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ADVENTURE BOOKOne-on-One Adventure Module O1

A One-on-One Competition

Module for Thieves Level 8

Editor: Tim KilpinArtist: Harry Quinn

Distributed to the book trade in the United States by

Random House, Inc., and in Canada by

Random House of Canada, Ltd.

Distributed to the toy and hobby trade byregional distri butors.

Distr ibuted to the United Kingdom by

TSR (UK) Ltd.

DUNGEONS & DRAGONS and D&D are registered

trademarks owned by TSR, Inc.

©1983 TSR, Inc. All Rights Reserved.

This module is protected under the copyright laws of 

the United States of America. Any reproduction or

other unau tho riz ed use of the materi al or artwork con-

tained herein is prohibited wit hout the express writ ten

permission of TSR, Inc.

TSR, Inc.

POB 756

Lake Geneva,

WI 53147

TSR (UK) Ltd.The Mill, Rathmore Road

Cambridge CB14AD

United Kingdom

Printed i n U.S.A.

ISBN 0-88038-010-1

TSR, Inc.

The Gem and the Staff by John and Laurie Van De Graaf 

Preface

Welcome to the world of Eric the Bold. A simple theft was nevemore dangerous . . . or more exciting!

The Gem and the Staff is a special One-on-One competitionmodule designed for one player and one Dungeon Master.

The module includes:

* two complete adventures, Tormaq's Tower (p. 4),and The Staff of Fazzlewood (p. 10).

* complete instructions on how to use this module (p. 3).

* a perforated character sheet that the player may use during thadventures (p. 2).

* a 16-page Map Book, featuring player's maps for both adventures

* cardboard character figures suitable for use as playing pieces othe maps provided (inside module cover).

* encounter summaries for each adventure, listing all the important DM information (p. 15 and 16).

* a scoring system for evaluating the player's performance in eacadventure (p. 15 and 16).

* notes on how to run the module as a competition (p. 3).

* a complete DM Master Map for each adventure (inside modulcover).

Good luck in your thieving. Remember, time is NOT on your side

Do you have any questions or comments? Our designers and editors can help.Send your questions to:

D&D® Questions, c/oTSR, Inc.POB 756Lake Geneva, WI 53147

Letters without a stamped, self-addressed envelope are given to our pet gelati-nous cube, so don't forget! We'll get our elves right on it.

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CHARACTER SHEET

Character: Eric the Bold Player: __________________________

Class: Thief  Level: 8 Alignment: Neutral Hit Points: 28

(-2 for dexterity)

+1 to hit and damage rolls (melee weapons only)

+2 to hit roll with missile weapons; -2 to AC for AC 5+1 hp per hit die; included in hit points above.

Armor Class: 7

Strength: 15Intelligence: 14Wisdom: 9Dexterity 16Constitution 13Charisma 10

Saving Throws:

poison or death ray 12magic wands 13turn to stone or paralysis 11dragon breath 14rods, staves or spells 13

Thief's Abilities:

open locks 65%remove traps 60%pick pockets 65%move silently 65%climb sheer surfaces 94%hide in shadows 55%hear noise 1-4

Base Movement: 120' per turn (40' per round)Combat Bonus: +4 to hit and double damage when striking unnoticed from behind

Languages: Common, Thieves' Cant, Orcish

Magic Items:

(normal) sword +1dagger +2sleeping potion (effective on humans and humanoids for 5 rounds per level)potion of diminutiontalisman of homing (second adventure only)ring of spell storing with following spells (as 6th level magic-user):First Level: charm person, detect magic, magic missile, ventriloquismSecond Level: knock, phantasmal force.

Other Equipment:

Leather Armor

Thieves' ToolsTinder BoxIron rations (sufficient for one week)

Tear thi s sheet along the perforation and give it to the player at the start of the adventure.

2

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HOW TO USE THIS MODUL

This one-on-one module contains twocompetition adventures for one player andone Dungeon Master. The adventures are

designed for use with the DUNGEONS &DRAGONS® game system. They cannot beplayed without the D&D® Basic and Expertrules.

If you are going to participate in thefirst adventure as a player character, stopreading now. The rest of the material is forthe Dungeon Master only.

Theme: In each of the two adventures, theplayer character, Eric the Bold, must steal avaluab le item from the dwelling of a pow-erful wizard. The essential challenges ineach adventure are to overcome the defensesof the wizard's home, avoid tangling withthe wizard himse lf, obtain the desired item,

and escape safely.

Preparing to Play: Carefully study thesenotes and the first adventure before begin-ning play. If you wish to play the secondadventure yourself (see the Replay Valuesection below), you shouldn' t read any partof the second adventure.

Replay Value: Both adventures in thismodule can be played any number of timesby different players. The players in yourgroup may wish to go through the adven-tures one at a time and then compare scoresafter everyone has had a chance to play.

You can also have a chance to play.

Run one player through the first adventurewithout reading the second adventure. Thenhave that player read the entire module,become the DM, and run you through thesecond adventure! The DM's notes for thesecond adventure have been kept separateto make changing off possible.

The Player Character: The player must usethe prerolled eighth level thief, Eric theBold. A perforated character sheet for Ericis provided on page 2 of the module. Bothadventures have been specially balancedfor Eric's abilities and equipment. Notethat Eric has some special equipment, such

as a ring of spell storing.Map Book: The 16-page book of maps isprovided to help the player quickly visual -ize the situation confronting him. Themaps can also be used as playing surfacesfor the adventures. Each map square equals5 feet. Make sure you only show the playerone map at a time. When there are twomaps on a single page, cover up the map of the area that the player has not yet explored.

Character Figures: Cardboard figuresrepresenting Eric and the monsters in the

module have been provided on the cover of the module. The player may actually movehis figure on the maps. After a map has

been laid out, the monster figures shouldbe placed in their appropriate spots for thatencounter. (Those spots are marked withX's on the DM's maps.)

Encounter Summaries: A list of all vitalinformation about the encounters in eachadventure is provided at the end of themodule. Monster statistics, NPC actionsand reactions, and special magic items tobe found are all given here. Once you haveread an entire adventure, you need only usethe Encounter Summary when you run thecompetition.

Scoring System: A Player Evaluation List

is provided for each of the two adventures.As the player goes through the adventure,note points earned or lost by circling theappropriate numbers on the score sheet.Total up the player's points at the end of the adventure.

Time Limit: A strict limit of 30 minplaying time is set for each adventure. Ayou have given the player his chara

sheet, read the Player's background toplayer and answer any questions the plmight have. Then begin keeping tracktime. At the end of 30 minutes, the adture must end, and the player's score shobe calculated. The scoring system rewplayers who move quickly toward tgoal wi thout gett ing involved in unnesary encounters.

Statistics and Abbreviations: Monstertistics will be listed in the following or

Monster/NPC Name: Armor Class; Dice or Class/Level; hit points; Mment per turn (round); No. of Att

per round; Damage per attack; SAs: Class/Level; Morale; Alignmand Abilit ies for NPCs (such as spewhen appropriate.

