use a rope
1 " "'•86 yoo're kX>kin'' ·t~(Milgor? Ope nasty 11:1 , tcy 'to leap.across-roll greater than 14
W232. Rubble litters the ,passage, The tun- chap,. that'un. •He come~{;lrounq nere often, on 1d2Q-or fall (1d6 + W1 30) a,gd you must
nel slopes upwards ( + 2) straight . as . c;n visitin' the old .witch what lives j n that htlt. now ·c limhW130. ' : .
arrow, W233. To the left (0) .the passage Take cate." Y~m: tha:Dk Mh ahd tielp bim load
switches back, W230, while to the rigM a a finished tablet onto his back. He'$ets .off· W255. ·'(}. fucky caste of your weapon brings
crawlspace.(-T) leads to a parailel tunnel, toward town. You may.go to-the h.ut'; W243, 9r down a ~abbit. Add 1 ration to your total. ' .
W231 . . leave. · ·
·· W2$6. You.find' a narrow path up and down .
. W233. - The •air is stale and' the PC3ssage W243. You eross ove.r to the old hut and p.eer -. . . . .
cramped. The passage tw_is\s upward~ ( + 1) in one of the dingy windows. It appears.to be - . · W257. _T he traiJ has grown faint '(ou are lost.'·
ahead and turns to the right, read W23.0, empty,butjustasyou tumtoleave youhear a Roll . 1d6;· move': 1 =NE , 2 =E. 3 1 SE;
while a corridor branches atright·anglM to moan. Do you leave or look inside, W2.44?' ·. 4 = SW, 5 = W, 6 =.NW
the left (-1) through a vein ol shale, W292,,;
Behind you (0) the path recedes into dark· · W244. You push open the. door and warily · W258. The trees and brush form ·an impass-
·ness, W229. To exit this maze, if yot.!r wan,] 'step in. From a cot comes a moan. Pulling able tangle. You may try to chop'through, 115,
dering total e~uals 0 . ·turn . to W23'4, back: the cover you find ·a filthy, young maid, or pass by special means. O therwise, return
otheni1ise, continue on. If you are frustrated, he lips parched, chained .to the wall. Head to your last space antl'go around.
there is a collapsed way to the right that you· W252.
might be able to squeeze _through, W2~5: W259. Y-0u have found an apple tree heavy
W245. You' must pr:y the lock open 114, or with fruit Add 1 ration to your s upplies.
W234.. A fre~h breeze greets· you as you pick it, 1aa. If you succeed. go to W251 , if you
stumblq out into the s"unlight. l,t seems. that fail, read W?52. ., · · .. W~&O. A wat~rspout er&1pts from the water.
.persi~a.nce <loes. pay off. Gain 2 Persist- Roll less than·1$on 1d~:O~bf:l d umped in the
ence. W2.4 6. The maid struggles with you, bui,you water and have to -swii'flto safety W75.
manage to force some water down her -
W235, In desperation, you try to claw your throat. She gags like a man. Tum t_o W249._ W261. The stone melts. Behind is·a dark hali.
way through the rubble. This is a risky path, Tum to 'th~ Caverns or
Couronn and ·start at
the stone is cracked, the timbers rotten. Roll W247. She. gasps., ''AU);iha, if it please you AO. q ain 2 Persistence and 1 Honor. Orie of,
1d20 ( + 2 with a dagger, + 4 with a greppel); my lord. Oh pleal'!e, do free me from the the chips' of stone turns o ut to be a piece -of
if less than --18 torn. to W236, otherwise you clutches of. this horrible witc;h. I cannot pear the tablet.
break throu'g h onto the mountainside to the this torment and will surely die." .Tum to
' sage.
'?
west of the mine. ~ose Persistence.
11
W2&8. You find the grisly corpse ofa moose. per 3. When you put a particular key in <! dazed . You may attack, M14, or wait, W304.
Appar!.)ntly mauled by seve~al different ani- certain ·keyhole add the ,number for .t he k~y
mals. and keyhole together and add to ' + W28~8. W304. The giant. rubs his e¥es': "MY
THANKS , LITTLE M,AN. YOU hlAVEJJFTED.
W269. You have blurn;lered into quicksand. W288~ The trumpeting of the ~iephant Man MY CURSE." fr you have sip.in his ,brother, he
Use a rope, 121, or swim, W75: (double dam- fills !he hall. You rnay wait, W28.9 , or leave . . bellows and attacks, M14: otherwise, h,mi to
age) .. W305. .. ' ,,, · .
W289. Your nem$sis stiddenly attacks tram
W270. The llall seems empty except for an behind, M18, and{Jains surprise. unless you W305. "I OWE .YOU A DEBT,. THE8E IS
urn resting in the mi.d ole of the hall, W.272. .saw him coming. If you hold his bane, the sil- TREASURE BENEATH THE ALTAR. I WILL
very globe, you may use it, W297. If you LIFT IT FOR VOU AND YOU MUST CRAWL
W~71. An ominous fee1ing fills this room. · defeat the horror. tum to W296. UNDER AND GRAB IT." Do vou do· as he
. . requests: W306, or do you leave. W'JOJ? .
W27~. The um. explbdes your foe leaps out W290. A ·golden light fills the room and the '
-and \:lmtiraces you, M73. Use M 18. . key clicks into place. W30'6. Beneath 'the altar you · find a chest.
You .drag it out pi;no must roll for' >Q._ne chest
. ...Turn
W273 ton. ··· W291. Fire lances up your .arm. Take 4 points . trap. T he chest contains one scroll , one
· of damage. · · potion, and any treasure that the other giant
V'/274. You tug at Door #1. It creeks open to stole from you. There is also a m(!gical ring of
reveal a vast treasure hoard.· Do you .step W292. The air is. charged and all non-magic pleasantness. It win a!lowy.ou tO pass by two
through, W277, or reconsider, W91? · · ' metal objects; excepr the keys, cling to 100 unpl~as~1 ! encounters without su"ffering ar1.y
door and you cannot remove' them until the effects and then is useless. The. ring nas no
W275, You · stride through Door #2 and find door opens. · \. · . · power over Milgor. · In addition, you fin.d a
the earth whirring. Roll 1d20and move to that piece of the broken.tablet, #15, but it is blank.
location in the wilderness. - W293. A plea$ant chiming sounds and the . Turn
. to W307.. · ,
key clicks into place . .
,W216. Door..tta .9f?~~swide on a ra!;)ing .tem- W307. You._gain 1 Persistence and,,2·Honor.
pest. Lightnint;J;Jl~Sl}es and thunder boom s .. W294. AU your rations rot. tne·key falls out.
• ··< ,
W281. Roll !or a chest trap. Within is one W299.\;Searchjng through the remains you
scroll hi9d<tn beneath mounds Qf silk. . find ~ tarnished a'mulet. With the Symbol of
Light. ; . ·.,
· - Here is a gra~y knoll .and a number of sin· roorri sits an old'bird. a J<erchief tied about "Yes, y~s. You'rerquite ,r ighf."
gle rail fences cirC!fng a high post at tpe cen- her head. oh 'her' rigtlt"shoulder perches. 'a . ,.'Pardon us sir, btlt have you met°our sis~er
t\:rof the,. square. On orie cir
the fences b1t.;~jay, caWilng at you. Z:f, ,: • .. Wedrn.:i? She's such a n,ice girl." These two
perches a s!eep,ing Gyerian. His s1;1oring <: Shf?~ rg~es your questions. ana gestures make ·your head spin. and you are fuappy to
Sends a young sapling over. The post in th~ 'for you to,·llie seate\,J. "For-me to answer·yoµr get.away. · · ..,
center has signs stapled to it. - . · question~, \l;lnusf see tt1is. item tor whic~ ypu
There ·are signs · poinflng no~h that ·say; s'earch, shey~aokles'.J)o you hand her one of ~17.. :The sign o~ this large dwelling says
"nester," '"hole in groui;id," and "seedlands:". the 'p~atls; CS4~. JUSt show her tpe !?earl , GSO, '"EARL, of GYER." No one -seems to be
Those pointing east. read :. '.'hawkshead,".
"old stony," and "big birds." Arid '~hqse poiRF
or tell her you just want to know where Milgor
.?ah ·~ fotmd /G.s11 ·
about You could knock, GS2. or !eave. · ,
' .
ing south say: "earl," ;>nasty snoot.face," and • • • It• : .• G1.8. A sign on tl\is 'n est proclaims "Orville."
"our sister's house." ' Ga. R~ucai;fs squa'wkiDQ asl?·aHs :you as you A tt'\ln figure steps from the door. "Hi hi hi!"
approach w.t,iat p,ppears fo be
acorral holding he calls' out, "I'm Orville. I live here. What
G2. This hut seems dilapidated and run- a dozen you;ng· mes. Ttre•rseeh1 1gitated, can I do. for you? Say you haw a strange
down. You .call out. but no one answers so and every so often one leaps over me
fence, face, wharhappened to your nose? You don't
you push open th~ door.· Large cobwebs and the harried keep,.t;ir, @ives ch.ase.' Do you live in Gyei do you?" .
' hang from the ceiling and dust covers the waht to help h,i'!!l cat.en the escaping birds, ¥du can try tQ get a word in over his mut~er:
cracked floor. There is a pile oJ rags beside G54, use an Hern, G55 or continue on? .ings of "Pity abo'ut that face, poor l:le.ar," G86.
the door, G2~, or you may search the· P.lace, or jµst be 'on your wq,y.'
G23. : · / . G9. This hut is .disheveled and reans to one
side. A slovenly birdmarl stand.s in the back Gt9 . .This funny hllt has pink curtains if] fhe
G3. Here are two wooden replicas o-f stx-toot- yard. He walks up to an open ~pace between windows, and a Gyerian girl stands on the
ta!I tlirds, carved with amazing lifelike detail; two high wall's. With a sq·uawk, he fa!is down lawn. "Hi ," she introduces herself, 'Tm
One faces south and one east The one fac- as if he had bump~d into something. ·He Wedna, won't you stay for teq?". So this .is
. ing you has emerald green eyes . No one Stands. shakes his head, and tries again , Wedna, the dear sister that they.say is gener-
appears to be about Do you attempt to pry muttering to himself. You may leave the way ous to a fault. You coLtld stay, G88, or politely
,. the eyes from one of the birds, G24? you came or iRvesligate for yourself, G.98. excuse yourself.
G27. You chase the fish, but it hides beneath return to G4.
some filies and you cannot reach i t.Cau- G49. You hand her one of the snow pearls.
tiously you reach beneath the lily pads. How- · G37. "If it's information you want, you should She looks closely' at the pearl and the jay
ever, a sharp pain in yourhand and 1 ·pointof see our mayor, the Earl ot Gyer.. He li11es to cackles. 'Tm sorry, deary," she smiles, "This
damage telts you i:hat wasn't a smart thing to the south you know ," and the fellow bids you see.ms ro be a f~ke ." And before your eyes
do. Aeturri to G4. · good-day. the gem melts away.•With a shrill laugh that
to
turns a rumble\.she changes to MHgor and
G28• Mitfy and Rollie. esoorfy°Qu to one of the G38. Nester leads you north , east, south, vanishes!
·three Start:spaces on the map of Gyer. ''Now and finally east. He finds t he door open and . '
'-...
straight ahead is the town square," chirps. one. . 'says, "Hmph! Someone must have been vis- GSO. You drawiorth-a pearLand hold it in the'
"Yes, straight ahead. You can't. miss it." . iting." Add + 28,to the encounter number and palm of your hand. The old lady peers across
echoes the other. "Be ·sure you. say hell({ to · turn to tryat entry. · the table at the p.earl, "A pretty baµb.le. I have
our sisterWedna, she's generous to a fault," never seen its like in "thrice ·thirteen years.
they say and then leave you. 'G39. He rummages thr9ugh the hut, looking and .you will probably only see its brother l.f
(!>.s you wander through Gyer you must roll for something of Mte. "I recall my sister you search at or:le less and seek'the n-ext.'' A
a Random Encountef every. time y0u find a found something on the road· the other day. strange shaking overtakes you . Roll 1d20: If
small hex symbol and when_ever you cross We couldn't figure out what it was, but per- you roll less than 6 turn to G52, otherwise
the main street. haps it may pe of some use to you," Nester read G53.
quips. ''Ah yes!" he says and pulls a small
.G29. The· Gyerian~ptroduces ·himself as the. • vialJrom a tangle oJyarn. G51. "Ohhh? Cautious you are. l \will read
Nester and oinvites·you in for a bite to eat. He It appears to.b'e a potion bottle; T9, with.the your fortune theri.'.' She takes your hand and
offers you dried see9 and stale bread, \',/hich Ore word for "Re13air" on the side. stares into It "You will only find 'what you
he devours with relish . "We don't see many seek, if you. look' beyond the mountains, to
strangers in town. I should CqUtion you to ' G40~ Your interruptions are not appreciated. the north," Glancing at her a window, you see
stay away from the Parson it you meet him, The .fellow glowers at you. ''Churl, you have · the reflection of your enemy. You ki~k over
he is a dangerous bir4." After choking on a disturtied my meditations! How dare you!" the table and anack Milgor. M20. He is fully
crust of bread you politely take your leave. he rails . You may apologize for the intrusion, healed ,jf encountered before. Gain 1 Honor.
G43, shout back at him, G44, or 1·e ave the ·/,..
