Transcript
  • COVER: Every silverlining has its cloud,as Keith Parkinsonshows in his portraitof Flame from Intothe Fire. Keith researched thetreasures in Flameshoard, borrowing from actual 14th-through 18th-centurytreasures in Europe.The enraged Flame,of course, is pureKeith.

    ISSUE NO. 1

    Out of the dungeon, into the fireOn a forgotten summer day in 1976, a college friend told me

    about a wild new game that she was playing in the local stu- dent center at the University of Kentucky. We use beans forour characters, Shelia said. Its hard to imagine that yourbean is really a wizard, but we havent got any figures to playwith yet.

    Later on, I found a small boxed copy of this game in a localhobby shop and brought it home. I read all three of the littletan booklets and didnt understand any of it. Such was myintroduction to DUNGEONS & DRAGONS gaming. I madeShelia Wise a halfling goddess in later years, in thanks forgetting me started in this mess. Now I have a chance to pass onthe favor to everyone else.

    DUNGEON Adventures is a new periodical from TSR; Inc.,in which you, the readers, may share your own adventures andscenarios from AD&D and D&D gaming with the legions ofother fantasy gamers. Each issue offers a number of fairlyshort (but often quite complicated and long-playing) modules,selected from the best we receive.

    What kind of adventures do you want to see? Were going tooffer as broad a spectrum of material as possible: dungeoncrawls, wilderness camp-outs, Oriental Adventures modules,solo quests, tournament designs, BATTLESYSTEM scenarios,and more. Of course, what we have to offer depends on whatyou send to us. (See our guidelines offer on page 60.)

    Write in and tell us what you want.

    PUBLISHER: Mike Cook CONTRIBUTING ARTISTS:EDITOR: Roger E. Moore James Holloway, Dave

    EDITORIAL ASSISTANT: LaForce, Keith Parkinson,Roger Raupp, Jim Roslof,

    Eileen Lucas, Karen Martin, Dave Sutherland, TimGeorgia Moore, Debbie Truman, Valerie ValusekPoutsch, Patrick Lucien Price PRODUCTION STAFF: LindaART DIRECTOR: Roger Bakk, Kim Lindau, CoileenRaupp OMalley, Gloria Szopinski,GRAPHIC DESIGN: Ruth Carolyn Vanderbilt Hoyer ADVERTISING: Mary Parkinson

    SUBSCRIPTIONS: HarrietMeacham, Pat Schulz

    The Readers

    Michael Ashton andLee Sperry

    Patricia Nead Elrod

    John, Nephew

    Anne Gray McCready

    Grant and DavidBoucher

    Carl Smith

    LETTERS A new magazine, a newreadership, and many new questions. .2

    THE DARK TOWER OF CABILAR A vampirehas the royal crown and youve got toget it back . . . . . . . . . . . . . . . . . . . . . . . . 4

    ASSAULT ON EDDISTONE POINT Whathappened to the signal tower? Whatwaits for you in the mistymountains? . . . . . . . . . . . . . . . . . . . . .19

    GRAKHIRT'S LAIR The leader of a norkeruprising is free. Go find him! . . . . . . .28

    THE ELVEN HOME A brief encounter withan unusual dwelling. . . . . . . . . . . . . . 38

    INTO THE FIRE The solution to a15-year-old mystery lies in a volcanicmountain range. The last force sent inwas destroyed. Youre next. . . . . . . . .42

    GUARDIANS OF THE TOMB A silent forest,a lonely shrine, and no survivors. . . .61

    Sorry! I dont want any adventures, thank you. Not today.Bilbo Baggins

    The Hobbit, J.R.R. Tolkien

  • Dear editor,I see in DRAGON #107 Magazine

    issue that you still lack a name for themodule magazine youre about to pro-duce. Why not call it Wyrm?

    Wyrm, the old term for dragon, is seenin such classics as Beowulf and theNibelungenlied. A sister magazine toDRAGON magazine should have arelated name.

    The name DUNGEON had been con-sidered as a magazine title for a longtime at TSR, Inc., because it was anobvious and perfect compliment toDRAGON Magazine (thanks to the

    Wyrm gives a wonderful feeling ofantiquity, perhaps due to its unusualspelling. That aura of fantasy andantiquity fits perfectly into the contextof the AD&D game. Also, I assumethat a large part of the module maga- zines content is based on the AD&Dgame. Since DRAGON Magazine isAD&D-game based, it makes sense thata similar publication should be simi-larly named.

    the legal department.Dozens of names were discarded in the

    search, such as Chimera, Atlantis, Lab-yrinth, Tesseract, Voyager, Viking, HighAdventure, Quest, Oracle, Hoard, Para-gon, DM, Spectrum, Centaur, Arcana, Gateways, Multiverse, Orion, and Sage,as well as less serious ones likeUnleashed!, TMM, Dungeon Ears Survival Guide, and Dungeon Propa-ganda. Wyrm and several variations onthat name were also considered, butthese because of trademark restric-tions, previous usage, confusion in spell-ing or with other products, orunattractiveness were soon dropped.Perhaps 50-100 names were generatedThis brings up the next letter. . . .

    Editor:After reading the editorial in the

    latest issue of DRAGON Magazine

    DUNGEONS & DRAGONS game).Skip Williams was the first person whomentioned this title to your editor. Wehad also received several letters like theone above that all suggested the same

    Wyrm can also conceivably save onmundane printing expenses, too. Afterall, its short, only four letters long, andeasy to remember. Plus, since it is soshort, it wont block out so much of thecover art, unless you print it in hugeletters.

    name, and I have notes from meetings inwhich the name DUNGEON Adven-tures appears as a possibility. In time, itwas this name that was selected. Adungeon is an adventuring environment,and adventures are what this magazineis all about.