The fol lowing abbreviations are used

ACCMU#

#ATMV

MLC

= Armor Class= Cleric= Magic-User= Level= number of attacks= Movement

= Morale= Chaotic

N = NeutralI

DChHDD

Thp

= Intelligence= Dexterity

= Charisma= Hit Dice= Dwarf 

= Thief = hit points

DSaveALES

C

= Damage= Save As= Alignmen= Evil= Strength= Wisdom

= Constituti

Abbreviations

W

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ADVENTURE ONE: TORMAQ'S TOWER

Hand your player the character sheet for

Eric the Bold provided in this module.Give the player a few minutes to become

familiar with the character. Begin play by

reading the Player's background below tothe player. Carefully note the time, and

then begin the first encounter. This adven-

ture has a 30-minute time limit.

Player's background

The knock on your door is quiet butfirm. You awaken instantly, grab your

sword, and stride to the door. Keepingthe chain still fastened, you ask, "Whoknocks in the middle of the night?"

"I am Cordate of the Guild of Agents. I have a business propositionfor Eric the Bold," a voice replies.

Cracking the door open, you inspectyour visitor. Your keen thief's eyes detect

no disguise or weapons on the distin-guished looking man. He seems to be

alone, so you let the stranger in."I apologize for coming at so late

an hour, Eric, but my employer's busi-ness is not suited to the prying eyes of dayl ight . My employer wishes to remainanonymous. He has asked me to hireyou to steal an item."

Reaching into his pocket, Cordatedisplays in his palm a sparkling ambergem of unusual size. "This beautiful

object is a fake, made of pure coloredglass, as you can see. It is, however, a

duplicate of a real gem. My employerwishes to have you steal the real gemand substitute this copy in its place."

"Where is the true gem located?"you ask.

"Tormaq's tower in the prov ince of Luho," he replies.

A sudden chill dampens your en-thusiasm. "I know of Tormaq, theArchmage of Luho. The prospect of thieving from a powerful wizard is notto my liking. Even though I am the bestthief in the city, it would be very fool-

hardy," you reply."My employer suspected you might

be reluctant," Cordate says. "So he askedme to mention that he knows the onlywitness to your daring theft of the RoyalScarab from the governor's palace.Should you decline to work for him, my

master would feel it his civic duty toproduce the witness to the ImperialGuard. Whatever fate should befall youin Luho would be far kinder th an whatthe governor would impose upon one

who embarrassed him so. If you acceptthe task, the witness shall never be heardfrom. If you bring the real gem back,you will receive your weight in pure

gold. ..enough to keep you in lux ury foryears."

You consider his words. The theftof the Scarab had gone perfectly. Howthen had Cordate's mysterious employerknown that you were responsible? Themere thought of what the flin t-hea rtedgovernor might do to one even sus-pected of the crime . . . and the rewardsfor success would be generous indeed,especially with the contract terms gua-ranteed by the powerful Agents' Guild.

"The reward is indeed bountiful,"you reply. "The risks no longer seem asgreat . . . even a wizard dons his robe onearm at a time like any other man. I

accept the terms!" You shake handswith the agent Cordate to bind thecontract.

"Here is a scroll to teleport you outof the wizard's tower," adds Cordate."After you steal the real gem, simplytouch the scroll to it." You thank him,and he leaves to allow you to plan yourtheft.

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TORMAQ'S TOW

Encounters

1. OUTSIDE TORMAQ'S TOWER

Place out Player's Map 1. Have the playerplace his character figure on the space

marked "START."

You have arr ived at Tormaq's tower justbefore dawn. Now you are crouchedbehind an obelisk on the right-handside of the end of a wooden drawbridge.The 10-foot wide moss-covered draw-bridge spans the moat, which runs

around the tower. To your left, a mulestands quietly by an obelisk similar tothe one you are hiding behind.

Across the drawbridge you see anopen entryway leading to the double

doors at the base of the round, stonetower. On the outside wall above theentryway is a lantern, and 20 feet above

the lantern is a solitary 6-inch widearrow slit. The rest of the tower above

the arrow slit is shrouded in mist.

As you watch the tower, you see ayoung man emerge from the double

doors carrying several sacks, which

appear to be empty. He hesitates in the

entryway, removes something from thepurse at his belt, and walks across thedrawbridge with the item held at arm's

length. As he reaches his mule, theyoung man puts the item back in his

purse. In the dim light, you could notsee what he held. Appar ent ly, he hasn'tseen you either. The man puts the sackson the mule and checks the animal'sharness. He is obviously preparing toleave.

The young man works tor a local merc hantand has just delivered several bags of supp-lies to the wizard.

Young Man: AC 9; hp 4; MV 120'; #AD l-4;Save F1; ML 8; AL N

He is armed with a dagger and fights1st level fighter.

If Eric talks to him, the young man only that he has delivered supplies. He not attack, but he rides off at the earopportunity.

Eric may attack the young man.the normal combat rules.

Eric may try to pickpocket to steapurse: he has a 65% chance of doinundetected.

If Eric gets the purse, he will find5 sp, 8 cp, a brass disk stamped withimage of a dragon, an iron key, a rabfoot, and a folded piece of paper li

common food items.The brass disk is a special magic

When carried by itself at arm's lengt

allows the bearer to move silently ac

any type of wood floor or surface.Moat and Drawbridge: If Eric l

carefully at the drawbridge, he sees th

mossy surface is quite slippery. Eric

walk across the drawbridge with easemust roll his dexterity score or less on to run on the bridge without falling d

If Eric falls, he must roll his dextscore or less on 1d20 to stand up again

A six-headed lake hydra lives in

moat beneath the drawbridge.

Lake Hydra: AC: 5; HD 6; hp 31; MV(40' ); #AT 6 (see next page); D l-1

head; Save F6; ML 9; AL N

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TORMAQ'S TOWER

If Eric looks carefully at the moat, he seesonly a few bubbles coming to the surfaceoff the left-hand side of the drawbridge.The hydra listens for footsteps on thebridge. It hears Eric unless he successfullymoves silently or uses the brass disk des-cribed above. One round afte r it hears Eric,the hydra attacks him. Describe the mons-

ter as a "six-headed, dragonlike creaturethat has fins instead of legs." A hydraattacks with all of its heads each round. Forevery 8 poin ts of damage a hydra takes, one

head no longer attacks.Entering the Tower: Once across the

bridge, Eric may try to enter the tower byclimbing the wall to the arrow slit. As Ericclimbs the wall , he notices a small flagpole

ju tt in g out from the tower a few feet abovethe arrow slit. Eric may hang onto the flag-pole with one hand, and drink his potionof diminution with the other. Then he mayclimb through the arrow slit. In this case,go to Encounter 5. If Eric does not enterthrough the arrow slit, go to Encounter 2.

2. THE ENTRYWAYPlace out Player's Map 2.

You are in the entryway of Tormaq'stower. Torches light both sides of thehall , and two massive oak doors studdedwith large iron doorknockers stand aheadof you.

If Eric listens at the doors, use the follow-ing description:

You hear heavy footsteps approachingthe doors and a deep voice singing,

Riddlety-hoy, riddlety-hayAlmost time to eat today;

Riddlety-yum, riddlety-yummyMeat and wine for my empty tummy!

If Eric listens a second time, he hears thefootsteps stop, then begin to move awaywhile the verse is repeated.

The large oak doors are locked. WhenEric gets through the doors, go to Encoun-ter 3.

3. STOREROOM

Place out Player's Map 3.