. G30. Suddenly, the fellow, na(Tled Nester; , way you came. · ( 'G5~. Y.ou are paralyzed. The old witch
becon;ies quite excited. " 'Milgor, that. mad · changes to Milgor and he lifts the pearl from
.wizard! He worries me, playing tricks all the · G41. The creature· looks at you rudely . and your hand! Then. he is gcine. You r1?cover
time on travelers. My siste.r,·carojin, Hke~ to. says "Shhlih!" Retuni to G11. slowly/ but not from the humility you have
'-!ravel and picks berries· over by hi.s home in
1
faced. ·Lose 50 XP and 1 Honor.
tl:le northem mountains . Th~y're pigg.e r over G42. Holl 1 d20, and it less than 15, turn to
there. I'm afraid she won't return one day! In · G40, otherwise read G47. •· G53. You shake off the num_biog effects of
' - ' .. , ..,,,,
f?ct,.she's away today on a trip sou!h to find .. ' ~' <
the spell . The old lady's form ..blurs and there
the oracl.e. If she were here , she could tell G43. You attempt to'apologize for having,dis• stands Milgor, i.ully healed . You may attack
you where to find Milgor. I hear he lives In a turbed hirn; .but:his ravings' continue and now ~im, M20.
series of never-ending tunnels." ' he hits,yeu:wfth t}is cane tor 2 pqints of dam-
"'Maybe there is· something of interest ;at age. Do yoµ sw.ing lzjack at him, G4S, ar.try to ,G54. Roll ,your Hit Roll vs. AC 0 to capture a
Carojin's nest. Do you go to Carojin's; G38, · . ~aim him down: with if.git(, :!34.6? bird. Then roll 1d20 for the bi·r d and if it rolls
qr stay for a .bite .to eat. _G29-?" ·. 'less than 15, .jt escapes. Once you get one
, G44. Soon y,pu are i:ngaged !Q- ~ ~h,out~n~· ' bi(d, back to the corral, read G56. ·
G31. The fish smifes at 'you ·a·n d chirps, ''!A(e match and a crowd g4fh~r!:;. Forwnately, yo~r
you crazy? I' m jvst a dul)1b fish !" Turn to G4. . foe turns .to preacl} ,to the crovJ:Q,~ nd yo,u slip . ·G55. You may use tape, 119, or a flute 110 if
• • • \. • i ~. ~ away1, \~· · to
. you have tl:lem; otherwise return G8. If you
G32. Yqu · ask about .·rVrngor and the fish . ~· · · succeed . the pleased keeper asks ii he might
responds "The mine.'s the place'" Return to · G4S. Ybu walrop.the fellow and fie sits d9'1t:n · . have the item . Do you gi11e it to hi m G57 or
G4. . ·· ·. . , "· ' · :· wi!~ a thud".. He 'rs 101
silent al)d .dazed ·a refuse cGS6?" .
. .. . . , ., , , .,' mo[Tli:m~: but then .looks u·p witn a smile ~ncl J
G33. In reRly to you1 q·u,_estion~ the· fish '. . ·says. "Oh, pardon me •.! oldh 't fo!;ll[?e it was GSe. The panting keeper thanks you for your
squawks "Nester kno~< · Returri to G4. . ·1 ... so important. I· don 't• k(lq~ anything , but t:d h~lp, ,and offer-s~you some advice. Avoid the
· ./ , • :·,<be pleased to help hea:l ..you. 1'62. · old bird l.o· the north , he's a. bird of prey and
~.G34. "Ifs a)seoret," bubbles the fish, ' ~.B1lt, 0 "\"" • "' • mighty dangerous. Gair;\ 1 Ho9or al)d 1 ·Per-
I'll .whisper it to·you ." ·Y,qµ lean }orward; but ' ·G46. He take~ :the gilt. • Add one poi11t tor sistence for helping him. ·
the fish sprays you with a stream .qf wa~r;· · every 100 gp varue of the gift. If you rol l that
. '
'then dives beneath the surface. Return to '";. number -or less on 1d20 turn to G48; other- G57~· The keeper is very Qrateful for the gift
G4.. '' . . :.. ~ wis.e read G43. . · and gives you a random scroll. Turn to· G56o..
14'
G58. You dig f.or _tlalf an hour, until you br&ak G69. Roll 1d20. If the rolf is less th ah 4, ·take Gll1. "This door l.eactS into a tunnel to the
through beneath the' wall to -the other side. · 1·d&>puints of damage from collapsing eart.h. ho_rth but the tar arid is. collapsed, G6.8. ·
The hole is tbcrsm~ll to take. more than one You dig for several minutes until your shovel
weapon; you must leave t-ne rest of your gear uncovers a skeleton.·You may leave, G67, 'qr G82. A .riople-lookin'g Gyerian answers the
here. 1.f you cross, read GS~h. . · · continue to ~.ig, 'a?!t. . · · door. He is 'taller than most and finer dressed. .
"f am ~the' Ea~I 'c:lt .~y~r. May 1. n'elp y-0u? " he
G59. lt'ou hear,a faint call from the Gye'rian .- G70: You drag·
ft)e skeliiton· aside '.a rid'-dts· ask?.'Do you ask him for directiphs, G83,
"That house rs haunted! No on~ goes theref1 cover a rotting par.c nmei;t The scroll a ·is sp~k of.Mllgor or sho"Y .him your note, G84,
. ~P showing two paths 1rom the.upper tight or.fhr~aten him if he d oesn' t help, ~85?
~60. Wedna i$ surprised , but not hurt "No · ·,ccirr)'er'fo.~· space. 3 squares south,,and' l h$ '
one has ever told me it was bad. You !:Ire the · ofhedo the spate at the center bottom· Afew Ga~• .''Not much I c&n tell you . 1'would seek ·
first lionest person whq, found fault. t sh.a ll more mlriutf,l~ digging and you break .through out Nesrer to the north of town. He knows this
reward you," she says and brings you a&croll ,irifo'.a ~u'.'._n~! ... You ~Y move to any oi t tie . area >Nell," and he closes the door.
with a·magicatmessage written on it. You will . noted.~paceS',pr leave, G67. Gain 1 PersisF
need a read magic spell to <ieciphi:ir it. .., · : .enc~. · · · .i , ·
~ ·. '
G84. "Ah, .that detestable rapscallion. I'm
.
~-.~ '· .. ~.. . . . . ,, ~ ·t: ·.:~r. . ·~ ::· , ·~·· . sure I.can offer 13ome help, but I'm
afraid not
G61. Stepping inside, a cold b.ritlez:e blows" G71. You· find, a key 'be;n~atl'l th.e rrrat; rea-cr wttatyou seek. You should Journey due south
across you and you see· ghostly tigu'res of G72. tose '1 Honor. _- . · ; ' · ~- . ' · · from. here,. anq almost at the liinlt.$ ot the
.'
light dancing 1n the center Gf the room. Moan· land; you will find the oracle. Sht;;' b'an help
ing fills t he room. Do you leave· in a hurry, or G72. Th~ ct~br
creaks op~n; ~;tJddy,·is
home .. you." He bids you well on your way; and then
investigate; GG3? · There is a covere<t. .p)rdcage, ,Gza{ 'and. a as . an afterthought he hands you a scroll,
scrap of paper_£ll'l fhe_tabte, G74. T39, and a p1ece of broken tablet: "These
G62~ You find an old covered well. Peering may t>a ot'$ome help."
inside yotJ firi9 a ladder, G66. or you may G7:J. Y'Jhen you pull back the cover of the ·
enter the house, G61. cag~ you find the door i.s open,. and a large
blackbird .attacks you· causing 5 points of
G63. A chill wind whips your hair and figures damage. It tl)en flies o.u t 'the door of the hut.;.
dance abOut you! But they do not attacR. YD.I.I · 1. .G85. He is surprised at your threats, but not
then discover the source of t~e haunting\ GH, The noie i$ difficult'to decipher, but you frightened. He takes a .tin of snuff from his
Crystals hung before an open window b!owln finally make sense of it. ."Brother dear, have pocket, sniffs it, and ,gives a mighty sneeze
the·moaning cold.breeze anc! set sunlight to a gone to pick gooseberries ancf 'get the ora- that knocks you dow.n .the stairs and into a
. sparkling 'aanc'e.amidst the dust clouds! cl.e's recipe for pie. Back tomorrow." . Jhere .tree for 6· points. Lose 1 Honor. If you attac_
k
· NoWthat you know the source of the haunt· s.e ems Jift'le else of interest. ·· him, use M13. ·
ing, you may leave or search, There isa back .-· '
room ; G23. an old.rug, G64, and a battered. · G75. As you step forward, the Gyerian lets G86. .You explain your journey to him and he
stove, G65. · lodsea terrific sneeze bowling you ever. Take responds, "Yes, .that Mil_gof.Cah' be a nasty, ·
\ 2 points of damage. .He can of.fer little help. · . cq.n't he: Corne lnsid.~ ant!
.yi~ .will figure out
Gti. 10 your disgust, when you lift the rug,' You could offer him your cloak to keep him what to do with your pr6b1em." Without wait-
".8"
~n entire family of·cockroaches run. for the warm, G76; or perhaps some wine, G77: ing, he turris and walks back into-the house.
corners. On
the floor lies a piece of the bro· Do you follow, ~87, or leave? ·
G76. Toe G"ye,rian js very gratetul : for your /
ken tablet.•It ." to G63 cloak,, but not tor the 1.1s~ you expected. He G87. The inside of the hut ls dirty. There are
raises It to Ms nose; ar:id blows. " Much bed~ no _chaira,-just some squat tables. Orvil! set-
der," h.e says. Turn to G7a. tle~ in behind one of the tables, swishi ng
G65. The sfove is rusty and filled with ash. from side to side until he is comfortable.
· While searching the.· stove, ·. youJ . hand. G77. The Wihe seems tn warm the poor fe.1- ''Please join me," he says ·and motion~ tG t h&
touches something.that moves. Ari otld bird low and h'.e ~eems mu~h better. Tum ta G78" floor. "N.ow 'then, Mil'gor. I've heard peopl~
4
With·J.1 w'hiplike tail attacks you; use,,.2. If you say :that he lives on the western side·of the
»;yin you may return to G63. . G78. " I have- someding fur your tro~ble:· he niouhtai.ns in a wx cariy·on. But who knows?
says, and hands y-0u a note. " Take this to the About two mile_s as the crow flies; bu.t then
G66: Climbing the ladder,,a rung..breaks and Earl. He
will reward yoU.," he sniffs. · · you don't fly now do you? Well;-- I hope. I've
of
you fall in a he~p o.ri a pile dirt. lt:smells of . been of some help," he says as he crawls out
.eai:th and mold·down here. Turn to G6~, · G79. While you bend' over· the basin, a figure from under t~e table, "I've got an apiary .to
rushes past and leaps into its cente.r. This run you know." You may .leave .
GG.-7; To cli.mb the bro~en l~dder you must roli· Gyerian ·is. muddy, -amd··he quickly fills the
less .than 15 on ld20 or faH and take 1d6 water with mud and feathers. G88. Wedna brings out a small tray· with a
P<>tnis
of damage. If y9u fall, re\um to ~69. If china teapot, seedcakes, and biscuits. You
-thete is:.a (.!~r you. may leave.
~ ' ' -·. ' ,''.
GBO. This appears to be a smokehouse. T~e" ,sit on the front lawn and she pours you. a cup
•'
· 1•' pleasing aroma of hickory fills the air, but and offers you a biscuit. Thinea .i s dreadful!
.668..-:Yo~ discover a t1:1nnel lead ing aw,_ay your stomach turns queasy w hen you see the You have never tasted anything SQ bad. You
,but It is ail caved in-. · Th~re Is a shovel' in six-foot-long worms banging over the ratters could drink the tea anyway, G89 , pqtitely
to
the_dirt if you want dig, G69, or you may try . ,. to diy along with the bundles of seedpods. excuse yourself, spill .the tea, G90 or tell her
to climb back out, ~67. Be.s ide the hut is a cellar door, G81 . it's bad; G60. · ·
G89. After y~u feaye you .must roll !es.s than ness. You discover a root cellar. Stored here points of damage eacti round until you re·ach
you{Constitution or take 1 point ot'damage. are casks of water; fruits arnlberries, though water or smoke. Or you may use an Item, turh
few appear e~ible. There is a door. G81 .. tO'RW24.· . .
G90. When Wedna sees your cup is empty,
she pours you more. R~tum to Gas. . G94. Beneath the sign of Milgor's return. G97. You dlsc;over these are beehives. ·vou
search for another (add + .1 to the could have beeri stung.
_G91. How selfish! Add + 1 to your Selfish- 'encounter you
find there). ..
ness, ,G98. When you step tor:Ward, an invisible wall
G95. Just as you .reach the catbird, it Hies blocks the pa.th. ''My dear dep<frtect-for-else- ·
G92. You must ·climb the tree by, rolling less away. However, when you reach the groun<:l where father invented it. ·He called it 'clas$' or
than your Dexte,rity score ·on 1d20 twice. the child says, "Nice man . Good to Vonny. somethii::ig," the dazed Gyerian mumbles. To
!;ach time you fail take 1d6.pointsot damage. Tell Bapa!" anct .h.e runs oft. Add l to your th(! east you sight a fancy house high or{ ?I rim.
When yoa reach the bird ; turn to G.95. _If you Honor and subtracf 1 from 'jour Selfishness. Do you'want to try to cross the 1Moot.tali wall?
give up read 'Q93. You could use a spt111; or a r,o pe to climb ov~.
G96, These are beehives. Yo~ are <1ttacked W1~0~ or a dagger to ,dig under, G?~. or just
G93. Selfish boor. Add + 1 to _rour Selfish- , by a swarm of bees; M15. They sting for 2 leave. If you cross. tum to Gf?9. ~
16
THE OUTER.CClUR.T
AO. You stand ~fore· a granite door. There is 3 '" A26, and ·4-6 "''.A24. ,guidanc~,~A 16, or dig;, A17? ·
an inscription qarved. into its 1lurfaoe-a rid- . .
dle and a string.of numbers. · A4. In the center .o f this chambe.r is a ·crum- a
· A14.~This roor;n _t:on~alns· only black pool.
bling stone Wf,!11 •.'Yol! may.investigate it, A46, .There seems :to be . nothing of. importance .
"Among thei;emen, one's the greatest, t<;>~s. somethin'g in, A47: seareh, ~57, , ~r ·here-. You 'may search, ·A64, oc leave.
It rise!!! above thefJthers, · leav.e.
None ca~ divide it like th'e rest,. A15. You burst through the wall into flt.cham-
It has no lesi>er brothers. . . AS. ¥0.u eta-Wt tnto this hidden room from the ber beyond. You have ·solved the r\dcfl~. Gain
Choose the man to meet the test, · secre~ passage~ You find a to~ch wedged ir:ifo. ·3 Persistence and ;qrnto ·a~.
'And find that p.o rtal ciear, a crapk. antl:'rnay tak~ it in the middle of the
Di.g in if you would find success, rooni,tte·s tt).~· pody of'a.._small re.o-haired man . ,(1&-.:lf yo1' have met a ghost A1S., otherwise
1 warn you •.persevere!" <:lrei;;sed:· in e><'P~fJsiye. brightly-colored silks. go~toA49. ·
You rnay leave: s~arcti the-body, A55, or pray.
"8 ,9 1O· 11 12''. fo~ttiJ-man's sol.il,,A$~; · A17. To dig, pick one of the numbers from the
door at AO and add +A 100. Read that entry.
The tunnels beyond are· a maze of natural A6. From the ed~e of ft.iis 'space you "sight·a
caves, and are filled with the musty odor-of growling troll .cnewibg its claws; piGking off A18. A .ghostly voice echoes in your ear,
e~rth and dark waters. If yqu possess any of trce.andplear111ng'itself. )'ou may Uy ro sneak "This is .'.he place, dig in, again a'nd aJ:Jain."
the three pearls you began with. they glow past, W195, distract it, W140, talk 191t·: A70,
. faintly like a firefly. eeyond lies Mi Igor's lair. .. or attack., A71. ,· · A1~. You. dig and dig, butstift don't seem to
be getting ·anywhere-. Do 'you want to con-
The.re are several rules to note .when wander· A7, T.h eflooro.fthis room is hidden beneath a tim.ie, A2Q:, or give up and look elsewnere?