    The main focus of DUNGEON Adven-tures is on modules, not on gamingarticles; the latter belong in DRAGONMagazine. The letters column also serves

    (#107), I am reminded of a letter I sentas a question-and-answer column for

    to you about two years ago suggestingcorrecting errors in previously published

    the very same thing, a separate maga-modules or for clarifying and detailing

    zine containing modules and articlesways of handling certain situationsappearing in such modules. We have no

    based on the subject of modules. other regular features planned, but we.The publication would be titled

    Dungeon Magazine. I generated twoare open to suggestions.

    columns to be in each issue: a Forum- Dear sirs:type column with help for the DM calledBlue Lightning and another with

    I understand that changes in

    help on constructing homemade mod-DRAGON Magazine may see modules

    ules named Drawbridge. Your edito-published in a separate magazine. I donot favor this as modules are a feature

    rial does not address if you plan to

    Hope you take this idea under consid-eration. I cant wait for the new modulemagazine, whatever its name.

    Alan StruthersLac du Flambeau, Wisconsin

    One of my first orders of business aseditor of this periodical was to come upwith a name for it. Creating names waseasy; my own imagination was supple-mented by helpful letters and commentsfrom readers, friends, and coworkers atTSR, Inc. However, the names had tomeet the approval of the publisher and

    include text in the new magazine, or ifof DRAGON Magazine that I enjoy. If

    articles will be found in DRAGON Mag-they are published separately, I may beforced to choose between DRAGON

    azine only. But, as your editorial alsosaid, decisions still remain to be made.

    Magazine and the module magazine dueto the restrictions of my budget for such

    Randy Bisig publications.Fulton, Missouri

    DUNGEON Adventures (ISSN applied for) is published bimonthly by TSR, Inc. The mailing address for all material except subscription orders is DUNGEON Adventures, P.O. Box 110, Lake Geneva, WI 53147; the businesstelephone number is (414) 248-3625. DUNGEON Adventures is available by subscription throughout the United States and Canada. The subscription rate via second-class mail is $15 in U.S. funds for one year (six issues) sent toan address in the U.S. or Canada. Information on foreign subscriptions can be obtained by writing to: Subscription Department, DUNGEON Adventures, TSR, Inc., P.O. Box 110, Lake Geneva, WI 53147. Payment in full mustaccompany all subscription orders. Payment should be by check or money order, made payable to TSR, Inc., or by charges to valid MasterCard or VISA credit cards, Send subscription orders with payments to: TSR, Inc., P.O. Box72089, Chicago, IL 60690. The issue of expiration of each subscription is printed on the mailing label for each subscribers copy of the magazine. Changes of address for the delivery of subscription copies must be received at leastsix weeks prior to the effective date of the change, in order to assure uninterrupted delivery.

    All material published in DUNGEON Adventures becomes the exclusive property of the publisher, unless special arrangements to the contrary are made prior to publication. DUNGEON Adventures welcomes unsolicitedsubmissions of written material and artwork; however, no responsibility for such submissions can be assumed by the publisher in any event. Any submission accompanied by a self-addressed, stamped envelope of sufficient sizewill be returned if it cannot be published. Please write for our writers guidelines before sending a module to us; send a self-addressed, stamped envelope (9 long preferred) to: Module Guidelines, DUNGEON Adventures, TSR,Inc., P.O. Box 110, Lake Geneva, WI 53147.

    DUNGEON is a trademark for the TSR role-playing adventure periodical published by TSR, Inc. All rights to the contents of this publication are reserved, and nothing may be reproduced from it in whole or in part, withoutfirst obtaining written permission from the publisher. Copyright 1988 TSR, Inc. All Rights Reserved.

    AD&D, D&D, DRAGON, DUNGEONS & DRAGONS, GAMMA WORLD, GEN CON, STAR FRONTIERS, TOP SECRET, and TSR are registered trademarks owned by TSR, Inc. BATTLESYSTEM and DRAGONLANCE aretrademarks of TSR, Inc. 1988 TSR, Inc. All Rights Reserved. CALL OF CTHULHU is a registered trademark of Chaosium, Inc. All Marvel characters and the distinctive likenesses thereof are trademarks of the Marvel ComicsGroup. MARVEL SUPER HEROES and MARVEL SUPER VILLAIN are trademarks of the Marvel Comics Group. Copyright 1988 Marvel Comics Group, a division of Cadence Industries Corporation. All Rights Reserved.TRAVELLER is a registered trademark of Game Designers Workshop. LANKHMAR is used under license with Fritz Leiber.

    Secondclass postage paid at Lake Geneva, WI, and additional mailing offices. Postmaster: Send address changes to TSR, Inc., P.O. Box 110, Lake Geneva, WI 53147.

    2 Issue No. 1

  • I am willing to try the new system, soplease reserve a copy of the new modulemagazine for me if it comes about. I willtry both magazines for one year andthen decide whether to get both, onlyone, or neither regularly.

    A new magazine with only modules isa good idea but may be too expensive forthose of us on low budgets. If I may, Iwould like to suggest a few ideas for thenew magazine.

    First, put it on the shelf as opposed toselling it by subscription only. It willthen be available to more gamers andwill allow people to review its contentsbefore deciding to buy.

    In addition, perhaps you could sepa-rate the types of modules by issues. Forexample, if the magazine were to be aquarterly, two issues could be for D&Dand AD&D games, one could be forscience-fiction games such as the STARFRONTIERS, GAMMA WORLD, orTRAVELLER games, and one could befor others such as the TOP SECRET orCALL OF CTHULHU games. Combin-ing such a format with off-the-shelfpurchasing would allow a player of theTOP SECRET and MARVEL SUPERHEROES games not to get stuck witha bunch of useless D&D modules, andvice versa.