You have entered a large storeroom.You see a door in the wall at the oppo-site end of the room. To your left areshelves filled with boxes and bottles. Toyour right are two clusters of barrels. Astone well stands between the barrels,and a small sliding panel is set into thewall behind the well.

Standing in the aisle beside the wellis a 14-foot tall stone giant.

Stone Gian t: AC 4; HD 9; hp 40; MV 120'(40'); #AT 1; D 3-18; Save F9; ML9; ALN; SA hurl rocks 300 feet for 3-18

The giant is armed with a nail-studdedclub.

If Eric has entered the room quietly by

picking the door lock or using a knock spell, the giant is standing with his back toEric. If Eric makes any noise, or has madenoise entering the room, the giant noticesEric, turns toward him and demands,"Password?"

Eric cannot possibly know the properpassword, but the giant wait s one round fora reply. During this time, Eric may offer thegiant food and wine, which the giantaccepts wari ly. If Eric has mixed his sleep-ing potion into his food or wine beforeoffering them, the giant falls into a deepsleep.

Aventriloquismspell distracts the giant

long enough for Eric to duck out of sight.If the giant doesn't notice Eric, he con-tinues pacing from one end of the room tothe other, s inging his verse. Eric can sneak around the giant with an 80% chance of success if he moves silently; otherwise, thegiant has an 80% chance of detecting himand demanding the password.

If not distracted or drugged, the giantattacks normally.

There is a dumbwaiter set in the right-hand wall behind the sliding panel. Ericmay use the dumbwai ter to pull himself upto the top landing; if he does so, go toEncounter 6.

If Eric makes it to the opposite door,go to Encounter 4.

4. CURVED STAIRWAY

Place out Player's Map 4.

You are on a landing. Curved stairways

lead down to your left and up to yourright. The giant is not chasing you.

The stairs going down lead to a small,empty dungeon cell. There is nothing elseto be found in this direction. The stairsgoing up lead to Encounter 5.

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TORMAQ'S TOW

5. BRIDGE ROOM

You come to the end of the stairway at a10-foot by 10-foot landing. To your leftis an unlocked door. To your right is asmall arrow slit in the wall.

If Eric investigates beyond the door, placeout Player's Map 5 and continue thedescription:

You see a round, stone room, which isreally a 20-foot deep pit. Directly acrossthe room you see a passageway leadingto a curving corridor. A 5-foot widestone bridge leads from your doorway tothe passageway. The faint smell of sul-phur hangs in the room.

As soon as Eric steps onto the bridge, aheavy stone wall slams down behind him,blocking the door he used to enter theroom. In addition, the bridge itself beginssliding into the wall behind Eric at a rate of 5 feet per round. Eric will not be able to liftthe stone wall. If Eric is still on the bridgewhen the last section slides into the wall, hefalls.

The passageway across the bridge isblocked by an invisible door. The doorappears when touched. Once it is dis-covered, this door can be opened easily.

Eric has a base 80% chance to jump thedistance from the end of the bridge to the

passageway beyond. This chance decreasesby 20% per round as the gap between theedge of the bridge and the passagewaygrows larger.

If Eric jumps before he has discoveredthe invisible door, he jumps into the doorfor 1d4 points of damage and then falls tothe floor for an additional 2d6 points of damage. If Eric has detected the door beforetrying to jump, a successful jump meansthat he has grabbed the door handle andopened the door.

Eric can climb around the room on thewalls in two turns. His chance to do sowithout falling is 94%. A roll for fallingmust be made each turn.

The passageway and curved corridorlead to a stairway up. At the top of the stairsEric can see a door to his right—leading toEncounter 6—and a hinged panel in thewall to his left. This panel opens onto thedumbwaiter shaft.

6. MAIN HALL

Place out Player's Map 6.

Eric could have arrived here in two ways:the stairway up from Encounter 5, or thedumbwaiter from Encounter 3.

The door opens onto a great hall , 35 feetlong and 20 feet wide. The door is in thecenter of one of the 35-foot walls. The

room contains various items of furni-ture, including tables along the wall toyour right and left; a sheaf of papers lieson the right-hand table. A large tapestrypartially covers the wall at the left end of the room. In the wall to your right is analcove in which a 12-inch figurine standsatop a 3-foot high pedestal. In the walldirectly across the room, you see threeidentical doors.

As you look about the room, a voicecoming from the direction of the figu-rine says, "Greetings, guest! If you seek a way or inquire about your fate, I maybe of help."

Among the papers on the table is a letteraddressed to a certain "Sakara the Sorce-ress." The letter states that the writer hasobtained a medallion from the ruins of Gosky. Here the late Lord of Gosky hadruled an army of invisible warriors. Thewriter goes on to say he has given thistrinket to his "loyal servant, D'tan, whohas found it useful in his duties." The letterends incompletely; it is neither signed norsealed.

The tapestry is in two sections. It has abeautiful oriental weave. The tapestry isnot attached to the wall; rather, the sections

hang from a rod. The tapestry is normal,and nothing is hidden behind it.

The figurine is a 12-inch jade statuetteof an elderly man dressed in flowing robes.The figurine is not attached to the pedestal,and is not magic.

The voice is that of an invisible stalker.

Invisible Stalker: AC 3; HD 8; hp 38;MV 120' (40'); #AT 1; D 4-16; Save F8;ML 12; AL N; gains surprise on a 1-5

The stalker was summoned almost oneyear ago by Tormaq. It is instructed not tolet anyone leave the tower without Tor-maq's permission. The creature's term of 

servitude is almost over, and it will notattack anyone unless he is about to leavethe tower. An intelligent creature, the stalkeramuses itself by giving cryptic clues to theguests in the tower. Sadly, the stalker oncehad a nasty encounter with the sprites inthe conservatory (Encounter 10). It is nowcursed with a speech defect that garbles thefi rst letters or sounds of words. It has prac-ticed its opening speech, given above, oftenenough to say it clearly. Everything else itsays comes out distorted. The stalker neverdirectly answers any questions Eric asks of it.

While speaking, the stalker movekeep the pedestal between itself and Etrying to make Eric believe the figuri

speaking.When asked about specific door

when Eric approaches a door, the stagives the following clues:

Door 1: "Widden hay to Rormaq's to(see Encounter 9).

Door 2: "Droll T'tan weep slith trmeasure" (see Encounter 8).

Door 3: "Amazing art" (see Encounter

The stalker follows Eric only wheleaves the great hall through door 1.

If Eric listen successfully at door can hear snoring.

7. ART GALLERY

Place out Player's Map 7.

This room is 10 feet square. A dstands in the center of each wall. To left and right of each door are identipicture frames, all empty.

This encounter includes rooms 7a, 7band 7d as shown on the DM's Master M

This series of rooms is Tormaq's aunfurnished art gallery. To make survisitors look at all the works in the galTormaq has placed a special enchantmin the area. A visitor may leave a room

by using a different door than the one to enter the room. Even a knock  speineffective against this enchantment. Tif Eric enters the gallery at all (7a), he go through three more rooms (7b, 7cbefore returning to the first room he entFrom there, Eric may then return tomain hall.

All doors on the outside of these roare false doors, as indicated on the DMaster Map. All four rooms of the gaare identical; use Map 7 for all four.