,. ' ., '·
ing through th~se caverns. First, when p:,o u find huge · nest 'of branch.a~>. brush. , and bones.-
a small hex,. roll for a Random Encounter. Have you slain the troll, A72 , or hot, A73? A20. ,Your back aches and yqur muscles are
Next, these caverns are magical ai;id i1ilp;l.ir ·weary. But just when you think you can dig no
the use 0f infravision. If you-are. not using' light A$. You hear an odd chittering coming from . longer you break through. Read A15. ·
source in these caverns,. .YOU will always be· sur:-.. this chamber and peer irito the room. From
-prised, but you may $till surprise yo1,1r foe. ,JI the shadow you see a monstrosity, half man , · A21. A tool breeze blows from 'behind you:
you are using a light, however,. yo1,1 may never h'alf scorpion ,' pacing and swinging a large
surprise a monster. You have a·pen:;ilty of -2 to all halberd. The sting on its tail drips deadly poi- A22. The earth rumble$ and shakes. A cave
of your Hit rolls and ·saves, and add + 2 when- son. Do you attack ; ·A74, try to lasso .. him, is not a good, place in an earthquake!
ever you are asked to toll 1d:20 if yo\i. are not A7~. use some other item , or leave?
U.$ing alight. I>ifferent light soured burn fol' dif• A23. A great rumbling fills the chamber and a
ferent amounts of time. A ton;h or: a flask of oil A9. You see that the floor of this chamber is mass of.crystals thrusts-up from the earth in
will' buni for one level of the dungeon or until it flooded . The air smells of saltwater· and you front of you. The crystal?. t~il.«h and move a5
gets wet. \ · can hear faint sobbing. Do you wade in, A77, "if they \yere ali.ve. Do )'.G,,0~-attack them, A27,
: Climbing. You may attempt_to climb av.er an climb over, AO, wait, A79, or leave? wait, A28 ,,or try to mov~ ::past'tliem , A29?
encounter. Roll 1d20for~ach space you p-oss. If
the result is greater than - f4,, you fall (roll A10. Ttie water slowly recedes and you find a A24. The sound of dripping water echoes
ld,4 + W130 for results). Then return to t.he large, locked treasure chest. On top.are fouf
encou~ter. A,d d clie following modifiers. indentations the shape of a
gem. There is no A25. A ~isl stirs slowfy .in the .air, creating
apparentlock. Do yqutry'to pry it open, A&7 , eerie shadows on the wall.
+4 Fll,llshed ~ton~ walls chop it open, A88, figure out the purpose of
+ '3 · If walls are wet, cold or hot the mountings, A89, or !eave? · A26. A green pool of water beside you stirs,
+2 Lack a: grl!pple . and ripples splash again~! it~ banks. Thei1
+2 In darkness -witlibut a light A 11. This chp.rriber is .festooned with cob- the waters swell and rise up. Do you attack ,
~ +.1 ~pr each space.just <;Ji~bed webs. In the center of the room is a large• A30, wait , A31 . or try to move past,· A32?
cloth sack spilling over wHh silver-coins. On
At. This is a stony cavern w,ith large boulders top rests a large sapphire (4,500,-gpr Do you A27: This creature ·rs 'a kryst. )t &wings its.
apd mammoth stalagmites thrusting up from search\he room, A57, p~sson , A113, ortak!? crystals like maces and makes sounds like
the earth. This chamber is cool and trails of some of the treasure, A114? stone clicking on stor:i-e. Use M16. Onge ·it
slime ~treak the walls. Roll 1d6: 1·. 3 ~ A21. has caused 20 points of damage turn to A33.
4 .RD2, 5 = A22, and 6 ~ A23. A12. This 'room opens onto a bottomless
chasm . a narrow bridge le.ads across it. A28. I! you have met this creature before,
A2. A fetidodor fills this chamber. At the back Winds how! up from the depths of the chasr:n. read A34 . Jf this is the first time read A60.
pfJ~is chamber you' find a stone altar.carved Do you leave, use a special means to cross,
·to resemble .a rosebush : Over the alta~ Hangs search for a secret path, A57. br brav:e the A29. The ?reature steps in front of you, A23.
a ·serpent of stone 'wlth a large red gem in its bridge, A 115?
mduth,., A41. Something lies· behind it, A42. 'A30. This creature is a water Weird, made of
,. .A13. This area is loose earth and rocks and it living water. Fire will cause double damage to
f4.3. -This chamber_is quite damp and water l\)oks as if there might have been a cave-in. It it. It hisses at you and rises to atta'Ck, M21'.
trickles down the wa,tls, forming little i:iools on seems to be as far as you can go. It's time to
thE! floor. Patches of moss and mushrooms answer the riddle from the. door. Do you_ .tu.rn A31. If. you have met this creature before,
glow in the dark. Roll 1d.6: 1 = A25, 2 = RDS, back, search for .a pass~ge, A57, pray tor tum to A35. If this is 'the first time read A62.
17.
A32. Like a wave. the creature leaps up and Roll 1 coin. Read A2. is gone. Gain 2 Honor and lose 1 Selfishness
bashes into you, knocking you dow'n. Return When you stoop to pick UP. the book, A58,
toA26. A43. You drop yo ur com in the slot saying a you find a large amethyst (9,000 gp). "
quick prayer. You notice an inscription on the
A33. With the sound Qf grinding stone, the altar which reads , " Turn away from sin which AS7. Roll 1d6: on a 1-2 add + A5.5 to · this
kryst sinks back into the earth making worri- lurks above." Startled, you pull back in time area's number and read that entry.
some sounds. and are noi surprised . Read A44
ASS. With little effort. ·the book slips from his
A34. Did you grant him his request A36, or A44. The stone serpent suddenly springs to hands. Inside you find a travel journal. The
did you refuse, A27? life. dropping the ruby. and attacks. Use M24. last entries are dated for the past few days.
If you slay the serpent, add + A49 to the next His name was "Martz" and it seems he
A3S. Did you grant him the favor he asked, encounter. came upon the caverns by chance. The last
A30, or did you refuse, A37? entry seems the most important.
A4S. You reach for the ruby with a smile on "The secret of the tunnels I have discov-
A36. The kryst greets you as an old friend your lips. but to .your dismay, the serpent ered is 'Light.' I know not what all this means.
and says he has something special for you moves, A44. but I do know I shall not rest ul'ltil I have
which you may find useful in your struggles solved the mystery.'' An eerie chill creeps
against Milgor. Roll for a rod. This only hap- A46. As you le.an over the well to look in, the over you. ·
pens once. stone collapses. Roll 1d20; if greater than 14,
turn to A48, otherwise you may leave. AS9. You find a secret panel in one wall , and
A37. The weird gurgles at you, "Soooo, you behind it is a scroll;T37.
don't trust us, doooo you ? We show gooood A47. You hear a distant splash. If you threw
faith. Give trade. N0w gives us your water." in a treasure, you may make a wish. A49. A60. The crystal creature remains motion-
Roll for a potion. If you give it all your water, less, but you hear a voice in your head. " I am
turn to A38, otherwise it hisses as it slides A48. You fall into the well and take 1d6 points a kryst. I come . from the Plane of Earth
back into the gro4nd. of damage. Now you must climb out AO. Milgor has trapped nie here: I would be free.
Eac;:h time you !all, you take 1d6 points and Can you help? If you w~uld givl\ me yo~r
A38. Add 5 hp for each drink you gave it and must roll 1d6: l . A51, 2 ·~ A52, 3-4 = A53, greatest iewel, I will give something in
turn to A30 as it viciously attacks you! 5-6 A54. If you escape, gain 1 Persistence. return ." Do you grant his request , A39, or
refuse, A33?
A39. "Indeed you are solid. Know that Milgor A49. Maybe it will come true someday.
can be defeated by the crystal sword , but it is A61. "You are my meat! I will carve you for
.broken and must be pieced together." Read ASO. You find the huge ruby in ihe shadow of my supper," it chitters. "Let me caress you
A33. a boulder. It is worth 12,000 gp. You also find with my blade and stroke you with my tail!"
a fragment of the tablet. ·
A40. This is a discarded child's toy. A62. The creature sics.h es and burbles .
ill
AS1. You splash into the water and sink like a
rock. Struggling to reach the surface. you
·slowly you make out words. "We have seen
thy Jike but once before-. Are you such as
he? Shall we smother you in our depths? We
are we'ak now, bµt once we were strong. If
you are not like Milgor, prove it Give us a
drink." Do you give it what it asks, A38, or
drag something up with you, .lt is the bones of
another poor soul who never escaped. refuse it and slip past the undulating crea-
' . ' -.~
c. ture?
AS2. You bump into something. 'Reaching
beneath the water you fin~ a rusty grapple. A63. You stumble across a round wooden
cannister as you leave this chamber. It is
AS3. You 5Wallo~.Y sol')1e of the rancid waters. painted a dull red. If you open the cannister
. ~
turn to A4o.
AS4. You crash against.the wall on the ·way
down afld ta~e 2 additional poinJs of damage. A64. As you bend to search behind the boul-
. der a shadow rises on the wall and you turn to
ASS. You find a sack with two large gems, a find the black poGI rearing up from its. bed
deep blue sapphire (5,-000 gp) and a pale lav- atop a sunken sto~ie slab, to attack, MS. If
ender amethyst (9,000 gp) . There is a jour- you !:)est the creature , you may search again,
nal, A58,. and a piece ol the tabiet. Gain 1 A57, or leave.
Honor. '
A6S. You find a tunnel leading to the right.
Gain 1 Persistence.
A41. The stone snake· does not move, It A66. You discover a spiderlike creature hid-
holds a large ruby in its mouth, A45, and a AS6. You bow your head in a moment of med- .den in the shadows. It attacks. A 114.
slot in the top ot the altar. You may donate, lt?tion, and a chill creeps over yqur body.
A43. . A67. You do not discover a secret way
Looking up you aren 't sore if its a trick of the
, light or if you really see a sad ghostly image across.
A42. Behind the.altar is the decaying corpse ot the mai;i standing there pointing at a book
of a cave toad. Th efe are no wounds upon in.his body's hands.. When you look ag~in he A68. If there is a secret door. it is buriedt
th~ body. It appears to be.lying on something.
18
A69. You find that the stone slab appears to AQ-1. The creature wolfsc•the second· ration . .A:1M. :Turn to A22.
be some sort of frap door. You will either ·h ave · qnq then settles 1d0wn fi;ir· a nap. ,yo\J. Do
to pry itopen, 114, 0r smash it (AC o, HP 15).. attack .it, A80, or let it sleep, A85? .,A105.
. ,·
Turn lo·A91"
•. - ~ ' \
roll greaterthan.15 on your Hi1 roll, read,~76: :A109. You dig for some time, but don't get
If you defeat i~ turh to A81. . ' Atts: -Yoi{drscover that the four oe.pressions ;piywhere. Do you : want to stop, A 116, or
. a.r e ,the exact sl~-of· some of the gems you. continue, A117? ' -
A72. You dig through the n'est 'arid find one . .:f\a.vi:Hound. To ·p.ui:?t~ out tlie took take the
coin and a larget9paz (7,000 9!)). " number of;the,stone you:are usiri'g and Mn 10 A110, You dig for some minutes but don't get
the "Gem Qhe$t" of) t!;ie map 'aO:p look at one .anywhere.
A73. You poke at the nest, and suddenly the· ofthe i:;pot$,th&re. Add the numb.fit you find to
y.io\Jnded troll erupts from it in a shower of the stope you are tryi11g and add · + A50 to A111 : You!llgand dig and soon Your face is
sticks and bo,n es .and attacks you with sur- find the .entry to tuq1_to. 'Add + 1 f9r.a topaz. caked With grime and grit fiHs your mouth, but
prise, M25: · + 2 tor.a tuby, + 3 asapphire, am;f + 4'for tor yqu don't seem to be getting anywhere. DQ
an agate or arri'\:Jthyst If 4 gems tuse to. the all 'you quit, A116: or continue, A19? . ·
A74. With a shout you charge the horror, but lid turn t~ . A9,0. 'fl;- . .; . • .)>- .._
with dazzling speed it (1odges and;iow you M 12.' You dig ;and dig and. suddenly you
have lost your advantage, ·Use M19. Jf you A9Ci. At last !he ch~st clicks the four open. bree,k through: Clearing the hole you crawl
defeat him, add + A70 to the, next.SP?C~. gems crt.imble to powder. Inside ttie chest through and find yourself back at AO. '
, '
you find the· hilt to a broken sword of crystaf. .
"--..;
A75. Use 120 to lasso hitn, but he can still u~ You may also roll for the contents of a chest. · A113. You walk past the treasure looking
his tail once you are mounted on his b<Jek. In addition, yoo find a pie~ the tablet of regretful, add + A52 to the next encounter. _
Turn to A74. ··
'
A114. Out of the darkness crawls a spider-
A76. At your mighty blow, the beast screams like creature. It attacks viciously, M22. If you
in dJsinay and runs away to the north, A81. beat the creature turn toA118. . .
A91. The chest glo.w s red hot, take 1 point.
An. You wade into the water. You will be at -2 A115•. Jo cross this treacherous path, you
to hit while in the water. Turn to A79.
\ . A92. Tt'le ~oom shakes and ·rocks start to fall must make a successful climb roll AO. If }lOu
fall, turn to A.119. If yo~·~on't, turn to A121.
A78. ~ln. a black pouch hanging oh the wati,
from the ceiling. Make a Saving Throw vs:
St,one or take 2d4 points of damage.
. . ..~ - ,\
/' . ~.
you find a potion, ·Ts; and awd, T42, and a A116. This must not be the way. You have
large agate (8,000 gp). If you,,are still missing A93. The gem glows and fuses to the chest found nothing· and give up in disgust. Or you
one of the three pearls that you started with, with a click: . may try another path,/ A13. ·
and if Milgor stole it, you
.
find
.
it here also. J
~-
. , ., A94. Turn to A22._, r A117~ You dig, but still aren't getting any-
A79. A '!?h1Jff!in,g and loud wailing precedes where when suddenly t here is a rumble, A92.
the appearance ·ora
giarit troll. He is holding A9.5 . You are caught ·in an icy blast. Take 2d6
his belly and crying uncontrollably, and the points of 'damage. Make a Saving Throw vs. A118. You ftnd 500 silver pieces ,plus the
streams of tears feed' the 'salty pool. Do you Breath for halfdamage. large sapp,hire. Add 1 to your Selfishness.
wade iQ to attack at ~2 because of the waves, You also find a shovel here. : · · ·
ABO, throw him some l9od, A82, play a flute i.f A96. Turn t9 A93.