    I know you have many other consider-ations to make, but I thought Id giveyou my opinion. Thank you.

    J. G. SimpsonVictoria, British Columbia

    Because DUNGEON Adventures isbimonthly, a yearly subscription shouldnot strain too many pocketbooks. We arealso offering a special subscription ratethat is detailed on the inside back coverof this issue. The possibility of distribut-ing it through stores is also beingexplored.

    After long discussions about the con-tent of DUNGEON Adventures, it wasdecided that only AD&D and D&Dmodules would be featured in it. Noother games share the popularity thatthese two have, and many gamers havetold us that they would prefer to get anall-fantasy publication, regarding cover-age of any other games as wasted space.In addition, running modules for thegames of other companies would be tootrying on the editor who would thenhave to be familiar with dozens of differ-ent games in extreme detail. Focusingthe scope of DUNGEON Adventures onthese two games alone is the best move.

    LETTERS

    We may eventually change our edito- We may not always use boxed text inrial policies if we receive enough feed- our modules, but the parts of the textback to justify it. We feel that meant only for the Dungeon MastersDUNGEON Adventures is very strong in eyes are noted in the modules as such.its present form and well do our best to Your editor isnt a big fan of readingplease our readers. sections of module text verbatim to play-

    Dear editor, ers because it takes away from the spon-taneity of the game. Nonetheless, it is

    I read with much joy that DRAGON important to know what to tell the playMagazine was planning to publish a ers and what not to tell them. Well makemagazine devoted only to publishing sure the distinction is clear.modules. I am planning to subscribe toit as soon as possible. I do, however, Sirs:have one suggestion. Please require It might be interesting readers tothat the modules label what the DM is see a blow-by-blow review of a previoussupposed to read and what he or she is module, as an article, in a subsequentsupposed to keep to himself. I have magazine.noticed that, in many of TSRs modules,which information the DM is supposed

    Roger G. Allen

    to read is not made clear. I realize thisWillowdale, Ontario

    would take time, but I have found whenthe information is kept secret and is not

    This falls outside the scope of ourperiodical. The retelling of old adven-

    labeled, it is a lot harder on us poor tures is fun and can be instructive, butDMs. I would like for you to keep this inmind when this new magzine is pub-

    we would rather present as many new

    lished. I thank you for your time. I haveopportunities for adventures as possible.Readers can send in particular com-

    enjoyed reading DRAGON Magazine ments and suggestions for altering theand look forward to the future. playing of a module, if a gaming session

    David Robinson reveals some interesting alternatives toFultondale, Alabama the modules set-up.

    DUNGEON 3

  • Michael Ashton and Lee Sperry, bothfrom Fort Worth, Texas, were the co-creators of The Dark Tower of Cabilar.Michael plans to major in economicsand mathematics at college this fall; henames a wide assortment of interestswhich include running, computers,politics, and gaming. Lee enjoys water-skiing and is a college senior majoringin industrial technology and business.

    The Dark Tower of Cabilar is anAD&D adventure for 4-8 characters of4th-7th level. The party should haveseveral fighters and at least one magic-user, thief, and cleric. Magical weaponsare required.

    Note that falling damage is calculatedas increasing by 1d6 damage per 10fallen. This should be adjusted if therevised falling-damage rules in theDungeoneers Survival Guide are used.

    THE DARKTOWER OFCABILAR

    BY MICHAEL ASHTON AND LEE SPERRY

    The vampire isthe least ofyour worries

    4 ISSUE NO. 1

    Adventure BackgroundThis adventure, derived from a tourna-ment module, may be easily droppedinto most campaign settings with a fewadjustments in names and places. Theadventure, begins from the moment theplayer characters reach the tower ofCabilar; it may be expanded by addingthe hiring of the characters, their tra-vels to this area, and their journeyhome again.

    The following boxed informationshould be read or paraphrased to theplayers at the start of this adventure.

    Four years ago, the sprawling city ofStoutwall was a haven for peoplewho wanted peace and quiet. Thenthe throne was usurped by a magic-user named Cabilar. The wizard slewthe entire city council with acloudkill, then blasted the king witha lightning bolt. However, the kingsaged personal attendant was wearinga necklace of adaptation and man-aged to escape the slaughter througha secret door leading to the kingschamber. Guessing Cabilar's motives,he hastened to the princes bedroom.and bade the adolescent heir come.Together they dashed through forgot-ten corridors and emerged outsidethe castle walls. The princes saviorbrought him by back roads to hisgodparents. At that point the strainbecame too much for the old loyalist,who had a heart attack and died.But; as he collapsed, he gave to the

  • THE DARK TOWER OF CABILAR

    prince one item saved from the sackof the palace the symbol of thekingship, a jade crown.

    When Cabilar discovered that theprince was missing, he had the cityscoured but to no avail, as theprince had been spirited away withhis godparents accompanying him.However, after two days travelnorthward, the princes godfatherwas slain and the crown which heprotected stolen by a vampire. Theprince and his godmother foundshelter in a neighboring city, wherethey have remained these four years.

    Now that the prince is old enoughto win back his city, it is time thatthe crown be brought forward. Aftermuch research, the lair of the vam-pire has been found. The princesgodmother has commissioned you toget the crown. She has discoveredthat the lair of the vampire is interestingly enough in the sametower that was inhabited by Cabilarbefore his conquest. She promises topay each and every member of theexpedition a generous reward whenthe mission is complete.

    For the Dungeon Master

    The journey to the vampires lair hasbeen long and difficult. You are fol-lowing your guide down a windingpath which cuts across the face of acliff, when the trail abruptly swingsin toward the stone itself. The cliffgives way to an immense cavernchamber 500 long and almost aswide; the ceiling is about 250 aboveyour heads. The guide says that hemust leave, and he beats a hastyretreat back up the trail. After a fewmoments of staring into the cave,you see the vampires tower. At firstyou mistook it for an immensestalagmite. It rises over 100 in theair and is approximately 200 away.Slowly you enter the cave.