8. D'TAN THE TROLL'S QUARTE

Place out Player's Map 8.

This room is completely dark, excfor a sliver of light filtering in throuthe opening in the doorway. Barely vible to your left is a table and, on topit, a lumpy object covered with a cloTo your right, there seem to be soobjects on the floor. At the far end ofroom on the right side, the dim lioutlines the shape of a very simple band a humanoid form lying on itfaint glint of metal comes from somthing the humanoid is wearing arouits neck.

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These are the quarters of D'tan the troll.

D' tan the troll : AC 4; HD 6+3; hp 31;MV 120' (40'); #AT 2 claws/1 bite; D1-6/1-6/1-10; Save F6; ML 10 (8 if attacked by acid or fire); AL C; regen-erates 3 hp per melee round beginningthe third round after any damage istaken

The troll is asleep, but is awakened by anybright light, loud noise, unsuccessfulttempt to steal the medallion from aroundt s neck, or attack on its person. If it wakes

up, D 'tan spends one round preparing andhen attacks normally. D' tan does not pursue

Eric if Eric flees.

The lumpy object on the table is aarge glowing gem that gives off a greatmount of light . The gem is worth 100 gp.

Removing the cloth from the rock illumi-nates the room, awakening D'tan. Theemaining objects in the room are crudeurnishings used by the troll. Other thanhe gem, the medall ion is the only valuabletem in the room.

D't an' s medallion is the medallion of Gosky, which gives its wearer the abil ity toee inv isib le objects and creatures. Eric canteal the medallion from the sleeping trollf he makes a successful pickpocketing roll.

9. PARLOR

Place out Player's Map 9.

This room is a large, well-furnishedparlor. Clockwise around the room are alarge bookcase containing many stand-ard, nonmagic works, a couch and table,a wall cabinet, a wine cabinet, a tapes-try, a small table and a large gem lyingon top of it, a small rug beneath thattable, another couch and table arran-gement, and another tapestry.

The gem on the small table is a diamondworth 1,000 gp. Eric can tell by observationthat the diamond is not the gem he is seek-

ing. The rug beneath the table is a rug of tripping. If Eric steps onto the rug, he isthrown off the rug and onto the floor. Ericmay roll up the rug and take the gem fromthe table. Eric cannot reach the gem with-out using some other item to knock thegem off the table.

The only other item of interest in thisroom is the wall cabinet. Several of Tor-maq's robes hang inside the cabinet. Noneof these are magic robes. The inside back of the cabinet is lined with black velvet,which conceals a passageway to the nextroom (Encounter 10). Eric may also dis-

cover the passageway by pul lin g the cabinet

away from the wall.

10. CONSERVATORY

After going through the passageway behindthe wall cabinet, Eric finds a stairwaygoing up. At the top of the stairs is anothershort passageway that ends in front of asingle door.

As Eric approaches th is door, the invis-ible stalker, if still alive and conscious,says, "Roral floom with cairy freatures."Eric recognizes the voice as the same one heheard in the main hall. Place out Player'sMap 10 and use the following descriptionwhen Eric opens the door:

The door opens onto a circular room.Around the outer wall s of the room is agarden of various exotic plants andshrubs. In the center of the room is alarge tree bearing curious fist-shapedfruits, half-yellow and half-green. In the

branches of the tree, small furtive fig-ures hide and dart amidst the foliage. Acircular walkway runs between thegarden plants and the tree, and a doorstands directly across the room.

Living in the tree are 12 sprites.

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Sprites (12): AC 5; HD 1/2; hp 3x4, 3x3,

3x2, 3x1; MV 60' (180' flying); #AT 1curse spell; D see below; Save El; ML 7;AL N

The sprites take one turn to decide whichtype of magic trick to play upon Eric. If Eric uses this turn to cross the room and

exi t, he won't be affected by the curse beingprepared by the sprites. Otherwise, after aturn, five of the sprites speak, casting thefollowing curse upon him:

 Nosy one beneath our tree,Grow to match curiosity!

Should he fail to make a saving throwversus spells, Er ic's nose begins to grow to alength of 10 inches.

Should Eric remain in the room for athird turn, the remaining sprites cast thissecond curse:

Quiet one who does not talk,

 Let music tinkle when you walk!

TORMAQ'S TOWE

If Eric fails to make a saving throwversus spells, bells grow on his feet, makingit impossible for him to move silently forthe rest of the time he is in Tormaq's tower.Changing his footware does not remove thecurse.

The various plants growing in thegarden are foreign to Eric. If he stops toexamine closely any of the plants, roll todetermine the type of plant and its effect , if any , according to Table 1.

Should Eric fall asleep from smellingthe white lotus, he is discovered by Tormaqand cast into the wizard's dungeon. He hasfailed in his task, and the adventure isended (see the final encounter).

If Eric leaves th is room by the far door,he finds a stairway leading up to Encounter11.

11. TORMAQ'S LABORATORY

As Eric approaches the door to this room,he hears the stalker saying, "Near fo t whatsou yee," if the sta lker has not yet been slain

or knocked out.When Eric looks into the room, place

out Player's Map 11 and use the following

description:

This is a hexagonal room cluttered withdiverse fur nit ure and magic apparatus.In each wall of the room are two stainedglass windows. Between each set of 

windows is a small niche covered withleaded glass. A gem is visible ins ide eachniche. In the second niche to your right ,directly over the workbench, rests theonly amber gem.

TABLE 1PLANT EFFECTS TABLE

Dice Roll Plant Result

01-0708-1415-2122-2829-3536-42

43-4950-5657-63

71-7778-8485-9293-00

Hemlock bushBlack poppiesThymeGingerFoxgloveWhite lotus

MyrrhFrankincense bushBelladonna

CatnipAniseElderberry bushDragon plant

Save vs. poisonSave vs. poisonNo effectNo effectNo effectSave vs. poison

smelledNo effectNo effectSave vs. poison

tastedNo effectNo effectNo effectNo effect

or die if tastedor die if smelled

or fall asleep if 

or be confused if 

Asleep in the seat behind the desk, in invible form, is the wizard Tormaq.

Tormaq (14th level wizard): AC8; MU 1hp 42; MV 120'; #AT 1; D 1-6; ML AL C

Spells: First Level: charm person, magmissile, shield, sleepSecond level : mirror  imag

 phantasmal force, web, invisibil

(already cast)Third Level: fire ball, hold perso

 protection from evil (10' radiu protection from normal missiles

Fourth Level: polymorph othe polymorph self, wall of fire, wizaeye

Fifth Level: conjure elementelekinesis, teleport Sixth Level: anti-magic shell, dintegrate, projected image

Tormaq is wearing a ring of regeneratiand a ring of protection +1. He is aarmed with a dagger.

Tormaq wakes up if Eric fails to mosil entl y, dis turbs the area around the deor makes any loud noise. The invisibstalker, if present, wakes Tormaq the instaEric moves toward the door to leave troom.

If awakened, Tormaq attacks usi

his spells. He prefers to capture Eric raththan kill him, if possible. He begins hattack with a hold person spell. Successispells used are left to your judgment.

If present, the invisible stalker takespart in the battle between Eric and Tmaq. If the battle is going badly for Tmaq, he casts his teleport  spell and leavthe room.