Y,OU have one, A83, or le§.ve? A1.l9~ The winds Whip you off bgilance and
'A,97. Suddenly a force lifts you and throws you sfip to your knees. Ttie edge is 'p recari-
'Asp. The troll bawls: all the more at your you across the room. Take 1d6 points. ously close. Roll 1d20: if less than 5 t1Jrn to
attaqk, M25, but has double hp. If· it hits you . A120, otherwise read A121 .
tv,tice, t urn to A86; if you wih read A85. Lose A98. A d~rt hits you for 1d4 points.
1 Honor. A120. You fall ov~r th~ edge. If you have a:
A99. You,_are teleported to AO. grapple, read A122, otherwise read A107.
·Af1. You find a piece of the tablet, #18, but it.
.is blank. 1here is 'nothing else of int~i'est.
, ; '
A100. Make a Saving Throw: vs: Spells ·or
take 1 shock point of damage.
A121 LYou manage to keep your bal9nce in
the high winds and move on . Gain 1 Persist-
A82. Jhe bawling troll gobbles down the food . ence.
an\J then continues to qry. Do ,y ou attack it, A101. Turn to A92.
ABO, throw it mo~e food, A84, o;· leava? A122. With a sfroke' of luck your · grapple
_19
THE MIDDLE RING
BO~ You stand before a marble door. A riddle II you know the answer, add up the ~um room is very cold and there is the smell of
' -
is inscribed on its surfa_ce. · bers from the alphabet of each of the letter.s frost. Do you !rytoc!imb, 835, wade.the pool,
, in the word, The total is the entry.to read. Oth~ 836~ throw ~?me_thing ih; 837, or leave? · -.
"Faith is what you need to win',
erwise, you shake your head sadly, B31.
Past trial, fear. and pain ;
812. Are you climbing, 852, orsk-ating,_ B4B? ·
Persevere when you begin, A=1B=2C = 3D-4E=5F = ~G-7H=8
and find which one's the same. 1=9J ~10K ~ 11L=12M = 13N °· 140 =15
813. Are you skating, 851 , or climbing, 852.?
Choose -what's primary to lite,·· P = 16 Q --17 R = 18 S = 19 T " 20 U =2 1
the common root of all; V = 22 W = 23 X = 24 Y 25 Z = 26 0
@]
across, read 826 , climb, 827, or yoiJ inch
thin_gA{eneath the waters. Roll 1d20; it fess
_along. the edge of the wau; 828? than 14, take 2 points of damag~ and swim
on, otherwise, turn.to 823.
84. From the entr.ance of this room ybu see a
man in tattered clothes. sitting , on a stone ~7. This ~~amber i~ ~d.lvided by a row of live
ston~,, · p\Uars. The. pillars · are marirnade and 82.0. Something dark and ghastly moves
ben·ch ._ He wears a rough burlap· tunic. your way. But to your relief it is only a branch .
You cough to catch his atteni1C5n , fie looks oddly sectiqned Anarrow passage 'runs north
behind tlier:n- ar:\d a wide ha!i·to}tne west. .·
up. his' surprised expression quickly chang-
'. - B21 : The _w ater deepens arid you ')lust ~wim
ing to a smi!e "Thank goodness! He.Ip at
last," he sighs, tugging at hi-s beard tis he BS. Y~u squ~i:;z~ ~a~t a pillar a'n~d slip along these filthy waters. Roll 1d20; it the result is
greater than 13. read 818, if less than 6. read
stands. He stumbles and you reach ou·t to the narrow passagB"<Between the first two
.catch 1'1im, but smash yrJur hand agaipst ' ·stone .pillar's you spot a·~tifl CCIV\'3 toad\vafofl. : 819. and iT between 5 and 14, read 820 .
..... . ' ' ,.
some invisible barrier . that blocks the door: ing the main ,hall Squ1nilng into ttie dark~ you
think you cao n1ake crut
others ~tween,each ~ 822, Use ~Oto climb :·if you fall read B25. -
"Ah," he nods, "That's the problem you see ..
I'm trapped in here ." 1 • • af the piHars. You . rnay attack- \vi.t[l surprise , ~ ~
B9. or try to sneak oast 834. - :~ · · _8 23 .. Something pulls you beneath the
· Your hand feels soroething smooth !ind . ~ \ • " ' . ~ .:'1 ·1 •• : '
wale!s and you feel your air rushing away;
cool, t;~t you can see right through it
" My name is. Kendle. Milgor tells · me I'll 89..A ~v_e
toad irom 1i,aps pilltlrs · bet~~e~-th_e take 1d6 points ot damage. You thrash in the
d~rk water <jnd finally-teach the surface back
never f)Scape untilfc~m solve this •ri°ddie," he Use M8. fo your-dismay three others hop- oi1t
· ~ehind theif 9orhr'.'lde, aod yoJJ must defeat · one space.(·3 to swim).
. says a1;tl ~aves -a pie.ce oi parchment " i .
don't have much to offer, but .if you ca(l help each one 1n tum. Only cah attack you each ·twn ) -
20
Reach\ng to retrieve the boot, you are sur- 846. Go to AO, it's the plai;:e to be. -'At~ 1d4}. This door leads nowhere.
[ ~...,: ' ~
prised by a muddy form that emerges from
the morass.-- lt reaches for you. Use M21 _ If 841-. You break tlirough thin patch of ice -a: B62. Your yank on: this false door ·sets -the
'a
you rou 1if-20. read 82~ --- . <:l,n't! gasping you drag yourself.out, • .· '._. bfade.s to clanging. Roll a ·td6 ... RD2. ·
: .. ' ~ ' . ..,
~." ·' ....
827. Use AO tt> climb, bllt if, you fall, take 1d6 848. Balancing ?Wkwatdly, you.slide.across B63. f:.. dagger flies.>P,ast and e,rnbeds in 't he
points of damage and roll .down the muddy the ice. Holt I d29; Wyou roll less th~n 5,, furn doo~. !I you operff~e door, Jurn !O 839.
-slope 1to splasl} into the wat!i!t. Read 89. · tci 838; if yqu.roll J 9-2Q1 'read 849, and if t~e
AU_m ber is between 4 and 19, turn to 850-: BM. Roll 1d20 +'w10." With a flaah of light
828. Yowedge alo.n g the. slop.ing path . .You· • . . ·,, r ~ ·..__. t ,j • •• • you are
..
teleported to tl'ie wilds.
..
_
1' .
,eye the mud-with distaste and are startled to : 849.,;~o~.find a sack of. sar,id lying amjd soma
see a muddy form rise up from the bog, M2:t .· dry brantjjes'. :You. may waf~ safely.now. . -Be5. !he rapid stat:atto of blad~s thunk intp
It a,ttacks ·you. If you rbll 1-2 on your Hit rbl!- . - .:. ,.;..~~:\ . . the wo9d wall before. You are surrounded.
read 1330; on a 19-20 turn tci 829. · _ · · - 850. The g is sl ippery, and the ice.is clut- •~
..
"i ..: ~ ..
ter9& Yvi . f9ken branches.·· f«lll 1d20; ff B.66. Two darts fly (~HACQ Hl; Atk 1-3).
829. The fury af your.attackdri~es the ~asi
back. Y<;>u try t;o Evade. If you ~~ii read ~o. : -
.9r~(lter than ~ '¢, y ot:1 ·slip and falt,' c:rashin,g_
.jnt-o t(ie wall. Take i -point qf dflm.age. . · • B.67. A ·weapon breaker flies at you and
.
'' • ~ : ; '·,h'r!i .. ! •
r • '. ' '1 ·~ .,. - •• "' .. • 1' de~troys the weapen you are hold ing.
830..You slip in the slimy,mud and_slide past est. Crossrngihis icy expanse, yqu see som.e -
your foe into the muddy waters. Reac;I ~- - thing protru~iflg _from·the ice,~€1-ijj:ld a piece of 868: Turn to rs. ..
~- · f ·~
833. Gain 2 Persistenct:i ana 1 Honor: The B53. Use 126.to chop it l9ose.·Once you c hip 811. Your head reels. but you keep .going.
answer is to stack #5 o n #3. The door ypet1$.. t_he blade, loose tum to ~55 ., Add + B60 't o the next encounter .space.
•.
·834. You may sneak past by special mean~ ! '954. The fire melts the i<;;e ~Way, and you fish 872. The heat washes across you. You reel
W140, O[ try to, move quietly, _W195? the blade from the fri9id water. Read. 855. and fall. Instinct alorre saves you as you grab
at the edge. of the iron bridge. You dangle
855. 11 you have another piece of the $word above the flame, the hot metal searing your
·835. Use AO to- climb. Add + 3 to the roll due and the means tq repair it, you may. You ?lso lingers. Roll 1d20; and if you roll less than 15
to the col.d It you fall, read B.38: . f.in_d a piece of the@)s
tor:er:tablet. Gain 1 Honor. tum to 873; otherwise read 977. Subtract
any bonuses you have versus tire,
836, T<1 your surprise ftie pool \s frozen_ and . - . ' -~- ·.;;~::·: ... '
.you slip' and fall. Standing is diffic.ult tiut you (1·5) • BV3. With every 9i.mce;~¢t-wil!power, you putt
may moire
~ I
slowly
,
or •return
,,.
to ,-811. .
~
yourself t>ack onto me·bridge. Turn .t o 871 .
856. The blast of .heat makes it difficult to
837. You throw a stick. It bounces and slides breathe. As you step !orward, the plates to 874. You have reached the huge golden
across the frozen surface ._ either side fall away to r~v~at fiery ptts, ieav- crystaL '1t seems filled w_ith some liquid. you
ing only a n:arrow bridge':between them, 676. may leavf'?, try to push it into the fire , 87.S, or
'838· You. crasl:rthrough the ice and~pl1Jnge try to break it. It is AC -2 .. HP 20. Eac,h round
into the frigid Wa1ers. Take 1d8 points oi dam- 857. Use AO, but if you faff, 'gO to arz1: y'ou strike it, you lake damage as B56- If you
age. Roll "fd20; if less than 17, turn to 847, reduc~ it to hp 0, turn to 1375. ~ehind the,
otherwise take I'd~ pain.ts and rn'll again. 858. "GLASS'\ is the 9nswer. You saw right swinging -crystal is a locked door. You may
through it. Kendle Is ecstatic at being tree. attempt to pry it open, 114, then read a1s.
839. Mbtes ot light daryce before your eyes H.e shoves a jar into your hands·,- T47. and.
·.and the doors and au the blades vanisll! You dashes off down the hall and yod hear 'him 875. The gold~(l liquid _cascades over you;
are cured of any damage' you took.while in splashing In the water and giggliAg. putting out the fire ana healing you back to
rn -
this·room, for it was all illusion. Gath 2 Per- You search the room ·and discover a piece full hp. Gain 3 Persistence. Jf you are missing
sistehoe
.. and 1 Honor ahd turn' to'CO.
~
of the broken tablet. Gain 2 Honor. a pearl that Mi Igor stole, you find one Here.
840. AOd the number. of the p!ece you moved B76. Ro1(1d8; if the result is 7,a, take ·n o
to· th~ nurr1l:ier 'of disks
that you can·see when damage, otherwise, suffer 1 to6 points. Then
.
yi:iu.are done and
-
add + ~5; tum to that entry. . .. rnll. ~d20 ; if less than or equal to 4 plus th~
damage you suffered ihis turn, read 672,
~;·. A. high pitched giggle fills the·air.
0
859: ,You ~may use magical means qr use.
your cloak, 122. Turn to 856. · othef\Vlse'tum to B71.
842. A Qlast of wind musses your hair. 860. The sound of windchimes fills this room 877. .With a cry of anguish, you fall intp the
(lo .I •
fiery pit. Tum to Eit . ·
843. 'N othing happ~s; a waste of time.
,yvhen you step_in. Then a blade flies past you
to embed itse(t in the waH. All the blades are
swaying. You may leave or try a door, f37Q. 878. Ali you
do is set.it swinging harder. Turn
844. .Your hands }'tre covered with slitne. to 87.5 to ·se.e if it knocks you into the pit, then
C15. YourJeg is caugl)t in what feels li.ke a C29. Yg.u touch.the cool surface of the mirror,
leafy beartrap. Take _ 1 point'ot d;;tmag9. You and .are surprised as a crystal hal'id _reaches
are attacked by a screaming, flying beast (AC out and seizes yours. A crystal double steps
-2; THACO 11 ; Atk 1 d4; HP ~ 5). You must roll from the mirror and attacks with ' surprise.
C4. A heavy metal gate blocks .the tunnel, less than 1-3 on 1d:?-0 , to escape. You may Use M17. If you defeat it, tur~ to CS.
preventing you fmm goirig !'my furtt)~r. To the tight the beast ortry'tq escape. If yoµ escape,
right of the gate ts a series of small -holes,. as the atta;i::k stops. ·· · C30. Record your _damage. Read CS.
,y'•
large as .a fir::iger. Do you try to lift the gate,
·._ I
C34, stick your finger in a hole, C27, use your Ct&. A flying brf'ature. collide,~,w,ijh you in this ~t.. r;>ishonor! Lose 5 Honor! Read C8.
dagger, C28, or leave? • spaee (,A P.Oiilf '<:'iliMage)' and' knQpks you to
either side Xyour ol'loic~) . , -· : ·c32. You' weapon clangs off the wall. In
I . ~ "
CS. The chamber beyond 'this archwa)('· is future battles,.if you roll a 1 it yvill break. Noth-
filled with darisness. Light does no\ penetrate C17. Sudden)y there_ls n~,ffoo~ ~nd yo_µ tum-· jn§" happens otherwise.-Return to cs_ _
the gloom nor doe.s infravisi\:fn wor~ here: to ble into a pif; take 1dg_ poin!s~_ 1fq crawl our, . . ., ' "'
cross this room, use tt)e "Darkened Hall- you .must roH greater than tl'\e 'hiJ.m ber given ~3, The mirror shatters and beyond yotl.see
way" map. Start a't one pf the two triangu{ar fonhe direction youmovi;i: 4 d ·b'a ck, 8 ,<to a room lit with' golden' sunlight. Gain 1 Honor.
spaces' at the right and-work your way to the· the Side, 16 = across.11 you fall, you
tall -back, If your Honoi is less' than 1O, turn to C1 O; oth-
left When you find a number, add your Sia11 a
in {_1d6). You hea; n.1s:1ing fro111.a dfr'ectio~, erwise, tum \o C9_. .,
numbe_r and turn to that entry tq find whaf you based on the row you are 1n: · ·'
have stumbled on, ihis room is tilled with a R~~._ Dir~ti~~ ," Row ."directio~· . .·C34. You strain, but the gate, won't budge. ,._/
hitter, pungenlodor. If you csoss the passage ,. 1_'. ;. Aheaq & right ,, .4 ,;;_ 'Beside & left ·
adcj + 1 to tne .next en~y.y, C35. You Join the last piece to the crystal
. , · · 2 .lo 'Beside & right .' s ; ~ overhead
sword and once again it is 'w hole! Gain 2
" J ' ' :3 = In front · . - . ~ .. ,,; Behind Honor. The sword sings in the wind as you
C6. Your-foot kicks s0_rr11athing into the-light. Jt.
is a potion, T9. Gain 1 F'arsistence, lfyoCI are ·c1.a. 'S~rnething, ~wings from the ceiling and swing· Jt. It is-an~art_h 'Sword .-,_ _1 (-1 dB ·+ 1),
stitt · missing orre of · the. three pearls tri'at knocks you to ~ftner side (your choice) :' · and gives a bon.uso-f +2 to your Hit roll, dam-
. Milgor stol!3 f~om you,. you find a small i:?OOth age caused, and saves when attacking crys-
hotdlnq one of those Jhree. : 019. You ~re caught in a strong, sticky web. tal creatures or Milgqr.