    The party must be wary in this Now you see more clearly that thedungeon. There are several lethal traps stalagmite tower has woodenand encounters, but many that can ledges high up on its sides, and sev-erode party strength or finish off weak eral small windows open outwardcharacters. In some places, marching perhaps 90 above the floor of theorder plays an important role in deter- cavern. No other doors or entrancesmining the success or failure of an are visible around the base of theencounter; in others, it makes no tower. You initially approach thedifference at all. tower from the south.

    The Dungeon Master should note thatthere are encounters that precludeattack by all members of the party, asthe assault comes as a door is opened,etc. Wandering monsters have beenomitted, as the creatures which dwellwithin the tower and dungeon are, forthe most part, charmed or trained toprotect an area, or have no choice intheir actions by the way their room isdesigned or by what is protecting theirexit. They are also enchanted to resisthunger and have no desire (thanks toCabilars magic) to leave the dungeons.All monsters radiate magic if this isdetected for, due to Cabilars spells.

    The boxed text is to be read to the playersas the need arises. Care should be taken notto disclose any information which the partycould not know from its position.

    The DM should ensure that he knows,

    at all times, the marching order of theparty, its general path through variousrooms (assume a straight path if none isstated), and what weapons are in hand.Weapons require time to draw. If aweapons speed is 3 or less, the charac-ter may attack at the end of the currentround; otherwise, he gets normal initia-tive dice for the next round.

    Unless otherwise stated, all areas of thedungeon and tower are in normal darkness.

    Starting the Adventure

    Encounter AreasNo other entrances besides the fourwindows exist on the tower. Entry intothe tower is tricky. First, the playercharacters must find a way to reach theentry windows 93 above the ground.This may be accomplished by grapnelsand ropes, a thief climbing walls, alevitation spell, or the like. No matterwhat method is used, it almost surelyinvolves the old, 5 x 5 wooden ledgeson the exterior of the tower.

    Whenever 200 lbs. or more is placedupon a ledge, that ledge must make asaving throw of 10 or greater on a d20,with a -1 on the save for each 10 lbs.over 200. For instance, if a fighterweighing 223 lbs. (gear included) standson a ledge, the save for the ledge is a 12on a d20. Note that if a 150-lb. fighter

    stands on a ledge and attempts to pullup a 70-lb. halfling, the effective weighton the ledge is 220 lbs.! If a ledge fails asave, it collapses, carrying all upon itdown, doing 1d6 hp damage per 10fallen, cumulative. There should beample warning for a reaction: Theledge creaks loudly under you, etc.). Ifthe ledge makes its save, loud creakingand popping noises are heard.

    Even if the ledge survives its initialsaving throw, any shift or addition ofweight requires a new save. If a charac-ter tumbling from the ledge hits the onebeneath it (which he will if one exists),the lower ledge makes a save also,requiring an 18 or above on a d20 tokeep the character from falling to thenext ledge (or the cavern floor).

    Once several characters are activelyclimbing the tower, the firedrakes fromarea 1 attack.

    As you attempt to conquer your firstobstacle, four red flying reptiles,each 4' in length, glide off the top ofthe tower, turn, and dive-bomb you,belching flame!

    The firedrakes live here (AC 5; MV6"/18"; HD 4; hp 29, 25, 24, 19; #AT 1;Dmg 2-8; SA fiery breath for 2-16 hpdamage, five times/day, save for halfdamage; AL N). They are angry at hav-ing their sanctuary violated and areprotecting the four eggs in their nest.They fight to the death. Breath weaponsare used first; then the firedrakes snapwith their teeth. They do not fly in anysort of formation, and an area-effectspell (like a fireball) might not encom-pass all of them while they are in theair. Roll a d10 and use the following tosee how many are caught in any area ofeffect: 1-4, one caught; 5-7, two caught;8-9, three caught; 0, four caught.

    Any firedrake wounded down to halfits hit points or less must land, prefera-bly on a ledge to do combat. Any fire-drake wounded down to 5 or fewer hprakes itself with its claws and hurlsitself onto the nearest figure. Firedrakeblood burns, as noted in the FIENDFOLIO Tome, making the creatureinto a living (suicidal) fireball for oneround. The target figure must save vs.breath weapon or take 1-10 hp damage.If the save is made, however, no damageis taken. If the burning firedrake fallson a ledge, the ledge burns and col-lapses in five melee rounds if the bodyis not thrown or kicked off of it.

    DUNGEON 5

  • THE DARK TOWER OF CABILAR

    1. Firedrake's Nest. Read the follow-ing if the party makes it up to thetowers roof.

    The top of the tower is cluttered withbones, sticks, debris, and droppings.In one pocket of the nest, you seefour small leathery eggs of pinkishcolor.

    Other than the eggs, there is nothingelse of interest in the lair. The eggs, ifcarefully handled, hatch in four weeks,but they are rather fragile and weigh 20gp each.

    2. Access Room. Assuming someonein the party makes it into one of thefour windows on the outside of thetower, he or she runs into serioustrouble immediately.

    As you clamber in the window, twostocky humanoids lunge out of thedarkness and charge you. Their pow-erful arms are extended before them,and you can see that their hands endin sharp claws! In odd contrast tothis, however, are their strangelychildlike faces.