The glass cover on the niche containg the amber gem is locked and trappThe trap consists of poisoned needles thautomatically hit if Eric fails to find ttrap. Allow Eric to make a saving throw poison; if he fails the save, he falls into

deep sleep and awakens in one of Tormadungeon cells.If Eric takes the gem and wins the fig

with Tormaq, he can easily escape. however, he touches the gem with the scrgiven him by Cordate, he is instantly teported to a dungeon cell beneath Tormatower. Tormaq has trapped the gem so thit cannot be stolen by magical means.

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ADVENTURE TWO: THE STAFF OF FAZZLEWOOD

This adventure may be played separately,or as a continuation of the adventure begunin Tormaq's tower. For scoring purposes,

this adventure has a time limit of 30 min-utes, beginning immediately after you haveread the appropriate background to theplayer. The maps for this adventure (Play-er's Maps 12-19) are found in the accom-panying Map Book, and are used exactly asthe maps for the first adventure. The samecharacter sheet is also used. All of Eric'sspells have been restored, and he beginsthis adventure at ful l strength. Any equip-ment he may have lost in the firs t adventureis returned to him. Eric is also given thetalisman of homing in this adventure.

There are two Player's backgroundsections provided for this adventure. The

first should be read to players who eitherhave not played the first adventure, or whohave played in that adventure and were notcaptured by Tormaq. The second shouldbe read to players whose character was cap-tured by Tormaq in the first adventure,ending up in one of Tormaq's dungeoncells.

Player's background 1

You are known as Eric the Bold, a cleverand resourceful fellow who has madehis way in the world for many years as

an up-and-coming professional thief.Tonight, you sit comfortably in yourfavorite chair, admiring the fine fur-nishings of your home and sleepilymusing over memories of your pastexploits.

As you drift in and out of yourdreamy reveries, a menacing form mate-rializes right in your living room. Youdon't notice it until it is too late. You arestartled awake to find yourself facing ahorrid troll and an aged but sturdy manin flowing robes of blue and yellow.There is no mistaking this pair: it isTormaq, the dread wizard of Luho, and

his "pet" troll, D'tan!"Greetings, thief! I've a job for you.

I trust you will accept it," the wizardsays as D'tan eyes you suspiciously.

You have always believed in beinghospitable, when necessary, and sinceyou don't like the prospect of spendinglife as a frog or a fly in Tormaq's labora-tory, you listen respectfully to Tormaq'sproposition. The deal is straightforward:you are to steal the fabled Staff of Faz-zlewood from Tormaq's arch rival, thewizard Felspel! Although the job is not

to your liking you find that Tormaq ismaking an offer you can't refuse, espec-ially when you consider Felspel's repu-tation as the one wizard even nastierthan Tormaq.

The plan is simple enough. Tor-maq knows that Felspel will be absentfrom his home for 30 minutes tomor-row. At the appropriate time, he willteleport you to Felspel's cave dwelling.You will enter and steal the staff. Thestaff itself will be in plain view some-where in Felspel's tower, but may bedisguised as another object. The staff is3 feet long and made of cherrywood. Itsivory handle is carved in the shape of askull. Once you have the staff, you willuse the talisman of homing now givenyou by Tormaq. The talisman will tele-port you back to Tormaq's presence,wherever he may happen to be.

Success will bring you riches. Fail-ure will bring you either the vengeanceof Felspel, if he catches you, or the lov-ing caresses of D'tan, not if but whenTormaq catches you. You retire for anight of  fitful sleep, while Tormaqmakes himself comfortable in your par-lor and D'tan applies his caresses to aside of lamb you had been saving for aspecial occasion.

Morning comes quickly. You gatheryour equipment, slip Tormaq's talis-

man of homing around your neck, andstand quietly waiting as the ancientwizard gestures and chants before you.Your parlor fades from view, and youfind yourself outside a large cavern . . .

Player's background 2

You awaken suddenly, shivering in thecold of the dungeon cell beneath Tor-maq's tower. It looks like you've reallydone it this time. Here you are, defense-less, stripped of weapons and equip-ment, probably about to become thesubject of some unspeakable experiment

conducted by the fearsome wizard him-self; or, perhaps you will be turned intoa feeding-time treat for that loathsometroll, D'tan, who serves as Tormaq'serrand boy.

As you ponder these glum possibil-ities, you hear footsteps approaching.Soon, the cell door swings open and youare face-to-face with Tormaq. Behindhim stands the troll, who holds a brazierof glowing coals and a set of red-hottongs. No need to ask what those itemsare for!

"Regained your wits, have you?"Tormaq says with a sneer. "You are afool to think you could have escaped mytower, thief. The lovely flowers in myconservatory are extremely poisonous! Ihave also taken great pains to insurethat my precious gem is theft-proof. I'veset my traps very carefully! Perhaps nowI should let D'tan have some fun findingout all about you."

The troll pulls out the tongs andstarts toward you, a gleeful look danc-ing in his eyes.

"On the other hand, you did dorather well to get as far as you did, and if you will perform a simple service forme, I might be willing to disappointD'tan. Which would you prefer to be:

my temporary hireling, or D'tan's newtoy?"

Faced with such a choice, you ask Tormaq what kind of "simple service"he has in mind. There are some thingsworse than being a troll's new toy!

Tormaq immediately gets down tobusiness. He wants you to steal the fam-ous Staff of Fazzlewood from the caverndwelling of his arch rival, the greatwizard Felspel. Tormaq knows thatFelspel will be away from his home for30 minutes tomorrow. Tormaq will tele-port you to the entrance of Felspel'shome just after Felspel leaves. You are

to break into the wizard's dwelling, findthe Staff of Fazzlewood, and return it toTormaq. The staff  is 3 feet long andmade of cherrywood. Its ivory handle iscarved in the shape of a skull. The staff itself will be somewhere in plain view,but may be magically disguised to look like some other object. Once you havethe staff, you are to use the magic talis-man of homing given you by Tormaq.This device will automatical ly teleportyou back to wherever Tormaq happensto be at the time.

Your reward for success will be thesparing of your life, a small payment,

and all the loot you can take from Fels-pel's home. Failure will bring death

from whoever catches you first, Felspelor Tormaq!

You reluctantly agree to performthis service, for Felspel is a famouswizard; he is best known for being evenmore bad-tempered and irritable thanTormaq.

The following morning you arestanding in Tormaq's laboratory, yourequipment returned to you, the talis-man of homing dangling from a leather

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thong around your neck. Tormaq hasrecharged your ring of spell storing and

returned you to full strength. The wizardrepeats his instructions and a warningabout failure. He then begins to gesturein the air, uttering strange words. Thelaboratory fades from view, and youfind yourself near the entrance to a cav-ern . . .

Encounters

1. CAVERN ENTRANCE

Place out Player's Map 12. Have the playerplace his character figure on the spacemarked "START." Remember to place thefigures for the appropriate monsters on themap at the start of each encounter.

You are crouching behind a boulder onthe far right-hand side of a 40-foot widecavern opening. Peering inside, you seethe cavern has a depth of about 30 feet,and that a 5-foot wide passageway leadsout of the rear cavern wall. An ogrearmed with a club sits atop a boulder inthe center of the room. He is ratherabsently watching the cavern entrance.