22
·CENTE.R OF THE DUNGEON;
Dt .. Across tt_i~ silvery shards, you step into r seem to hear a yoice in ,yout h,ead, "Only toe. ·. ,stood~" says he, ''.lf'S alf as clear as glass;··
an unoccupi(ild chamber, lit .by sunbaaJ'l!s crystal sword mi;i,Y,)tiatter this mighty wargl"";~ . ·and then ~e d ies. Read 021.
~ ~-j
from .a' wind6w overhead. · The light <lances · ' ;:.,-·· : .., '• - t •- ' . ) ·:!'.
" ...____
o.ffthe peariy"walls and a golden pedes1al on P10. Your.. blow -n:!bdunds in 'ihe wi~d ' You~ : 017.· Miigpr's form ,is instantly wreathed in
' the far side of the room; 04. Beside it stands . . c6'uld st.rike again, P9 •. br see~ anotlwr 'ptjth .: dcirk' n~me am:J. yoti teel a .w ave 0U1eat tap ·at
a closed oak dom~Qound in si!ver, 02. i:o·fhe : -... -· -· · : '. ~~ ·· ,· yo.a. You mvst fi§b~ with. a -2 pen?lty tO yoUr
right. hanging on the wall is a tall hourglass J:h 1. Y~u.. taise the' crysf~l-sworEI atSd ·:s mite · · Hit rplf,, and take 1.4 additional pCJi11t~ of dam-
, with the sands trickling through it, 03. Ori fhe·. a
:th~ b'a'r[J:E>r: Your blow ni$.punds wit~.. mighty :'9-e each round. It ;you tak e 12 Pei.('11s of fife
wall l?eside the entrance you discover a piece clamor '(ff cMmes, but thl§' barrier does not . · damage, turn to 018. If ¥ou ~lay !ylilgof; twn
ot~he tablet , ' .tan: It se~ths the. ti.me· i~ nof'.yet right. , : : : to 02;! and if you lose, read E3. ·
·~,-.' ·, · ~~::. ·.~ · --: ~
~
. - .. :o:- · ,_ .i _
012:. YM ·fai~e your weapon;·and the moon- 018..AsJhe flames sear yQuagain, a familiar
WJ11t d ances: alofi9" its blage. With, a 'silen\ tall, .greet.I figure leaps forward af}d attacks
pray~r you S'.vlt'lg. For.. a rr:roment' the barrier Milgot. 11e is startled by the fury. of the gia nt
02. You step.'t o the-wooden .door and tug 'at · sfiivers, an'd·you cafch:Y:o.t:iY'.bfeath; but theti , tr911,:but with the wave of his staff he reduces
its latch. It swings ope('l., Beyond !Hie the with ,fi clang tt turns.'tt-ie "'.;veapon· aside, A , iqo a .pile of ash. Tum to 021 . . ,
crossroads and three troe(:)s th;;it have. rnightief ~~apbn than tJ:is,is 'ne,eded. · · · '·
become so familiar. But when you attempt to . ,~, - - · · · ~ - 019. Milgoi- sneers, Sc>, afraid of th~' dark? Let
11
cross the po~_al you find an invisjfjle barrier. 1)13. my-lipped you sfand before ;he
pedes- me h_e\p; '_and he gestures casually. At once,
tal orap-ed fn the siW-ery moonlight and raise your sig_ ht fails and you. realize that you are
03. "fhe sands within the hOur.g lass are dark 'the crystal .sword. "fhen, with a migh~y cry, · blind, YoumusHight with a -4 penalty to Hit rolls
qfue changing to sky blUe as th.ey fall to the· bot~ you crash your blade down upon the barrier. and .'saves; and are at, + 4 to be 'strnc;k. If YOL!
tbrn. Tn.e' hovtglass appears to be'moynted on There is the 'sound of goblets s,hatteripg ar.icl' a~ .hit 5 times, .tl:Jrn,to 020. If yov slay Milgor,
a: pivpt in the wall, so 'that it.can easil'(be ~limed · the barr·ier goes down. · · twn t~ 022 and' ff. you lose, ,read E3. ·
over to the left, 05; or to the right, [)6. . , . Silence trlls'the rooin; setting motes of light
·: spinning. "fo,your atna;;;;ement, the flecks' cif , 020, Wounded alild dazed by Milgor's deadly
04. Resting atop,this four-foot pedestal, bath'ecf"\ _light gather and for m·the shape of a wizened onslaught. your head buzzes. A c hill sweeps
in golden light is the last of the missing snory ·j . man's face with an arcane staff, between you up your · spine as · a . ghostly voice s ays,
pearls. Eagerly, you reach to cl<;iim your priie. and your goal. Milgor! . Finally, the time has . "Milgor uses trickery; oi;>en wide your eyes
Sparks leap as you hit a1:rinvisible ·barrier~ 'You cqme to face him , " and see." Turn to D~.l . ·
massage your numb fingers and ponder. "So we meet again, warrior," Milgor mocks
You could throw a rock at the barrier, 08, or you. "lf it is this lovely bauble you destre, you 021. "fhe illusion fades and you once again
, strike it with a weapon. 01·0. If you have a magic rtius1 yet beat me, and I' am still your better!" .confront Milgor. Now none of his tricks will
sword, you may add its encovnter bonus. · You may still turn ark! leave. keeping what you contuse you. All penalties fade, and you gain
· · 'have, 0.14, or prepare to face whatyou fear! o ne free attack. If yo,u_sl~y Mttgor, tum. to
1)5. Yoµ rotate the hourglass to the left and the If you fight , pick any one of the foll<.?wing_ 022 .ltyoulqse , read ,~l ",~ . , ·
...... 7 .. .. ,,• .
• sa.nds·in the bottom now change to a reddish that YOJ.J avoided in the dungeon.
hue. At the sp.me lime the light in .f he room ..The venomovs manscqrpion, 015. 022. With a lightning swift strike, Milgor's staff
shifts and you note· that'the sun just 'seems to The fearsome fiery curtain, 01 7. ,lashes out and.you dodge! Bvt your ankle twists
be rising outside. You may turn the hourglass to The dread darkened hallway, O19. beneath you and suddenly you are on your
th e right, 06. Or keep tumin.g left, 07. Yoi.i did not avoid an¥ ~m;ou nters, 023. knees, defenS!eless before the madman's..
.,. blows. In a desperate parry you swing and
-: . , .q,/
D6. You. \urn the hourglass to the right and 014. MHgor· gestcires to the door, and think- amazingly it darts in beneath his guard a,s he
nowthe '!:ij;l;(icfs in the bottom turn golden. The ing it the wiser to live tci fight·anothe r.day you - (c\ises his staff for the death blow. It crashes into
shadows in the r~om become long and ypu warfly step . through . where once a barrier his side. The staff clatters to the floor followed
note that the sun ~eerri!l ttJ be setting outside stood. You now stand' at the crossroads . .At . by his c.rurT)pled form. · ·.
now. ~u may_tyrn the tiout glass to the left, least you managed ,to save the remaining Standing once again. you recoil i.n horror as
05, or to the tight, 07. . " . pearls, and you lift them from your :pouch. you see Milgor's face dissolve into a featureless
But to your :Olsmay, they melt away like fresh visage. Gain 2.Honor ruid 1 Persistence.
07. Shadows sweep acrPss th~ room, now lit , snow! Lose 3 -Persistence and go to E2. At last, you are victorioas! 'The pe·arls are
by Fl -pale silvery light. Qu,t side, night seems yours! But even as your hand closes upon
'to h.a,ve settlt:~d, arid overhea d you can see 015. Milgor's face shifts and flows, becom- them you hea:r a d,.Y chuckle. Wh irling, you
tpe moon, nearly full, rise to cast its rays ing the head of a viper, dripping poison trom . coritronUhe face of Milgor, gigantic. floating
thr9ugh llJe 'N.indow, dirY)ming the stars. Th•s deadly tangs. You must fight at a 4 penalty to in the air. •;well done, warrior[" his voice
must be Jfle very thing you seek, i or beneath yo ur Hi_t roll , and Milgor may bite for 1-4 booms, " You have been tried and not found
, the.star and moonlight, the p earls reach the points, plus you must then make . a Saving wa/1ting. step forward for judgment!" · my
height oftheir power. When you find the pearl Throw vs. Poison at -4. If you do not m ake the Check your Selfishness score. If less thari
you m;ay add + 2 to the encounter number save . tum to 016. lf you slay Milgor, turn to 5, read E4. If not, read E7.
when,you attemµt to get it. ·· · 022 and if you lose, read E3 .
.~ . . 02~ ;-,Where MiIgor's face once, wa9 there i s
. DB. Jne rock bounces atid disintegrates,.04. · 0 '1 6. The serpent head darts.in beneath your nothing You recoil in horror. Milgo.r gains Qne
' . ' guard and snaps at you, but ar the last free roµnd to attack. If you slay Milgor,,.turn to
09. Mustering you'r strength .you swing your moment, someone steps in the ·way Jaking 22; it you lose, read.E3 .
,_ ·.
weat:ion. But your. mighty biow is turned by the the killing blow for you " It i$ !he man who
barrier and you are staggered-,. Dazed,_ you·· ' · could not leave his room. ''I finally . uflder-
STORY ENDINGS
Read entries from this section only when you watch as his face dissolves. Your swift ,.str:lde brfr1gs you again to .the
instructed to, or: But something is not rifiht. He ch.okes ar;id entrance to Taryl©n, but you are denied entry.
·claws at so111e.thing. There, in his :Chest,is the "Pea(ls of pol!'Jer?" Enan questions. "lnd!'led
If Christov dies ; or hilt of your sword" the result of your final these pearls ·have long brought bounty;· but'
Christov loses all of the pearls and gives up . thrust. Your death will not have been in vain, what madness makes you claim they· have
the monster is vanq.u ished. but the pearls are been stolen?" .. • . · · ' ·
E1. Chiistov Dies: You lie bleeding on toe lost forever! You realize you have stepped pack in time.
cold, hard earth. You gulp the dry air, fighting and now even the ch.a nce to warn against the
for each rag.gect. breath, knowing that so·on E4. "I see by your. heart that you ar.e not a theft is denied, for-you are an elf .no longe'r.
you w·\11 breathe your last: . fool. but did this deed to serve your people.'' You are:a homeless, forsaken wanderer'. •
. Befor:e· you sway~ your nemesis , who the voice of Milgor resounds. " Yet, how
eausep your doom. The iorm blurs, af\d in strong is 'y.our will to survive?"· E11. ~u awaken in tl)e brisk mountain aif,·
your blood-glazed gale, you seem to make .. Check your Per;sis~anr:e score. If it is IEiss the chill bringing riew aches to yolll' bones.
oui a face that change$ from your mother, tq than 9, reacj E~ . If not, read F,5. Tarylon must fie just below, but . the walk
,your grands.i re. to ·your brottier-ttie Keeper. quickly tires you, · ·
You have tailed them all. and soon th1;1 glory · ES. "Ah: a steadfast spiri~," mur.murs Milgor · At last••you sight Tal)llon, blJtit.' is a pale
of Tarylon will fade from the land forever,' ' approvingly. "Still, arE! ..you a creature of . shell of the glory you remember, tl;le grove
The shape shifts again, and in your head honor?" .: ' .. brown~ and withered. ·auiC:kly you reaqh the
resounds laughter, Milgor has come to mock Check your Horlor scor:e. If it is greater street and question unfamiliar faces.
yeur pitiful efforts. Your head reels; but you than 15,,read E6. If not, read E9. .Taryton glorious? Once it was, many years
struggle t6 complete one final act. With your ago, but its power was snatched away and
last bit of strength your hand closes on your E&. Milgor ponders. You stand in awe imd the champion hevef retumed.- Suddenty,-you
brother's amulet, .aria you crush it. Now ,he confusion. "Finally, J1 worthy creature," ·he feel very old, and you are; !or your faithless<
.wilt know, he wjli,se~1f another before it is too .. · sighs, "But are you i:.lso courageous?" ness has caused you to sleep your lffe away.
· late: Now you can.die in peace. Check·your remaining XP score. If it is less Now it is too late:,,for·you and for Tarylon!
than 20, r ead E12 .. Jf not, read j;;13. · '
E2. All the Pearls Lost: Disgraced, you nave .E 12, "Ah, nqt so brave. But one may do great
l.ost the last of the magical pearls. Your path E7. "A selfish creature? You are beneath ·m y things wi.th faith ahd honor," muses .Milgoi.
turns back toward Tarylon, for you have no notice, 1;1nd a discredit to your race." He · "You shall be rewarded."
place left to gq. . , · · shakes his head and the hourglass begins to As if a door had opened .. you find y'ourself
lfonly you had been more careful. Without spln back. Your head reels and vision dims. .afthe crossroads. And in your pouch are the
tl)e pearls, how can you go on? Tt.Jrn to E10. four pearls, white as snow. Is this your
You envision the tall pines of Tarylon ,.the .(~ward? Indeed, one may. go far with faith
verde.nt abundance, that soon will be no . E8. "Such an. unworthy spirit." Milgor shuts an(ihonor'!
mor,e. Can you really abandon hope now. to t;is eyes andthe hourg[ass begins to spiri for- Buf vihat was . Miigor, and why the cha-
· call an end to that glorious Iacid? If only som,e ward. Suddenly you .are surrounded by rade? lfjas it merely a game of the gods?