    Two unusual lava children arepresent (AC 4; MV 9; HD 4; hp 18, 20;#AT 3; Dmg 1-6/1-6/1-12; SD metal hasno effect (only wooden, stone, or magicalweapons have an effect; magical weap-ons do 1 hp damage per plus, unlessthey are wooden or stone), immune tofire and earth magic but take 1 extra hpdamage per level of caster from air andwater magic; AL N). They werecharmed by Cabilar to protect the entry-way to his tower, and the spell has beenrenewed at regular intervals. Theyattack after the first character stepsthrough the window, and woe be untohim if he has only an average broadsword! The lava childrens attacksnegate metal armor, so any metal armor(including metal shields, but excludingwooden shields) gives a bonus to armorclass according to any magical bonusbut not to armor type. For instance, afighter with average dexterity wearingplate mail +3 and a large metal shield+1 would have AC -2 normally, butagainst the lava children he would haveAC 6. A fighter wearing splint mail +2and a small metal shield +2 would alsohave AC 6, but a fighter with plate mail+3 and a wooden shield +1 has AC 5.

    A 5-wide staircase in the southwest-ern corner of the room descends to room3. The lava children follow anyone whodescends the staircase, but they wontenter the dungeon levels.

    3. Painted Room.

    The walls of this room have paintedmurals depicting four scenes. In thefirst, a baby is held in a young ladysarms, while luminescent visages ofthe gods smile upon the child. In theesecond, a teenage boy is standing ina room illuminated by a sourcelesslight that he holds in his fingertips.An old man is in the background,seemingly startled. In the thirdmural, a young man in long robesleans on a rune-covered staff, gazingat a dark tower in the shadowy back-ground. In the last picture, a middle-aged man, holding the same staff asthe one seen in the third scene,greets a gaunt, white-haired man ina black cloak. Bats, rats, and wolvesprowl nearby.

    The first picture is Cabilars egotisti-cal image of himself as a child; thesecond is the casting of his first spell,the third is young Cabilar at his towerin the cave, and the fourth is his pactwith the vampire. The room is devoid ofother detail.

    4. Spiral Staircase. The spiral stair-case winds down the center of thistower, from room 3 all the way to thedungeon. There is nothing unusualabout this staircase except for the factthat it is not lighted, and any adven-turer venturing down the steps withouta light is 75% likely to take a fall for 1-6hp damage. This includes characterswith infravision, as there is no heatdifference between the stairs and thewalls to permit useful sight; charactersnotice this problem at once and canlight a torch or lantern.

    5. Mimic Step. As the charactersdescend the final steps of the spiralstaircase to this room, read this:

    As the lead member of the expeditionsteps on the final step into this room,

    character!

    part of the stone forms a fistlikeappendage and lashes out at the

    6 Issue No. 1

  • THE DARK TOWER OF CABILAR

    The killer mimic (AC 7; MV 3 ; HD10; hp 62; #AT 1; Dmg 3-12; SA gluelikesubstance which holds fast part of bodytouched, attacks either by surprise (1-4on d6) or by total surprise (5-6 on the d6;AL N). In the latter case, the mimicstrikes twice before party membersreact; in the former case, once. Notethat although dexterity bonuses applyin determining surprise, the mimic getsat least one attack before the partymembers can react (unless party mem-bers are probing ahead then, surprise isdetermined normally). The lead charac-ter finds, in addition, that he is heldfast by the gluey secretion of the mimic,to be attacked each and every rounduntil the character or the mimic is fin-ished. The mimic is only semi-intelligent, and the DM should keepthis in mind when controlling itsactions. It wont go for the most power-ful party member or the one who isdoing the most damage, instead goingfor the one who is closest.

    Note: Area-effect spells such as fire-ball or cone of cold may affect the stuckcharacter as well as the mimic. Spellssuch as lightning bolt, which have aline-of-sight area of effect, have a 50%

    chance of including the stuck characternot to mention rebound dangers.

    This room contains an assortment of old bones scattered across the floor,along with other debris usually associ-ated with slain adventurers. None ofthe debris is valuable, being broken orused beyond repair. Only five humanbodies may be located, all slain by themimic and lava children a year before.They were treasure hunters who knewnothing of the crown or the vampire.

    6. Dungeon Entrance. This room isnot actually depicted on the map ofdungeon level I, but the trap door is.The spiral stair descends an additional60 before reaching this room,

    The staircase comes to an abrupt endin a room about 5 square. In thefloor is a large trap door made ofstone, with a heavy bronze ring setinto it. The door is 3 x 3 .

    The trap door radiates magic andrequires a open doors roll to lift. If thewords Cabilar King are spoken, itswings open magically; this information

    may be gained by a variety of spells(identify, legend lore, wish, etc.).

    Below you, 10 away, is a four-wayintersection. It appears to be vacant.

    The intersection is devoid of otherdetail. Characters peering to the left,however, may (50% chance) see thewritings at location 24, if a light sourceis present.

    Dungeon Level I7. Storage Area.

    This area is full of crates, barrels,jugs, and jars of all sizes.

    Included in the potpourri of suppliesare three jars of vinegar, a crate con-taining food sufficient for 10 weeksstandard rations, two one-gallon jugs ofale, a gallon jug half full of fine redwine, and a barrel of salted horse meatsufficient for five weeks feeding. Thisinformation should be disclosed onlyafter several turns of searching, pryingopen lids, etc. It should be disclosedlittle by little, not all at once.

    DUNGEON 7

  • THE DARK TOWER OF CABILAR

    8. Ettin Lair.

    You open the door into a 20-tallroom, about 15 wide and 80' long,running northeast from where youstand. It has a bend in the middle ofthe room, heading about 10 southbefore continuing northeast. In thenortheastern corner are several largepiles of wood. In the center of theroom is a 13'-tall humanoid with twoheads. In each of its two hands isheld a spiked club. One head seemsto be asleep. The other head seesyour party and bellows in a foreigntongue. Immediately the other headopens its eyes, and the creaturecharges you.