Standing beside the ogre is a large gong.You can hear muffled ogre voices com-ing from the narrow passageway to therear of the cavern. These voices don'tseem to be getting any closer.

Ogre: AC 5; HD 4+1; hp 15; MV 90' (30');#AT 1 club; D 1-10; Save F4; ML 10;AL C

This ogre is the outer guard of Felspel'scavern dwelling. It moves to investigateany sound. If it sees Eric or if Eric tries totalk to it , the ogre strikes the gong and thenattacks. If Eric attacks fi rst , the ogre strikesthe gong as soon as possible. Str iking the

gong brings three more ogres (hp 27, 19, 15)from the ogre den in Encounter 2. Theseadditional ogres attack Eric on sight.

Eric can use his ventriloquism spell, athrown rock, or other ruse to distract thefirst ogre; he may then try to move silentlythrough the cavern. Remember that theogre has infravision and is able to see Eric'sbody heat even if Eric is successfully hidingin shadows.

2. THE OGRE DEN

Place out Player 's Map 13. Show the playerhow Map 13 connects to Map 12.

As you work your way down the narrowpassage, you see that it runs only 20 feet ,making an S-shaped curve before lead-ing into a large 35-foot by 40-footchamber. This chamber is well-l it by aroaring fire to your left.

If Eric made it through Encounter 1 with-out alerting the ogres, continue with thefollowing description:

The fire is tended by an ogre, who isroasting a large piece of meat on a spit.Three other ogres are sitting against theright-hand wall of the cavern, drinkingfrom cups made from humanoid skulls.Occasionally, one of the ogres gets up,goes to the large keg of ale near the fire,and refills its cup. A passageway standsin the cavern wall directly across theroom from where you are standing.

The ogres' infravision does not work pro

erly in this room because the ogres havbeen looking into the fire. Eric may pouhis sleeping potion into the keg of ale guarantee that the ogres do not chase hias he works his way further into Felspe

home.The ogres attack Eric immediately

he is spotted. If Eric flees, the ogres purshim no more than 100 feet outside the caerns. They won't go any further into thwizard's home than the area in Encount4.

3. ANTECHAMBER

Place out Player's Map 14.

If the ogres have already been alerted, threeof them will have fought Eric in the cavernentrance (Encounter 1). The fourth ogre(hp 24) will then be hiding against the wallby the cavern entrance, waiting to ambushEric.

Ogres (4): AC 5, HD 4+1, hp 27, 24, 19, 15;MV 90' (30'); #AT 1 club; D 1-10; SaveF4; ML 10; AL C

Eric's phantasmal force or ventriloquism

spells can be used to create a distraction inthe ogre den. Eric then has his normalchances to move silent ly through the room.

The door from the ogre den opens into a25-foot square room. The floor andwalls are randomly splotched with manylayers of dry paint. The 10-foot high

ceiling is dotted with hundreds of smalholes, each marked with tiny splotchesof dry paint. A set of double doors standdirectly across the room. A skull icarved into each door. Four other skullsare attached to the walls of the roomeach one glowing bright ly. To the righof the double doors are rows of pegs andvarious items hanging on them.

This antechamber is a trap to detect invible or gaseous intruders. Whenever invis ible or gaseous intruder enters, paiis sprayed from the ceiling to cover tcreature.

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A magic mouth spell has been cast onthe skull carved into the right-hand double

door The spell is triggered whenever Ericmoves to within 5 feet of the doors Theskull says

If you seek audience with the mightyFelspel, leave your weapons henand let the arrow lead your right

The four skulls on the walls are normalhuman skulls upon which Felspel has castcontinual light  spells

The items hanging from the pegsinclude

a quiver and ten arrows, nine havingwhite feathers and one having black feathers,

a short sword,a spear,

abow,a large sack of bones, human skulls,

and rocksNone of these are magic items

4. HALLWAY

Place out Player's Map 15

The double doors open onto a long hal lway, 15 feet wide and 15 feet high Thehallway is illuminated by glowing skullssimilar to those in the antechamberThe walls, ceiling and floor are all madeof whi te marble except for a 5 foot widestrip of black obsidian running downthe center of the hall The strip is inlaid

with s ilver symbols every 15 feet Thefirst symbol appears to be an arrowpoint ing straight ahead The other twosymbols appear to be strange hieroglyphsor runes of some type At the far end of the corridor is a set of double doorsadorned with carved skeletons

The entire section of wall to the right is aspecial permanent illusion It radiates magicif Eric casts a detect magic spell but hecannot dispel the illusion in any way,including touching and disbelief Anythingtouching the wall simply passes through itto the area described in Encounter 5

The only meaningful symbol on thefloor is the arrow The clue given inEncounter 3 ("let the arrow lead you right")

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THE STAFF OF FAZZLEWOO

means that Eric should turn right at thearrow. If he does so, he walks into andthrough the illusionary wall.

The last 15-foot wide section of thishallway is a pit trap. The trap is triggeredwhen Eric steps to within 5 feet of the dou-ble doors. The entir e 5-foot by 15-foot sec-

tion of flooring collapses, and Eric falls

into a 30-foot deep pit, taking 3-18 (3d6)points of damage. Once this trap is sprung,the pit remains open.

The walls of this pit are damp andsmooth. If Eric tries to climb the walls of the pi t, his chance of doing so is reduced by20%. Subtract another 1 % for every point of damage Eric has taken so far in the adven-ture. If Eric fall s while climbing out of thepit, roll 1d6 to determine how far he falls . A

roll of 1-2 indicates a fall of 10 feet, 3-4indicates a fall of 20 feet, and 5-6 indicates afall of 30 feet. Eric suffers an additional 1-6points of damage for each 10 feet he falls.

The double doors at the end of the hal lare false doors, nailed to the bare rock behind them. If Eric can figure out a way to

open them, they can be ripped off the wallon a roll of 1 on 1d6 (if Eric is using onehand), or 1-2 on 1d6 (if Eric is somehowusing both hands). Of course, when thedoors fa ll off the wall , Eric will most likely

fall into the pit again.

Eric's chances to climb any of the wallsin this hallway are the same as his chancesto climb the walls of the pit.

5. THE BLACK DOOR

Place out Player's Map 16.

The illusory wall opens into a 5-footwide corridor illu mina ted by two more

of the familiar glowing skulls. The cor-ridor ends behind you. A black doorstands ahead of you. No hinges or han-dles are visible on the door, but occa-sional ripples flow across its glisteningsurface.

When Eric moves to within 10 feet of thedoor, continue the description:

As you approach the door, a mouth andan ear form on its surface. The mouthspeaks, saying, "State your name so thatI may announce your entrance to allwithin the Outer Sanctum of Felspel. Iwill let no one enter without announc-ing his name."

The door is actually a thief who has beencaptured by Felspel and polymorphed intoa black pudding. The poor thief has alsobeen geased into acting as a guardian door.

Black Pudding: AC 6; HD 10; hp 28; M60' (20'); #AT 1; D 3-24; Save F5; 12; AL N; SA dissolves wood and

rodes metal in one turn; SD killed oby fire, other attacks only break pudding into smaller (HD 2) pdings that do 1d8 points of dama

The door accepts any name given Eric, whether it's true or false. As soon aname is given, the door swings open shouts loudly, "(Name given) now enthe Outer Sanctum!" If Eric should hapto reply that his name is "no one," the dopens silently, and shuts silently behhim after he passes through.