\_chance remained. to turn ~efe~t intq v1<.:sory.. woods and .you feel very
~ .. e11
tired. Read . ' .. Your,tft>ad is light and your heart swells with
Areyq·u ready to let despair claim you,-or will pric,le as you return to the glory at Ta,Ylon. vic-
you sourid·the cla.rion to battle? .. E9. ."You are r.o m~in of. honor! " Milgor torious! ··
booms. "YQu are un.wQrttw of the !ju<;!rdian-
E3. in a flurry of motion, as if <Jriven by a. ship. Begone with youf"i-And with a ,nod ot his E1~. "The fates bs praised. At l~t . a worthy
whirlwind. t.he. deadly staff desce nd~. It is too head }{PU find yourself once; again at · the race!" says ·Milgor, beaming. "It was lwtio
late- to $19dg~! Your heed explodes with pain crossroads, The pearls hav,e. b~n snatched gave tne elves the Snow Pearls, to test their
and your vision blurs. Then you are falling, away, so close .! o ·~icj~'ry. Tu\ n.10:e2. caring. steadfastness, and h onor. .And you
and the oold'ground crashes. up to meet your their champion have passed every test! Be
battered ribs. .. : E1 O. Finally, '. tr1.e wor1q stqps spinninp 'Md proud. The pearls will remain -your'! and your
There is silence, and then. as ·if from a d is - you find yourself befor.e tj:Je faceless -statue. ·descendants from thi~ day forth!" His voice
iant shore comes the sound of your .laboJed· You feet ·strange. Something has changed. fades along with his face. ·
breathing. Your eyes ·glaze, and. you...c~.n , ·.. The statue now bear~ your fa~~ ·~j.n:t ~our : l3ef.o re you the door beckons yo.u to Tary-
barely make out the towering form ot M1!gor farlT) has become that of a t) lffY:ll;f~. ,n o 16nger !on. 'Yau have .s ucceeded as few betorek.
His s:;old laughter echo~~ and. to. your ho~r;;r. a .graceful ett. What foul !rony is (l)is? ·
RANDOM ENCOUNTERS
Whenever you find a small hex symbol on the Gyer M a in Street RG ld8 +2 R andom Encounters in the Wilderness work dif-
MAGIC VIEWER maps this indicates a random Gyer R esidential Areas RG ld8 +O ferently. Every 6 hexes of movement you should roll
encounter occurs. Consult the following table and Caverns, Ou ter Ring RD ld6' +0 ld20 and turn to that random encounter for the Wil-
roll the die listed to find the encounter to which to Caverns, Middle Ring RD ld6 +2 derness RW. Encounters in the wilderness may only
turn. Encounters in Gyer are keyed (RG) and those Caverns, Inner Ring RD ld6 +4 be avoided through use of special item s or under spe-
in the Caverns of Couronn are keyed (RD). cial circumstances.
24
~artdom Encounters in the waterskin (1d10 once) and with your cloak (1 d6). '-- RG4. A stubborn water buffalo blocks the
.W ilderness (RW) . You may protect yourself from the fire with your ·path. You may turn back or figijt the beast
. cloak, 122. If you attempt to flee, Evade = 12". If M7. .
" you put out the fire, gain 1 Honor and 1 random
RW1. An uneventful journey, no encounter.
, Coin worth one-tenth its value: RGS. What you thougbt was a Gyeri!lfl, frQm
whom you sought directions, turns out lo be a
RW2, A pl~a:sant
/ . trip, travel 2 hexes more.
. . RW19. Your keen sight has detected some- · hungry roe. You may throw it a ration or fight it
RW3. A wind rises ·and slows the trip by 2 thing hidden in the undergrowth; roll 1d6: M23. '
hexes. 1 -- worthies~ j unk, 2-3 = Coin, 4-5 = Rumor
(d4), 6 = Potion, · RG6. A tumbleweed rolls lazily past, followed
RW4 •. · Overcast day; ignore .the next by an old coot with a'{;ane. He watches the
enco1.mter: RW20. A robed wanderer offers you advice. Roll tumbleweed · and waits patiently whGn the'.
1d6: 1-3 = Rumor (d6 + 8), 4-6 =Read 1 entry breeze stops. Then he movel:\ to fOlfoW'when
RW5. A rainstorm slows . movement to , ·3 from the Scroll of Knowledge without penalW it blows again.
hexes. RW21 •. Roll 1d20~ If you roll less than 17 tum
RG7. i=rom your"righ.t you hear the calls ot a
to RW22, otherwise read RW23.
RW&. Old folks offer you a cart ride; move 8 swallow, finch, al}d thrush. From the left
hexes next tum ·and don't (Oii for an RW22 ••The angry creatu.res attack you. use comes the answedng calls of ~ screech owl,
f.1115. ' . u:ibiri, and cuckoo. " Mine are better!" shouts
encounter. ..
a voice to tt}e right " Are not, are not!" cries a
RW7. You nieeta farmer re.turning home: He RW23. Staying calm, you slowly !11ove away. ·voice from the-left.
shares a rumor with you. (Rumors 1d8). · ,.
RW24. What will'you use; splash some water RGB·. Ahead a cloud of dust and sand billow9
'
: .
\:,M
~
RW$. Y9u;·~r.\!6l!nter .a herd of el~; tu_rn to on them , RW26, cover yourself with your up to the sound .of piping. Scr.eeri!hg your
W76. ·. ····.. ··,.'·. . cloak, RW23, or use some oil RW25? eyes from .the flying . grit , you inch close
enough to see it is a large ~yerian Qlowing .
RW9: You meet arogu0lmoose, turn to W3. RW25. The. smoky flames .kill all tne insects·.
Mark off the oil used.
hard atthe g_round to sort grav~I from the dirt-..
RW10. An ominous droning sounds over- RG9. You $re startled by a cry of warning aild ·
head. You have i;;ttimbled beneath a wasp RW26. What a foolish cl:loicel The entire nest look up in time to see a runaw,ay caf! bearing.
nest, .and the strip·ed w~rriors buzz about erupts and attacks you! Take 4 points ot q9m-- down on you. A small wide-eyed Gyerian· sits
your head. Do you try to sneak past, W21, age. You mus,t reas::n water, smoke ~r sue: in it holding on for life. Do you leap a.side,
use an item, W24, attack the nest, W26, or cee.d at ari Evade to escape their stings. '"' RG14, or t ry to stop the runaway cart AG) 5'.7
<;:ast a spell; W27? ·· ·
· aw~7. Check the resuli of the spell. If the · .RG10. You meat a crowd of Gy.erians
RW11. A pack ot wolves dog your 'tr«1i1. read wasps surviye4 turn to RW26: _ ~ · · sg.u ~wking at each other. At your approac;b
W11 .. ,;- . .. tfley turn to .you and ask your opinion if it
·• RW28. The people seem odd ·and reserved. might rain or ·not. Roll two 1d6, one tor you
R.W 12. You disturb a bear r9oting at a)otting .They ofter you ·.a drink and too polite . to and· one fo.r the Gyerians. If you roll higher
log, turn to W66 · · · refuse, you gulp the fiery liquid. Your .eyes turn to RG16, if they roll .higher read RG17, if
blur. Rqll 1d20 ~- W1Q and move yourself to a tie read RG18.
that number~d location. ·
,'s ·i
26
or take 2 points of damage. However, you R06. A .rill of water cascades from the ceiling RS. Watch the skies tq.r circling carrion birc
manage to brmg the cart to-a halt and save forming an icy curtain to tile tunnel beyond. [he they bode ill to all, particularly the lone travei
. /'
the· child from the imper:iding crash. He yells floor is slippery; roll less than your Dexterity qn
at you for ruining liis tun and bawls tor his 1d20 or fall and slide into the next space: R6. If it's danger you.seek or weafth.that h
motl')er, who swiftly arrives and scolds you for been stolen from you, the brigands '. tair
bothering he~ child. Gain 1 Honor. RD7. What you took to be a boulder, moves beneath ·
. arid extends black sticky tendrils MS. You
RG16. They have never heard such a Clever . must f!ght this creature to pass. · R7. The stretm1 runs black from the raging"spii1
answer . and lift you to their shoulders and that chokes on its ~wn bile. Bewar,i its anger:
carry you off to orie of
the Start spaces. RDS. With a croak a large toad reaps from !ts hid·
den vantage on the wall Mil The ~oad tenses to Ra: It seems litre it might rain. It will be goot! I
~17. What an impolite and. scarcely pertinant leap. a! you. You may attack it or attempt to the crops, but you.should seek shelter befo
·response: They ·start fo peck at you, shredding . dodge by rolling le~ than i 5 on 1d20, If you tail the-deluge. · ··
your plothes ;;md pulling at your hair. Roll 1d4 and to dodge; the creature gains two free attacks.
· mOV!'J in .a random dil:.ection· N, S, E, or I.fl. R9. What a bra~e and courageous lad: YJ
RD9. W.fth a scrii:am, a black feline figure are; and though you must be hard eres~ed'
.R G18. -Such an interesting argument. Your , steps from the shadows. It V>(aves two tenta- your quest. you ta.k e the time to chat with m
clever words have trapped you in an aimless. · cles at you and wa,lts for y9u to move M11.
discussion for 1d6 turns. · R10. Beware the baneful beast! Seek not
RD10. "A strange insect cricking sounds from · gaze. F.or only death, ,, d.estru{;tion , ar
Random Encounters in the the darkness ahead. From the ebony curtain despair ai.yait those who choose to face it.
steps an odd bea;st, hall man, half scorpion .
9averns of Couronn (RD) He wields a large halbe~d while ·the scorpi- R11. Turn back' from the cowled one. for ~e
· Rb1. You have mistaken a rock python for a on's sting arches over his' head M19. He deep in thoqght and ill will surely greet ti
piece of rock M24. It gains tine free attack. . laughs and steps forward to attack. interloper.
RD2. The gro9nct'fihead is c.ove;ed witlwub- . Rumors R12. Speak only truthfully to the '<;>r,acle. I
ble. To cross It yotf.must roll 1d20. If you roll she can ~ad your heart. Ask only for th
You may be s~nt her.e to learn.a ~mbr when
'1ess than 4, you have stumbled anq sprained which is your greatest need. .
speaking to a farmer or a trave.lc;r or beca1,1~e-ofa
your ankle. You will fight at -1 to Hit roll <;1nd Random Encounter. When you are sent here,
AC, until you are cured. .R13. To find the mysterious mystk, t4
roll the die' and. add the bonus indicated to find
south and seek the one that is twice, 'twic
which rumor to read.
RD3; The earth at yQ4r fe.et erupts as two furry and twice again better than two .
brown figures,burst from the floor M12. Roll less . R1. Beware, strangers may be the cross-
than your Dexterity on ·1d20. If you fail, they R14. Among th.e fallen glory seek,
roads highwaymen Who waylay travelers and
gain one free attack each as you.stand up. ·: · The pendant that will shatter sleep,
steal their v(\luabl,es. ·
Else you're caught by that which creeps .
R04. From out ·ot .the darkened tunnel ahead R2. If it's the seer you seek, she is said to live
. looms a huge troll M25. He waits fqr you to make ' in a cave ' far from; the light of the sun. ,
R1s". If you must snuff the· elephant lord :
the first rnov:e. If you use food to bribe ·it, and · ' '
Seekj1is bane beneath the sod, of !lie iac
Pass· · less';' stony god. ·(Add + 1 to-- that encoun t
• make a successful ·Evaoe r?ll, you r11ay R3. You ~hould seek out the · myStic;·. she
when you fin.d it.) ·
knows many of. the :secrets of the land and
RDS. A dark, s~i(:lery forfri. drops from the !he bane of all things. '
ceiling to hang in the air by on·e leg. This i .'~~( · ,R16. To enterMilgor's myst_ic lair,
"'c reature is -1 to Hit you, bec~ul?e·iof its pre- Destroy the tablet you find there, .
R4. Stay your path from the myst~rious, miry
carious position M22. And as yourself, seek the answer. (Add + 1
marshl 111 •. breads there and ·breathes there. ·
. that encounter when you find the tablet.)
Fiery de a.th aw_ait~! . . .
· $1. Three golden arrows of en~g~-~ring . · S4. Are, you using this, spell ~B ,cause. ~ dis·, ·st. This spell IS uh predictable and may or
' kom your fmgertips t.o, be flung at your .}qe. traction. S18. 1g( durihg . cornbaf~~19? . ·. -'be used in combat To use, roll 1d4 and a•
Eachcauses 1d6+1 _pointsofdamage. . ·· ' :··.. : ' .·')·.,t, . : + 21 to firid the er1try to read.
. '. .. ' .. s~ ~o r the purposes of this adYenture. in\lisi- '
$2. You intone the mystic words ,and wait .in ." t?iJity ,only 19sts ·tar one encounter. · Arl you . Sa. Areyou·using this spell outdoors, S26,
anticlp~tion. First, the r\.me'! of the r:ittssage ,_ ·~ u~1 ng_ th is ~¢e llto,,s neak pas1 ~-toe, S20, or to_ . .. jndoors, 527? J
shimmer, ther:i sttr <ind reartahge to torrnJe91bl_e ' · su;pnse him, S21? ·:· • · · , . ..
VJ?rse. You t:nay now u~~rstand _the runes, ad('.! ·, • ' . · • : ' ,' . . · . S9. Your he~rt races, and your step quic
+ 34 to the nUQJber, arid tum tO" that entry. ;, " :'.,; S6. The word::; _sh'ir!1~ar ;n the air and take · ens; you may move twlce qSJast. rolling 1
, . .. , · "· ' form until there are fo4r ident.ic_al images next encounters only once evefy two moves.
S3. Swiftly you voice t.he phrase!> and ma'i<'e ,, ,' io yours that do everything you do. Eacntime you have an encounte'r during t.hi& time, Y•
the neces.sary1;iestures, casting sand ,up0,n ·. you are hit, elirhin'ate one of the images. You gain one free attack each round in addition
· the wind . Up to 20 hp. wort.h of foes .that'y9ti...- 9o ·not take any damage µntil alt of the normal "attacks. At the end of an encount
· r.;:tn ..;;,:ip v;::iwn ::tnrl nnli ::inrl fin::illv r.nllan.;,,P,: ·' · imam::;~ ::t•A mmP. thA .snAll Aftrls
26
$10. Are you using this spell on a single tar- see where to place your feet and something and explodes before your foe, setting small
get, 528, or on several creatures, S29? snaps. Your opponent may make a save. If he grass fires and scorching the land. The spell
fails you evade him , but if he succeeds he causes 10d6 points of damage, but he may
S11 . Are you using this spell outdoors, 530, attacks at a -4 penalty to his Hit roll. Once you save to take only half damage.
or inside, 531? attack back, the spell and penalty ends.