    The ettin, Fred/Ned, is rather stupid;as a matter of fact, Fred continuallyforgets his own name (AC 2; MV HD 10;hp 42; #AT 2; Dmg 2-16/3-18; AL CE).The ettin has a ring on its right hand,which can be seen when the charactersare in combat with the monster. This isthe ring of night. It affords the ettinprotection + 1, as well as having a sec-ondary power: Whenever the ring iswithin the dungeon limits, it can add 10hp to the wearers hit-point total. If

    Fred/Ned is seriously wounded, (15 hpor fewer), Ned then shouts, Powerone! (the command word for the firstpower). This can be done twice per day,but the ettin has never used it morethan once and knows of none of therings other powers. For more informa-tion on the ring of night, see the sectionat the end of this module. The DMshould make sure he is familiar withthe uses of the ring before attempting toreferee this dungeon.

    Also, hidden in the northeastern cor-ner, behind the wood pile, is a small,empty chest with 500 gp crudely hiddenbeneath it. The chest closed when theettin was playing with the money; andFred decided to hide the gold withoutfooling with the lock (which isunlocked).

    9. Perilous Squares.

    The door opens onto an oblong 50 x110 room. Your door comes in at thecenter, of the wall, and there isanother door on the far left of thewall opposite you. In the corner toyour right, across the room, is a largeemerald on a gray pedestal.

    The treasure is not as easy to obtainas it may seem at first. The room istrapped. So long as the party stays onthe gray squares (which, by the way, arenot marked on the floor of the room),they are safe. However, if a whitesquare is stepped upon, three green rayszip from the gem toward the offendingcharacter or characters. The targetmust make a save vs. paralyzation or behit by the ray and take 1 hp damage, inaddition to being paralyzed for 2d4 + 2rounds. If the square containing thegem is stepped upon, paralyzation isautomatic. The gem fires each roundthat someone is on a white square.However, only three rays are fired perround, regardless of how many whitesquares are stepped upon.

    There are several ways that the gemmay be put out of commission. A heavyblow with an object causes it to saveagainst destruction as a gem vs. a nor-mal blow, but this destroys the gem.Disconnecting the gem from the pedes-tal also negates its powers. This may beaccomplished by a telekinesis spell orthe like, and this wont destroy the gem(worth 5,000 gp).

    8 Issue No.1

  • THE DARK TOWER OF CABlLAR

    4/1-6; SA grows larger and more power-ful after being killed; SD 70% magicresistant; AL CE). The guardian famil-

    iars pyramidina of powers is detailed inthe FIEND FOLIO Tome, page 49, butthe effects are given in the table below.

    10. Secret Room.

    This carefully protected room ispacked with treasure. Five largechests are overflowing with gold.Stuck upright in one chest is asword, its handle ornately decorated.Along its sheath are many runes inan unknown language. Nestled onone chest is a small black cat, whichcomes to its feet as it sees you.

    No. ofrebirths

    12345678

    GUARDIAN FAMILIAR GROWTH TABLE

    HD hP Speed AC Damage2 10 14 7 2-5/2-5/2-7 3 15 16 6 3-6/3-6/3-84 20 18 5 4-7/4-7/4-9 5 25 20 4 5-8/5-8/5-1067

    3 035

    22 6-9/6-9/6-1124

    37-10/7-10/7-12

    8 402

    26 1 8-11/8-11/8-139 45 28 0 9-12/9-12/9-14The cat is a guardian familiar (AC 8;

    MV 12; HD 1; hp 5; #AT 3; Dmg 14/1-

    DUNGEON 9

  • THE DARK TOWER OF CABILAR

    The guardian familiar wont attackunless it is attacked or an attempt ismade to get at the treasure.

    The treasure is just a time-waster. Thechests only hold 100 gp each; underneaththis gold are 13,000 cp in each chest, overpiles of rags. The sword is perfectly ordi-nary, and the runes on the scabbard aregibberish. Upon finding this room, thecharacters may get the feeling that theyhave been had. They have!

    save for those found on the second level, magic-user; it wears rotting robes,which retain their properties upon pass- boots, and a dagger. So much as touch-ing through any curtain. Weapons in ing the skeleton (or any other of thehand lose their magical glow when the webs, for that matter) causes thousandscurtain is passed.) The term weapons of spiders to swarm over the intruder,applies only to items such as swords and inhibiting his vision, getting in his nosemiscellaneous weapons, not to wands, and mouth, etc., until all are shaken off,staves, and the like. which takes one turn. There is also a

    This curtain cannot be removed, dam- 50% chance/round of the little nippersaged, or avoided, save by using spells inflicting 1 hp damage on the victim,like dimension door to pass beyond it regardless of armor class.without going through it The curtain at The magic-user had attempted to find

    11. Practice Room.

    This room is octagonal, perhaps 60in diameter. There are scorch markson the southern wall. There alsoappear to be several dark, vaguelyhumanoid outlines sketched on thewalls in charcoal.

    related. Whenever any magic weapon dangerous arachnids, but there arepasses through the curtain, it temporar- hundreds of thousands of harmless ones.ily loses its enchantment, which is The bookshelves hold nothing of inter-restored by a dispel magic spell castagainst 16th-level magic, by passing

    est to anyone but a magic-user; each of96 valuable books could bring a 100 gp

    through the curtain in the oppositedirection, or by passing through thecurtain at area 37. (Note: No magicweapon is usable on the second level

    price on the open market.The mass of webs in the northwest

    corner is covering the remains of askeleton. The skeleton is that of a

    area 37 has the same properties.