6. OUTER SANCTUM

Place out Player's Map 17. Use the "YoMan" character figure for the magic-uin this encounter.

You are in a large room, 40 feet long b25 feet wide. A door stands in the centof the walls to your left and right. Cutains hang along the walls to yoimmediate left and right, standing ofrom the walls at a distance of about feet. Directly across the room stands man dressed in a long black robe adornewith a gray crescent moon. He stands oa stone platform with his back to yotota lly preoccupied with the runes he painting on the back wall of the room

As you watch him, he finishes paintinone row of runes, and begins paintinanother row directly below them.

Both the magic-user and the wall hepainting on are illusions that disappeatouched. When the illusions disappeEric sees a door in the back wall of room. This door leads to Felspel's InSanctum (Encounter 9).

An invisib le wall parti ally protectsillusory magic-user. The wall runs length of the stone pla tform, and extendthe top of the room. Eric can easily waround this invisible wall. The wall w

block a magic missile.The magic-user paints one row runes per round. When the seventh rowrunes is completed, the entire set formmagic design, which strikes blind any pson who looks at it. You mus t assume tEric is looking at the runes unless Especifically states otherwise!

If Eric is blinded, remove the maps character figures from the table. The plamust now play with the same handicaphis character. Describe to Eric only whacan touch, taste, hear, or smell. The bliness will last for 1-4 turns.

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THE STAFF OF FAZZLEWOOD

The magic runes disappear one roundafter they are completed. The magic-userthen begins painting the wall again.

The area behind the curtains is entirely

dark and filled with webs, which wereplaced there by a pet of Felspel's. Theseaffect Eric as normal web spells.

The door in the left-hand is a false

door. The door in the right-hand wall leadsto the area in Encounter 7.

7. CORRIDOR

There is no separate map for this encounter.

9. FELSPEL'S INNER SANCTUM

Place out Player's Map 19.

You are in a 5-foot wide by 20-foot long

corridor, which is illuminated by the

familiar glowing skulls. A plain doorstands at the far end of the corridor.

If Eric listens at the door successfully, he

hears the occasional sound of pages beingturned. He also hears a young male voicemuttering unfamiliar words. The dooropens into the area in Encounter 8. The

door is locked.

8. FELSPEL'S APPRENTICE

Place out Player's Map 18.

The door opens into a 15-foot wide by20-foot long room. At the fa r end of theroom, a young man sits facing you. Heis reading from a large tome and doesn'tappear to notice you. The only otheritems in the room are a bed of straw, asmall cabinet, a bookcase, and an astro-logical chart hanging on the wall behindthe young man.

If Eric has successfully picked the lock andis successful at moving silently, he auto-matically gains one round of surprise onthe young man. As soon as the young mandetects Eric, he tries to attack with spells.

The young man is Cigam, Felspel'sapprentice.

Cigam: AC 9; MU 5; hp 15; MV 120'; #AT 1or spell; D 1-6 or by spell; ML 12;

AL CSpells: First Level: charm person

Second Level: mirror image, web

Third Level: lightning bolt 

Cigam is armed with a dagger.

If Cigam is charmed by Eric, he becomesfriendly and talks freely. He advises Eric to

leave at once for his own safety. He doesn'tknow where the Staff of Fazzlewood islocated, but guesses that it is in Felspel'squarters. He explains to Eric how to get toFelspel's quarters . He cannot cast any spellsand cannot attack either Eric or Felspelwhile charmed. He will not leave thisroom.

The door opens into a room, 25 feet

wide by 30 feet long. The items in thisroom, clockwise from your left, are: awooden workbench, a carpet mountedon the wall, a cabinet, a mirror, abroom, a bookcase holding numerous

volumes, a desk and chair, a bed withpillows, a sword and shield, a chest, atapestry, a painting, and an elephant'sfoot made into a receptacle for several

wooden staves.

This room is Felspel's personal quartersand laboratory. The Staff of Fazzlewood isdisguised to appear as the sword hangingover the bed. When touched, the staff is nolonger disguised.

The workbench contains flasks, vials,and instructions for brewing poisons. Thecarpet appears to have magic runes of somekind hidden in the weave, but is in fact aplain carpet. The cabinet contains a varietyof items used in magic research.

The broom and mirror are magic. Thebroom will fly under the the control of itsuser when tapped three times with a feather.The mirror answers one question per dayupon command. The command must begin,"Mirror, mirror on the wall, tell me..."

The books in the bookcase are allmagic tomes. An invisible stalker guardsthe books.

Inv isible Stalker: AC 3; HD 8; hp 30;MV 120' (40'); #AT 1; D 4-16; Save F8;ML 12; AL N; gains surprise on 1-5

The stalker has been instructed by Felspelto attack anyone touching the books. How-ever, the stalker has been held by the wizardfor a very long time, and it distorts his

commands whenever possible. The stalkeronly hits Eric once if Eric picks up one of the books. The tomes are written in a magi-cal tongue and are unintelligible to thethief.

The desk holds an inkpot for writingmagic scrolls, and some partially finishednotes concerning poisons.

The shield is a magic shield +3. Theshield is not usable by a thief.

Both the tapestry and the painting arenormal. The staves in the elephant's footwill radiate magic, but are only mildlyenchanted and of no use to Eric.

If Eric locates the Staff of Fazzlewood

before his 30 minutes are up, he may get outof Felspel's dwelling by using the talismanof homing. The adventure is over at thispoint. If Eric has not escaped Felspel'shome after 30 minutes of play, the wizardreturns.

Felspel makes himself invisible andthen teleports into a corner of his innersanctum. If an intruder is in the room, heimmediately casts dimension door  andmoves to just outside the room. The wizardthen casts wizard lock  on the door to theroom. After one round, the wizard reentersthe room and begins casting spells. Fromthis point, you may decide the actions of 

Eric and Felspel. Remember that Eric hasfailed in his task if Felspel returns, so Eric'schances of surviving a fight with Felspelshould be minimal. Eric cannot use thetalisman of homing unless he already hasthe staff in his possession.

Felspel: AC 5; MU 14; hp 32; MV 120';#AT 1 or spell; D 1-6 or by spell; ML12; AL C

Spells: First Level: charm person, magicmissile, shield, sleepSecond Level: wizard lock  (used),invisibility (used), levitate, web

Third Level: dispel magic, fire ball,

hold person, infravisionFourth Level: confusion, dimen-sion door  (used), polymorphothers, wall of iceFifth Level: cloudkill, telekinesis,teleport  (used)Sixth Level: death spell, geas, flesh

to stoneFelspel is armed with a dagger.

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ADVENTURE ONE SUMMARIES

15

TORMAQ'S TOWER ENCOUNTER SUMMARY

Map#

1

2

3

4

5

6

7

8

9

10

11

Room/Area

OutsideTormaq's Tower

Entryway

Storeroom

Curved Stairway

Bridge Room

Main Hall

Art Gallery

Troll's Quarters

Parlor

Conservatory

Tormaq's Laboratory

Encounter Summary

Young man has magicdisk that lets bearermove silently on wood

Lake hydra attacks if it hears Eric crossingthe bridge

Eric can hear the giantinside, singing.