S31. A blast of heat engulfs you as the flam-
S12. You summon the runes and fling the S21. Your cautious steps bring you within ing spell explodes in front of your foe . The
dark, syrupy liquid at your opponent. Your foe striking range. You may attack for one round spell causes 1Od6 points of damage, and
may make a Saving Throw to avoid the free, or cast a spell , but then the spell ends. your foe may save to take only half damage.
effect. If the save succeeds, you gain 6ne But because of the low ceiling, the ball of
free attack because you startled him . If the S22. From the pinch of powder and fluff a flame reaches you and you are caught in the
save fails , you gain one free attack each thick mist boils up obscuring you and your backwash , taking half damage or saving to
round in adqition to normal attacks. You may opponent. You are both at a -2 penalty on Hit take only one quarter damage.
also evade at + 4. rolls, and you may add + 6 to evading.
S32. The plants before you wither and shrink
S13. Your magic words form a rime of frost on S23. You concentrate and call out as if to a until a clear path. opens before you.
your foe and he now suffers a -4 penalty to his friend. You bend the shape of your shadow
Hit rolls anq saves. and .from behind you steps that which your $33. The acid words drip from your tongue
foe fears the most. tte must save or flee. If he and sear the leafy appendages causing 20
S14. The final words of the incantation lift a saves, he gains one free attack. points of damage to the carnivorous plant.
mighty weight from your heart and you are
free at last from the effects of the cur~e . S24. You gesture to the ground and fire S34. For the purposes of this adventure, this
erupts in front of your foe . He must save or spell only lasts for one encounter. Are you
S15. Are you using this spell on a tangled flee from the fire. If he saves, he may not casting this spell in the open, 5 40, or in the-
growth of plants, 532, or on a plant monster. attack this round. woods or marsh, 541?
533?
S25'. You bend the light with your arcane S35. You feel a tingle in your ankles, which
S16. Amber flame erupts from the ground words, and suddenly you are hidden in the grows to be unbearable, so you pull off your
enveloping your foe . This spell eliminates up form of a tree.,You automatically evade if you boots. Small wings have sprouted from your feet.
to four figures from a fight. Those creatures choose, or you may gain one tree attack, but For 12 turns you may move from one location to ·
"immune" to the.spell may break through the then the spell fades . the next ignoring all wandering monster
wall, but take 1d6 points of damage. If cast ~
encounter rolls. This also allows you to attempt
on a troll, he will stop regenerating. S26. A web net spins from your handS' and to evade without your foe gaining a free attack.
entraps up to four creatures if they fail their save.
S17. The earth beneath your toe's feet dissolves Those caught may be considered eliminated. S36. This spell can only be used in a stone build-
into a muddy morass, miring him down and giv- ing or caverns to move in a direction where there
ing you one free attack each round in addition to S27. A web shoots from your hands and is no path. It will not work on wilderness paths, in
normal attacks. You may automatically evade blocks the passageway allowing you to auto- Gyer, nor when trying to reach the center of the
without bejng attacked asyou flee. . matically evade. The web may snare up to dungeon. You may move one space in a direc-
four creatures if they fail their save. To pass tion in which there is no path.
S18. Cleverly you throw your voice behind your the web takes one turn to cut it down .
opponents. "Shhh! Quiet, we don't want them S37. This spell will open any one locked door
to know we are here,'' you whisper. Your foe S28. Your words are a net in the air and fly to or chest or untie ropes when cast.
responds, turning his .back to you to face the bind the creature . This creature must save at
voice. a -2 penalty or is considered defeated. S38. A poisonous cloud billows from your
sleeves but a gust of wind blows the cloud back
S19. Just before you leapto the attack, you S29. Like a mighty web, your words spin 'out to in your direction. You and your foes both take 1
cast your voice behind your foe in a blood ensnare your enemies. Up to four .persons may point of damage tor each round in the cloud.
curdling cry, startling your opponent and be affected by this spell, and must save to
gaining YQU one free attack or a + 4 to evade. avoid. Those affected are considered defeated.
S20. Cautiously you inch past, but you cannot S30. The fiery missile bursts from your hands
TREASURES
To determine a treasure randomly, find the one of the coins in the treasure chest , and you Treasure Type Die Roll
type. Next, look at the Treasure Chest on the find the index number 3. The table below says
cover and using the MAGIC VIEWER™ screen roll ld6 + 15. The roll eq u a ls 18 ; adding Potion ld8 + 5
look at one of the treasures of that type . You will the index + 3, the entry to read is T21. Coins ld6 + 15
find an index number. Now turn to the table When you find a chest, you will discover three Bags ld6 + 22
below and roll tlie die indicated. Add the bonus index numbers. Each chest will be trapped so select Scrolls ld4 + 32
and index numbers. R ead that numbered entry. one of the three numbers and add to a trap roll. R ods ld4 + 36
For instance : if the monster you defeated 1Ji:s Each chest will contain a potion, coin s, and some- Chests ld2 + 45
"coins" listed ~s the type of treasure, you pick thing special, found under the chest entry. Select Traps ld2 + 51
one index number for each item and roll for that
type of treasure.
27
Once you have tested a magic item to discover T21. A pair of worn saddlebags bulge with capture your gaze and draw you ·down inte-
what it is, an entry number will be given in 1,000 gp ' the curse. Your foes gain +A on all their
parentheses. Write this down, and when you use att~c~s and you are -4 to Evade .•
the item , turn to that entry and read it. T22. In a small mahogony box you find five
· bars of pure platinum. worth 500 gp each. ·T37. This scroll is waterstai~ed. and useless.
T1. What are you doing here? You couldn't ''
possibly ·get to this entry unless you did T23. You almost missed this: a silver arm· · T-38. This scroll has 2 spells, but you need
something wrong, or you are cheating to try band tarnished black, inlaid with five pieces read magic to use it~
to find a good item. Return to the example of Jasper worth-a total of 5,000 gp.
above to find the correct entry. T39. This seroli has i spell, but you need
T24. A golden statuette. that.you estimated read magic to use it.
T2. You've made a mistake, go to T1. was worth 10,000 gp, until you dropped it and
chipped the gold leaf covering a worthless T40. This scroll has 3 spells, but you need
T3. Suddenly" you are whisked across the lead figure. read magic to use it. '
land and when things stop spinning you are
back at Tarylon. W47. T25. A golden platter as large as a shield, T41. This is a m~gical r.od of ch~ening +- 1
worth 5.000 gp. that automatically cha~es animals away.
T4. This item is worthless.
T2&, .A brigand's wallet containing 100 gp T42. This is a mace of retribution + 2. After.
TS. You are struck with a curse. You nave a and six pieces of amoer, one with a fly · the first-round of .a fight, .it will attack foes.by
penalty of -4 whenever you try to hit or ·save, embedded in it, that are worth 100 gp eaoh. itself using Cflristov's Hit rolls; but at -3. You
until the curse is removed. must take one round to dr.§!W a: new weapon.
T27. A weighty ~ck and a jingle of coin. YoL! are
T&. This item is a fake and has no value. surprised, when you reach 1n and feel fangs sink T43. Hidden in a black velvet case, thls rod
into your hand and a serpent coil aboUt yptir arm; cal) shine with light like a torch.
T7. This potion has the bitter taste of an anti- take 3 points and make a Saving Throw vs. Poi-
dote for snakebite an.d other poison, T59, son at -2. There are 100 cp in here, T44. This doesn't appear to be a rod at :all.
1t 1s a scroll case. Check for one-scroll.
TS. One sip, and you grow taller, TSO. T28. Not at all what you expected-a slightly
stale loaf of bread. a pound of cheese. and a T45. This rod extends 10 feet. It is a pole of
T9. This smells like a dead horse. You pour a jug of wine; one day's rations. vaulting and may be used to leap over one
drop on a cracked stone. and the crack seals. ' area. It may be used 3 tirnes.
Th T29 . .A torn velvet lady's gown, but embroi-
dered in the collar are 5 amethysts worth 100 T44. This appears to be a magical staff, and
T10. One taste and you feel ·much better. gp each. caus.es 2d6 points per str*e. When used in
T62. an encounter, read T71 .
T30. A ball of yarn, knitting needles, a partial
T11. Though you can feel the liquid. you can- scarf. 'and needle and thread. T47. There is a small jar of ointment of sooth-
not see it. T63. ~ ing which cures all damage from fires.
T31. This bag seems weighty, but when you
T12. This potion tastes of almonds. Make a look inside, you see nothing. To your amaze- T48. A ?alve crock holds ointment of bless·
Saving Throw vs. Poison at -4 or take 1 point of ment though. when you reach in you pull out ingwhich will give you a ·• 2 bOnus to AC and
damage each turn until you find an antidote. 3 torches, 4 carbuncles (worth 1,000 gp saves for one encounter.
each). a frying pan (d6), a blanket. an obvi-
T13. This elixir lessens your fear of falling ously magical staff (T68) and a hambone (1 T49. This contains an arcane book. You may
and you tind you can cling to stone. T64 ration). This must be a bag of holding. read one entry from the Scroll of Knowledge
without penalty.
T14. One sip and you feel excellent. T65. T32. There is a bunch of dirty laundry, 50 feet
of rope, and a gold chain worth 2,000 gp hid- TSO. An ivory statuette of a f~celess man
T15. The drink makes you light headed and den in a sock. worth 1,000 gp.
you could swear you floated for a second,
T66. T33. This sack holds an ornately engraved T51. This contains a blue incense that if
silver orb, inlaid with coral and diamond burned will create a cloud of smoke for one
T16. The sunligh1 does not seem so hot on chips worth a total of 15,000 gp. However, encounter, makes Evade automatic, 'or you
your back after a drop of this liquor, T67. when you lift it out. a spider hidden on the and your foe may both fight at -2 to Hit rolls.
underside bites you. Make a Saving Throw
T17. In a soft leather pouch you find a golden vs. Poison at -4 or all saves are penalized·by T52. There are a pair of magical spectacles
scarab worth 7,500 gp. -4 from now on here, When worn, .they act as a read magic
$pell, S2. But when you use them, y·ou must '
T18. Attached to a gold chain 1s a large T34. This holds what appea~s to be extraordi- roll a Random Encoun~er for th,~ area.
green. fist-sized jacinth worth 10.000 gp. nary boots and a belt made of lizard skin. You
may try on the boots. T69, or the belt. T70. T53. Poison Needle! Make a Saving Throw
T19. A small cloth sack holds 1d8 fire opals. vs. Poison at -6 or take 10 points of damaf,e.
worth 1.000 gp each . T35. This scroll bears a picture of a flame. It
is a scroll of illumination and will act like a T54. A dart fires from the chest for 1d6 poin.ts
T20. Wrapped in black velvet are three perfect
matching sapphires worth 5,000 gp each.
torch but does not burn out. of damage. ..
T36. As you begin to read, the mystic runes TSS. The chest Jock shocks y()u for 1 poinl of
28
T56. There is a flash that blinds you for 10 T63. You fade from sight. Read the entry for age if you hit. After, this it is just a normal staff
rounds, -4 to Hit rolls and AC . Roll a Random the invisibility spell, 55 . that can cause 1d6 points of damage.
Encounter for that area.
T64. Quaffing this potion you feel you can T69. After careful study, you realize fortune has
T57. There is a deafening boom and the climb walls and ceilings with only one chance smiled on you. for these boots are made of sala-
chest springs open with a cloud of smoke. on 1d20 of falling for every space for 6 turns. mander skin and will allow you to walk through
\ If you fall, take 1d6 points of damage. hot coals without damage and reduce damage
T58. There is a hissing sound as a vile gas from fire by -2 per die of damage.
billows out. Roll 1d20. subtract your Constitu- T65. This elixir rushes healing through your
tion, and take that much damage. blood. Cure 3d6 + 3 points of damage. T70. You tug on the belt, and suddenly you
feel your breath being squeezed away as the
T59. You gulp the contents and color returns T66. This potion lets you levitate above the belt constricts causing 1d6 points each
to your flesh as the poison damage 1s cured. ground and lasts for 6 turns. If you are in a round until it is destroyed. You may only fight
- ~
building or cave you may move by pushing with a dagger ; AC ~ 0 and hp 13.
·T60. One swallow and your muscles start to against the ceiling at the rate of one space
bulge, ripping your clothes to shreds as you per turn. If you are in the wilds roll 1d6; if you T71. You strike a resounding blow and the staff
grow 10 feet tall. You cause double damage roll a 1 there is a wind that blows you 2d6 breaks, causing 1d4 points to you . Your toe gains
for 2 rounds. spaces in a random direction (1 °~ NE, 2 - E, 0 one free attack while you change weapons. ·
3: SE, 4 .= SW, 5 ~ W, 6 ~ NW).
T61. One drop and the crack mends, joining '· T,72. This scroll contains cloudkill, 538. and
the two pieces. You may use this three times. T67. Your skin takes on a ruddy hue and you remove curse, S14.
feel immune to normal flam·e. Gain + 2
T62. Miraculously your wounds begin to heal against fire attacks and-1 per die of-damage. T73. This scroll has a fly spell , 535.
and the aches leave your bones. Cure
1d6 + 1 points of damage. T68. This is a staff of striking with 8 charges _T 74. This scroll co\ltains knock, 537 ,
left. Each charge causes 2d6 points of dam- passwall, S36 , and fireba.JJ. S 11 .
T78. Turn to 162.
ITEMS .
110. You play a calming melody and the crea- you must roll less than your Dexterity on _ 126. You swing your axe and wood chips fly.
tures stop milling about and doze off. 1d20. If you tail while crossing water, turn to Roll 2d20 to find this item 's hit points. Every
135. Otherwise, roll 1d6 < W130 and turn to five chops, you must roll and consult the
111. Do you want to entangle 9 foe, 119, pull that entry. Then you must climb out of the .Random Encounters .
yourself to safety, 121, or cross a gap, 118? hole, W130.
127. You cut logs and vines and fashion a
112. Do you want to protect yourself from fire, 119. You must roll to hit AC-2 at a -2 penalty. If crude raft (hp 10). To cross a hex of water roll
122. c:jefend yourself, 12'4, distract a foe, 123, you succeed, your foe must roll greater than 1d20 (if on the river subtract 5) if less than 6,
or silence a man, 125? · its Evade or fall, giving you three free attacks. you are carried one hex to the east.
You lose the rope .