    17. Study.

    12. Missed Again! The doors to thisroom open either out or in. Whenever adoor opens, the other one seems to open.The sounds of one or more people rush-ing for the door are heard, after whichthe door slams. When the door is openedto return to the hall, the same thinghappens the other door opens and

    This room appears to be a bedroom. A

    footsteps seem to run from the hallwayin. This is the permanent form of aprogrammed illusion. If it is disbe-

    A large desk rests along the northernwall. The top is littered with papersand books, as is most of the floorimmediately surrounding it. Alongeach other wall is a bench with manyflasks and elixirs with various liq-uids within. Five candlesticks arenear these benches, and there aremany wall sconces for torches. Thereare also chains hanging from theceiling, apparently for lanterns.

    the crown for the young prince twoyears ago, but died of exhaustion andstarvation before completing his quest.He wrote the inscription at area 24.

    These outlines were used simply formagical target practice by Cabilar. Theroom is otherwise devoid of detail.

    lieved, a saving throw vs. spells may beallowed. Characters who successfully

    drawers is on the northern wall.

    disbelieve are able to convince theirassociates that it is an illusion, but thistakes several rounds. If a character is ina position where he can see plainly thatthere is no one passing through thedoor, he may save also, at +4. If there isonly one character, he could theoreti-tally chase the illusion forever! Even ifthe characters never cease to believethe illusion, they may break off pursuitat any time.

    If the contents of a flask are tasted,each is 10% likely to be poisonous (savevs. poison or die horribly in five rounds,no other actions possible). All mixturesare extremely bitter or otherwise

    13-15. Gardens. These three roomsused to serve as Cabilars main foodsupply before he moved out.

    distasteful. book, but it has explosive runes castHowever, if two hours are spent exam-

    ining the books, three spells on scrollsupon it. Whenever the book is opened,the opener takes 6d4 + 6 hp damage, no

    may be gleaned cloudkill, fumble, and save, and any within 10 takes theremove curse at the 16th level ofmagical ability. A magic-user is able to

    same or, if a save vs. spells is made, half

    tell after a cursory examination thatdamage. The book is consumed in theflames.

    the books may be of some value and One key, duplicating the one in roomthat it may take some time to searchthem all.

    19. Bedroom. The door to this room islocked and wizard locked at the 16thlevel of ability. After the door is openedor circumvented, read the followingdescription:

    cot rests in the southern alcove, and atable with one chair sits in the centerof the room. A leather-bound bookrests, closed, upon the table. A chest of

    The book is just another lure for thosegreedy people who invade Cabilarstower for the loot. It is just a normal

    18. Library.

    22, is fastened to the bottom of the tablewith soft glue. Either key may be usedto open the door at room 25.

    The Chest drawers is em pty save for

    This room has several short tiersalong each wall each filled with dirt

    This room has shelves lining each

    and decaying plants. A continual wall, all of them literally covered

    light spell shines from the ceiling.

    two daggers, a small leather pouch with20 pp, and a faded cloaks a cloak ofdeception. When donned, a cloak of

    with webs. There is an especially deception makes a phantasm of a bluelarge mass of webs in the north- shield appear hovering in front of the western corner.

    16. Beaded Curtain. This curtainand the curtain at area 37 are closely The webs in here are not spun by any

    wearer. The character feels better pro-tected, as if the gods are protecting himfrom harm. Any tests of the device

    10 Issue No.1

  • THE DARK TOWER OF CABILAR

    make it appear to be useful and good. The glint of gold is a key (needed toHowever, in the heat of battle, the cloak open room 25). The water is warm andactually bestows protection -1 to the not unpleasant. No heat sources

    Dungeon Level II26. Ordinary Hallway.

    wearer, who also gets a -1 on all saving-throw dice (value: nil xp, 1,000 gp).

    20. Heating Room.

    This parallelogram-shaped room hasa soft breeze blowing in throughseveral vents in the ceiling. Ashesare strewn about, sometimes in pilesup to 1' deep. The walls are charred.

    The room is devoid of other detail. Itwas formerly used for heating the upperlevel when it was too cold, as well as forsome ventilation when it was too warm.The vents lead back into the cave floorfar above, but the vent shafts are each1 in diameter.

    visible.

    23. Heading Down. This staircasedraws the same penalties to charactersnot using light as the stair in area 4.When the bottom is reached after a 30drop, read the following:

    Below you see the end of the stair-case, in a 20' 20' room. There is anoaken door in the northern wall, butit appears to be fairly rotten.

    The rotten door may be kicked in byany character with a strength of 12 orgreater. There is a pin trap on the knob,but this can only be discovered if the

    a

    Beyond the door is a hallway runningalongside the room you just left.Directly across the 10 wide hallway isanother door, and at either end of thehall, both about 30 from where youare standing, are other doors as well.

    Both doors at the ends of the hall arebsolutely normal. However, the door

    door is smashed and the mechanism of

    across the hall is trapped with the ever-popular spear trap (1-8 hp damage toopener, save vs. petrification for halfdamage). There is nothing behind thetrapped door other than the spear-trapmechanism.

    27. Early Warning.

    21. Utopia. As the door swings open, a shriek sounds immediately to your left. The

    murals onThis room is colored with every wall, depicting all sorts ofscenes from the life of a great wizard.Beautiful paper rose bushes areunder every pillar, of which there areten. The pillars are made of smooth,white marble. A lovely fountainadorns the southwestern corner,forming a little pool. Several reclin-ing chairs rest at various places inthe little Utopia. The ceiling appearsto be black obsidian studded withchips of mica, giving the impressionof a clear night sky.

    the trap is revealed, or if someone opensthe door by the knob. The poison thatused to be on the pin has long sinceworn off, and the pin does only 1-2 hpdamage.