Stone giant willdemand a passwordand attack unlessavoided or distracted.

Bridge begins slidinginto wall behind Eric assoon as he enters. Invis-

ible door stands onother side of bridge.

A letter on the tablegives clue; invisiblestalker gives clues indefective speech.

Trap and time-waster;Eric must go throughall four rooms to getback to main hall.

Troll D'tan is in roomwearing medallion,which allows wearer tosee invisible objectsand creatures.

Contains a 1,000 gpdiamond, rug of trip- ping,and hidden wayto next room behindwall cabinet.

12 sprites curse Ericif he doesn't leave

immediately. Firstcurse makes nose grow;second curse makesbells grow on feet.Plants (some poison-ous) grow inroom.

Tormaq, 14th levelwizard, attacks and triesto capture Eric. Theamber gem is in theniche over theworkbench.

Stats

AC 9; hp 4; MV 120';#AT 1; D 1-4;Save Fl; ML 8; AL N

AC 5; HD 6; hp 31;MV 120' (40'); #AT 6(each head); D 1-10 pe

head; Save F6; ML 9;AL N

AC 4; HD 9; hp 40;MV 120' (40'); #AT 1;D 3-18; Save F9; ML9; AL N; SA hurl rocks300 feet for 3-18

AC 3; HD 8; hp 38;MV 120' (40'); #AT 1;D 4-16; Save F8;ML 12; AL N; gainssurprise on a 1-5

AC 4; HD 6+3; hp 31;MV 120' (40'); #AT 2claws/1 bite;D 1-6/1-6/1-10; Save FML 10 (8 if attacked bacid or fire); AL C;regenerates 3 hp/rounstarting 3rd round aftdamage is taken.

AC 5; HD 1/2; hp 3x43x3,3x2, 3x1;MV 60' (180' flying);#AT 1 curse spellD special; Save E1;ML 7; AL N

AC 8; MU 14; hp 42;MV 120'; #AT 1; D 1-6ML 12; AL C

This sheet gives you a ready reference dur-ing play. If you have studied the modulebefore play, you should have to refer to thetext only rarely during actual play: most of the essential encounter information issummarized here.

PLAYEREVALUATION

LIST

Outside Tormaq's Tower:picking the young man's pocket 2noticing the bubbles in the moat 1moving silently across the drawbridge 2

Storeroom:moving through the room undetected 3if detected, moving through by trickery 1

Bridge Room:climbing around walls to reachinvisible door 2

Main Hall:detecting the invisible

stalker 1understanding the clues 2reading the papers 1

Art Gallery: No points

Troll's Quarters:not waking the troll 3stealing the medallion 2

Parlor:stealing the diamond 2discovering the secret exit 1

Conservatory:moving through without being cursed 1

Tormaq's Laboratory:detecting Tormaq 1looking for traps on the niche

2 (+1 if trap found)

obtaining gem without wakingTormaq 3

defeating Tormaq 2

TOTAL POSSIBLE POINTS: 33

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ADVENTURE TWO SUMMARIES

117-T-905016

THE STAFF OF FAZZLEWOOD ENCOUNTER SUMMARY

Map #

12

13

14

15

16

17

NoMap

18

19

Room/Area Encounter Summary

Cavern Entrance Ogre sentry canbe distracted; if not, it will ringgong to summon 3more ogres (hp 27,19, 15)

Ogre Den Four ogres (hp 27, 24, 1915) can be distracted,but will attack Eric onsight.

Antechamber This room has a painttrap. A magic mouth inskull tells Eric to leaveweapons here, and "letthe arrow lead you right."

Hallway The hallway has falsedouble doors, a pit trap,and a wall which is apermanent illusion. Thecorrect path is through

the illusory wall to theright.

Black Door This is a corridor to aguardian door, which isreally black pudding.The door demandsEric's name,opens andannounces him; it willopen silently if Ericsays his name is "noone."

Outer Sanctum This room has an illu-

sory mage paintingrunes, which create ablinding symbol; websare behind curtains.

Corridor This is a corridor toCigam's room. Mutter-ing and sounds of pages being turned canbe heard outside the door.The door is locked.

Felspel's Apprentice Cigam is surprisedif Eric picks the lock and moves silently. Heattacks with spells. If 

charmed, he will alsotell Eric the way toFelspel's inner sanctum.

Felspel's Inner The Staff of FazzlewoodSanctum has been made to appear

as a sword, which hangsover the bed. Invisiblestalker protects magictomes. Eric fightsFelspel if he doesn'tleave before 30 minutesis up.

Stats

AC 5; HD 4+1;hp 15; MV 90' (30');#AT 1 club; D 1-10;Save F4; ML 10;AL C

See Cavern Entrancesummary.

AC 6; HD 10; hp 28;MV 60' (20'); #AT 1;D 3-24; Save F5; ML 12;AL N; SA dissolveswood and corrodesmetal in 1 turn; SDkilled only by fire,other attacks only break it in (HD 2) puddingsthat do 1-8 points of damage.

*

AC 9; MU 5; hp 15;MV 120'; #AT 1 orspell; D 1-6 orby spells; ML 12;

AL C

Stalker: AC 3;HD 8; hp 30; MV 120'(40'); #AT 1; D 4-16;Save F8; ML 12; AL NFelspel: AC 5; MU 14;hp 32; MV 120';#AT 1 or spell; D1-6 or by spell;ML 12; AL C

This sheet gives you a ready reference dur-ing play. If you have studied the modulebefore play, you should have to refer to thetext only rarely during actual play: most of the essential encounter informat ion is sum-marized here.

PLAYER

EVALUATIONLIST

Cavern Entrance:distracting sentryeliminating sentry by attackingsilently from behind

Ogre Den:distracting ogresgetting past ogres undetected

Antechamber:moving directly through withoutleaving own weapons behind

Hallway:following clue to find hiddencorridor behind illusorywall on first attemptavoiding pit trap

Black Door:giving "no one" as namegiving a false name

2

1

21

1

31

2I

Outer Sanctum:immediately determining that magic-useris an illusion and makingthe illusion vanish 3

exiting by door to inner sanctum 2

Corridor to Cigam's Room:not entering Cigam's room

Cigam's Room: No

Inner Sanctum:finding staff immediatelyfinding staff eventuallyleaving dungeon with the staff bymeans of talisman of homingbefore Felspel returns

TOTAL POSSIBLE POINTS:

1

points

105

1038

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MAP BOOKOne-on-One Adventure Module O1

A One-on-One Competition Module for Thieves Level 8

Maps: Dave "Diesel" LaForce

Distributed to the book trade in the United States by

Random House, Inc., and in Canada by Random

House of Canada, Ltd.

Distributed to the toy and hobby trade by regionaldistributors.

Distributed in the United Kingdom by TSR(UK) Ltd.

DUN GEO NS & DRAGONS and D&D are registered

trad emark s owned by TSR, Inc.

® 1983 TSR, Inc. All Rights Reserved.

TSR, Inc.

POB 756

Lake Geneva

WI 53147

TSR (UK) Ltd.

The Mil l, Rathmore Road

Cambridge CB14AD

United Kingdom

Printed in U.S.A.

ISBN 0-88038-010-1 90

TSR, Inc.

The Gem and the Staff by John and Laurie Van De Graaf 

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