113. You may attack with the grapple (1 d4) 128. Cutting a long pole and crosspieces, you
with a -5 to your Hit roll. If you hit, your foe 120. Roll to hit AC -2 with a -5 penalty. You fashion a 20-foot-tall ladder. It may be used to
must save or you trip him and gain one free may not attack this round. If you hit, turn to climb one object, but you must leave it
attack or automatically Evade. · 136. behind. Carrying a ladder across open ter-
rain slows your movement. Roll a random
lt4. To open this item, roll 1d20 + 4 (sutitract 4 if 121. Your desperate throw snags a branch encounter every three hexes.
you use a grapple to pry). If the roll is greater than and you haul yourself out of the mire.· •,
your Strength you fail and may not try again. 129. You flash the silvery surface in your foe's
122. You douse your cloak with your remain" eyes! It must save or the creature gives a
115. Do you want to chop something, 126, or if ing water and wrap it about you: Your cloak final shriek and stiffens, turning to stone.
you are in the woods, build a raft, 127, or build helps you avoid 1 point from fire damage '
a ladder, 128? every round, for every drink you had left. 130. This will only work outdoors. You reflect
the blinding sunlight into your foe 's eyes. If
116. Do you wanfto blind a foe, 130, or defend 123: The cloak adds + 4 to your Evade he fails to save , he suffers a -4 penalty to any
yourself, 131? " chances and causes your foe to attack at -2 rolls for 2 rounds.
on Hit rolls.
117. Do you want to trip your foe, 132. lobsen 131. You brace yourself behind your shield ,
a stuck object, 133, or burn a foe, 134? 124. You wrap one end of your cloak around not attacking this round . The shield allows
your arm and snap the free end at your foe, you to subtract 4 points from each attack that
118. You may only use a rope that is long causing a -2 penalty to_up to 2 foe's Hit rolls. hits you this round.
enough to cross the gap. Ropes may be tied
together. ~u fling a loop at a boulder'on the 125. You may attempt to pop your cloak over 132. You spill the oil on the ground. Your foe
other side. You must roll to Hit AC -2 . You lose a man's head and knock him out. Roll to hit, must make an Evade roll to avoid the oil each
the rope afterwards. your foe is all9wed to make a save. If he suc- round or slip and fall. If he falls. you gain one
Once you lasso the rock, to climb across ceeds. he rips loose' and attacks. free attack or automatically Evade.
29
133. You rub the oil onto the stuck object and avoid being forced back iQtO the ·i1ame. He 136. Your loop snakes around the beast's neck
it comes loose. Oiled hinges will open silently will take 1d8 points eac.h round in the fire. and with a bound you are on its back. The beast
and you may pick an oiled lock by rolling less may not attack, but tries to buck you off. Roll
than your Dexterity on 1d20. 13.5 . You splash into the water. Roll 1d20 ,.. 4. 1d20 each round and if less than yotJr Dexterity,
If the roll is greater than your StrengtJ:i, take you fall off taking 1d8 points of damage (turn to
134. You strike a flint to the oily rag and hurl 1d4 points of damage and you are swept one 1d6 + W130 if the creature can fly). You suffer a
the fiery missile-roll to hit. The fire burns for hex east. Roll again until you escape. -2 penalty to your Hit roll While riding and treat
2 rounds. If you miss , your foe must Evade. to your Dexterity as -2 if you attack.
MONSTE~RS
M28. Finally the thunder of a hundred M40. To your horror. you find that while you attack at -4 until you cause 10 points of dam-
hooves fades as the herd flees . parried the monster's attacks, it captured age and can stand up.
your feet. Now you may not Evade.
M29. Asudden swirl at your feet and the air is M54. With a challenging shriek the beaSt
filled with a blinding cloud for 2 rounds ; .-4 on M41. If you struck the creature with any bites at + 2 to Hit for 1d6 points of damage.
your Hit rolls during that time. weapon , it divides into two identical crea-
tures, but with attacks of only 2d8. M55. The beast locks its jaws and holds on,
M30. Something snakes around your ankles sucking 2-8 points of blood each round.
and yanks. Roll less than your Dexterity on M42. One of your foes panics and flees .
i d20 or fall ; it takes one round to stand up. M56. The odd creature lets .out an ear-
While you are down , the creature attacks at M43. At the last moment you dodge aside splitting squawk that stuns you and it flees in
+ 4 to hit and you are at -4 on your Hit rolls. and the enraged creature crashes past you, haste:
taking 1d10 points of damage.
M31. The creature charges causing double M57. The creature b~gins to cry -most pite-
damage . M44. The beast snorts in disgust and rushes ously. You may stop fighting or continue, but
on , having bluffed you to move aside. lose 1 Honor.
M32. You feel a violent tremor shake your
form. make a Saving Throw vs. Stone or M45. The beast's charge was so quick, you M58. The creature lets loose an astonishing
transform into granite. are caught on its horns and tossed to the sneeze. Roll less than your Dexterity or be
ground. It gains one free attack while you bowled over for 1d4 points of damage, and
M33. The creature charges and misses , slid- stand up. take 1 round to stand back up.
ing face first into a pool of mud, blinding itself
for 2 rounds. It attacks at -4 until it can ·see. M46. You fling dust in the monster's face, M59. At the last moment you leap away as
and Wt)en it lunges blindly it swallows a rock the monster's blow crashes into the grour:if
M34. The creature attempts to flee . Roll i d20 instead of you , taking 1d4 points of damage. You slap his knee wilh the flat of your
and if greater than Evade number, it flees . weapon , tripping him. He eomes crashing to
- You gain one free ttack at +'2. M47. Abruptly, a long tongue lashes out and the earth. taking 1d6 points.pf $mage. But
catches you, pulling you to its mouth . You will the ground tremors knock you down too.
M35. Ci;.reful to avert our eyes, a sudden be bitten automatically each round and fight
hiss startles you and you find yourself face to at -2. M60. The monster seizes a boulder and hurls
face with the creature; Saving Throw vs. it at you. ADii again to Hit at . + 2, for 3d6
Stone at -5. Turn .to M32. M48. The baleful gleam of the beast's eyes points of damage.
catch your gaze and you must make a Saving
M36. In a flurry of motion the creature leaps Throw vs . Stone at -4. If you fail, the beast M61. The monster grabs you and hurls you to
c n your back. Until you cause 10 points of gains 1-4 free attacks. the ground for 2d6 points of damage. It gains
carnage to the beast. your attacks and sav- one free attack while you stand up again.
ing throws are at -2. M49. The mighty beast rears back and lets
forth a terrifying roar. Fight at -1 for rest of M62. The swarm clings to you and 1b1Jows
M37. The beast roars and knocks your battle. where you run causing 2 points of damage
weapon aside. At the last minute you swat its each round until you reach water, smoke, or
nose. The beast howls in surprise and flees in MSO. With a deadly swipe of its claws, the heat at which p()int you Evade. You may only
panic. beast knocks your weapon from your hand swat using your hands at ·2 causing 2 points
and gains 2 free rounds of attack. of damage each round per hand .
M38. The beast turns back to a half-buried
log he was sniffing and rips it open with a M51. The creature rears on its hind legs and M63. If you manage to hit the insects you
swipe of his claws. A swarm of bees. M15, breathes deadly fire for 3d6 points of dam- take only 1 point of dama_ge~at round.
rush out and you must now fight them also. age. \
The beast is not affected by the insect M64. You weapon swishes past where the
swarm. M52. The beast steps back, dismayed . With beast last stood as it burrows away swiftly.
a scream of outrage it flees.
M39. The creature sweeps you up in a bear M65. With a sound like stone grinding. a
hug, causing 2d8 points of damage , then M53. With a flying leap, the beast knocks you magic aura surrounds the creature and it
drops you. over and lands atop you. It can rend with its gains one free attack per round for the rest of
claws for 1d8 points of damage and you the encounter. This can happen only once;
30
M,66. Suddenly the air above you changes to Ml1. You are caught in the smothering the gr-0und. Your Hit rolls are at ·2 from this
earth and falls on you for 2d6 points of dam- embrace of the creature and take another point on. The pack gains one free attark
age. 2d6 points of damage. each round
M67. Your foe's swift defense parries your Ml2. You are caught by the beast and next M97. The putrid poison burns your flesh and
next attacks. Your Hit rolls for the next round round you will be drawn into its clutches and you must make a successful Saving _Throw
are at -4. automatically take 2d8 points of damage. vs Poison at -6 or take 6 additional points of
You must cause 10 points of damage for it to damage.
M68. With blfnding speed, your foe dodges release you.
your blows and takes no damage, gaining M98. The monster buffets you; roll less than
two free ·attacks. Ml3. With surprise it leaps at you, and only at Of:!xter:ty or,fall. The monster then gains one
the last moment does a desperate swing of free attack.
M69. The honorless fiend swings at your your weapon crush the creature's head. It
legs; roll less than your Dexterity on 1d20 " 4 thrashes on the ground in its death throes. M99. Turn to M86.
or trip and fall. Your foe gains two free
attacks. M84. The creature retreats backward up the M100. Whataver has attacked you has
wall and studies you. If you try to pass, roll damped onto your leg and causes 1 point of
M7Q. The foul breath of.this oreature poisons 1d20 and if greater than its Evade roll, it will damage each round plus 1-4 po'lnts from its
your lungs. Make a Saving Throw vs. Poison attack again. sharp claws This will continue until you
a~ -3. Failure results in a loss of 1 point per cause 5 points of damage. It will then drop off
round un~il you finq an antido~e . MIS. The creature's dark shadow looms big- and a,ttacl< normall again. While attached
ger and you leap to the side as it crashes you may attack at + 4 .
M71. With distinct disdain/ the creature turns headlong into the place where you stood.
his back to you; gain one free attack or auto- The creature receives 20 points of damage. M101. Abmptly'there are many\zvlilgot's fac-
matic Evade if you choose. ing you. The next four hits you it.Jake do not
Ml&. The creature dives at you causing dou- cot.int. Milgor will attempt to fleef .unless this
M12. Throwing back its head, the creature ble damage. takes place· in the center of the caverns
lets loose a terrifying trumpet of victory. You where he fights to the death. He must roll less ,
must fight at -1 for the rest of the encounter. Ml7. With a screech, the beast seizes you by than his Evade to escapa.
the shoulders and lifts you into the air, drop-
M73. The creature has grabbed you in its pin- ping you in the nearest woods for 2d6 points M102. Strands of web spring from his hands;
cers and drawn you into the grip of the slimy of damage and then flees. you must make a successful Saving Throw
tentacles on its chest. You are trapped and vs. Spells at -4. or Milgor gains four free
take 2d6 points of damage each round. It M88. The creature attempts to coil about attacks. Unless this takes place in the center
may also attack. You face a -4 penalty to your you. You must roll to Evade the attack or it of the caverns where he fights to the death.
Hit rolls and AC . causes 2d4 points of additional damage. he will flee.
'
M74. Your foe makes mystic passes in the air Ml9. The creature flings back its head and M103. Suddenly, as if a hand was pushing
and suddenly darkness surrounds you. Both bellows; make a successful Saving Throw vs. you, you are hurtled ba.ck and · take 1d6
your foe's and your Hit rolls are at -4·for the Stone or your Hit rolls are at -1 for the rest of points. Unless this takes place in the center
rest of the encounter. the encounter. of the caverns -where he fights to the death,
Milgor will have vanished when you return.
M75. Your foe chuckles cruelly and speaks M90. The cunning creature stoops and flings
arcane words, and you feel weaker; your Hit sand in your face , blinding you and gaining M104. Milgor suddenly lea~ into the air. He
rolls are at -1 for the rest of the encounter. two free attacks. gains one free attack for 3>rounds and may
a~empt to flee by rolling Jess than his Evade
M76. With astounding speed, your toe M91. Your weapon slashes and a claw flies number. unless this is the center of the
deflects your blows and gains one free off. To your horror the creature sto<;>ps and caverns where he will fight to the death.
attack. reattaches it, recovering an.. additional 3
points 9t.damage. MtOS. -The dea¢iy sting of the creature drips
M77. Wittl'a sweep of his w~apQD .the crea- venom,, and YOL! must make a successful
ture hooks your leg and attempts to trip you. M92. T}'le creature grabs you in a deadly Saving Throw vs. Poisoo at -2 or die. Even if
Roll less than your Dexterity or he gains two embrace. Yoi.J must roll less than your yov save, yeu are stunned and the creature
~ee attacks.' Strength to e.scape or else take 2d6 points of gai_n s two free attacks.
damage each turn . It may also attempt to bite
M71. Mtlgor smiles slyly and makes a mysti- you.
cal pass in the air. Roll 1d4 ... 100 and read
that entry. · ' M93. The beast howls and attempts to beat
th'e fire out. It can" no longer regenerate'.
M79. The battle is close and you can feel his
hot breath in your face: when to your horror, M94. Whining and snarling, the beasts
his face is suddenly replaced by a vast blank- retreat.
ness. Make a successful Saving Throw vs.
Wands or he gains two free attacks. M95. The wary beasts pace 1n circles about
you . You may treat this like the start of a new
MIO. Your feet are trapped and you may not encounter and cast a spell
Evade now.
M96. The paok rushes in and knocks you to
31
New Monsters
Ash Crawler Armor Class: 6 and wood smoke, and the air is hot aqd difficult to
Hit Dice: 3+1 breathe, preventing any swift actions. These beasts
Move: 60'(20') are drawn to movement in the ash and bright col-
·.',":i
Attacks: 1 bite + special ors. They dislike water and curl over their fire
Damage: 2-8 source to prevent it from being extinguished.
No Appearing: 1-6 (1-12) Ash crawlers attack by biting and then locking
Save As: Fighter 1 (special) their jaws. Any successful bite, means the creature
Morale: 10 has attached itself to its victim, and each subse-
Treasure Type: v quent round it automatically causes 1 point of
Alignment: Neutral damage from the bite and automatically hits with
XP Value: 50 its two claws for an additional 1-4 points of dam-
age. The creature continues to attack until it takes
Ash crawlers are large, hog-nosed, ratlike 5 points of damage, at which point it falls off and
creatures, about two feet long with a four-foot- must .then attack again normally.
long , naked tail. Their grayish skin is flaky and Ash crawlers gain + 4 to their Armor Class
sheds in ashlike sheets. They can naturally resist when hidden beneath the ash, but lose this
fire , as the spell, and prefer to inhabit warm bonus when they are attached. This + 4 bonus
areas with their own source of fire. They always also applies to the beasts ' Saving Throws.
protect their source of fire , and attack invaders. The ash crawler's long tail is prehensile, and
Ash crawlers' lairs are carpeted with two to four may be used to snare an opponent and drag it
feet of fine ash and sheddings, through which beneath the ash. The tail may not be used while
the creatures burrow. attached. To use its tail, a successful Hit roll
Ash crawlers feed most commonly on rodents, must be made and then the victim must roll less
birds, and vegetation which passes near, or falls than his or her Dexterity on ld20 or fall . Those
into, the ash. Often the lair smells of seared flesh fallen into the ash are + 4 to hit and strike at -4.
32