    24. Cryptic Message.

    sound comes from a large funguslike

    On the wall are these lines scrawledahead!sound will warn whatever lurks

    growth positioned just beyond the arcof the door. It is evident that the

    in red chalk, in Common: To those Indeed, the shrieker (AC 7; MV 1;who come after me: The ring is the HD 3; hp 19; #AT 0; SD warning shriek;final key. I have learned this from AL N) has by now warned the neighbor-my spells, but am too weak to go hood, and the monsters in rooms 29-31back for it. May you fare better. I go are prepared for the adventurers. Theto seek my fate in Cabilars cham- poor little shrieker is a pushover for thebers on this floor. caliber of players adventuring here, but

    was meant only as an early warningThis message refers to the ring of system for the following rooms, which

    night. It was written by an intruder to would not have any effect if the occu-the tower long ago the same adven- pants were surprised. Note that the orcsturer who now lies covered with cob- in room 29 will warn those in room 32.webs in room 18. Also note that if the characters go to

    open the door to room 31, the descrip-

    This room was Cabilars favorite placeof rest and rightly so! The fountainsmist induces a kind of drowsiness on thePCs, and an unwillingness to leave. Eachcharacter must save vs. death magic orelse wish to remain for at least 24 hours(Cabilar was immune to this effect). Oncedragged from the room, victims recoverafter 2-8 rounds, though they passivelyresist all such rescue by grabbing things,pushing rescuers away, etc.

    22. Bathing Room.

    This room is filled with steam, mak-ing it difficult to determine its exactdimensions. The southern part of theroom is filled with warm water, thefloor sloping down to form a sort ofbathing area. In the bottom of thepool, you see faintly the glint of gold.

    25. Closed Portal. tion there should be read before thedoor is opened.

    This door is of stone. It has an inden-The secret door to the north is oper-

    tation in the middle, only 1" across,ated by pushing on a stone, whichrotates it out into the next room.which looks like the letter C with a

    lightning bolt through it, set in a 28. Back Door. If there is a thief inc i rc le . the party when it approaches this room

    Upon investigation, the door is found tofrom the hall to area 27, and if he is in

    be locked. The indentation is actually athe first rank or in some place where he

    sort of keyhole. To open the door, one ofcould conceivably see the floor at the

    the two golden keys found in areas 19 andend of the hall, roll percentile dice

    22 must be pressed into the indentation.against his detect traps probability

    The door then swings silently open. Oth-(secretly) to see if he spots the trip wire

    erwise, the door wont open by any magicat the end of the corridor leading into

    short of a wish, alter reality, or limitedroom 28. If so, inform him of this, and

    wish. A knock spell nas no effect.allow the party to evade the trap.

    DUNGEON 11

  • THE TOWER OF CABILAR

    more than one person in the first rank, The door opens to reveal a 50' long the person guarding the left flank takesthe damage. When the trap is sprung, a

    room, 20' wide. A wooden door is

    curved and rusty blade swings from thedirectly across from you, 50' away

    wall at the left and slices just below the slits nine, to be exact.characters kneecaps. The concernedplayer must make two saving throws.The first, against paralyzation, deter-mines whether the character takes full(2-20) or half damage, The second roll isvs. poison and indicates whether or notthe victim is subject to tetanus from therusty blade. If tetanus is indeed indi-cated, the afflicted party member diesin 1-12 days unless his legs are ampu-tated or a cure disease is cast upon him.

    When the characters are in the room,read this: 1 8

    You are in a 20' x 30' foot room with a door on the northern wall. Anattempt to open it reveals that it is

    The trap is triggered by the first per-, 29. Snipers!son stepping into room 28. If there is

    30. Orcs Lair. Each orc in this areais armed with long sword and short bowwith 36 arrows in an enlarged quiver.The armor class and hit points of eachorc are detailed below. All orcs here arelawful evil and move at 9.In the west wall there are numerous

    The door opposite the party is locked.The slits in the wall are arrow slits usedby orc archers. At such a time as thereis a target available, the archers openfire. Assume two arrows per orc, or 18arrows, are fired per round. Each orccommands a view of the entire room.

    O R C S R O O M 3 0

    Cabilar and his successor, the vam-pire, have treated the orcs well, as thisis a major defense area. Because of thestrategic placement of the peepholes,the orcs are never surprised by a visibleopponent and, because of the shrieker,never surprised at all. Remember that orcs cannot use shields while firingarrows, but also keep in mind that if the

    5 6locked.

    7If the party does manage to open the

    door, see encounter area 30.

    12 Issue No.1

    Orc # hp AC and how armored

    2 82 (plate mail +1)4 (chain mail, ring of protection +1)

    3 7 3 (chain mail, shield +1) 64 4 (chain mail, shield)

    6 55 (chain mail)6 (ring mail, shield)

    58 4

    6 (leather armor, cloak of protection +2)6 (ring mail, shield)

    9 3 7 (studded leather)

  • THE DARK TOWER OF CABILAR

    characters attack from room 29, theattackers get -10 to hit the orcs becauseof the 90% cover afforded by the arrow-slits!

    Note: During playtesting, it was sug-gested that the characters charge thearrow slits, drop to the floor, crawl tothe other wall, and dash for the door. Acharacter trying this has at least onearrow shot at him while running (up toa maximum of 9 arrows). When theother end of the room is reached, a likequantity is shot. However, once at thedoor, it takes a thief one round to pickthe lock or a magic-user one round touse knock on it (unless done from hid-ing). More arrows!

    31. Beware of Dogs.

    As you move to open the door, therecomes from the other side faintlyaudible snarling and growling.

    The snarling is caused by the threedire wolves in the room (AC 6; MV 18;HD 3 + 3; hp 19,22,24;.#AT 1; Dmg2-8; AL N). They are pets of the orcs onthis level. When the door is finallyopened to the room, after any prepara-

    tions have been made, read this

    When the door opens, two direwolves crouching 10 away come intoview. They are preparing to pounceupon you to tear you to bits! Behindthem you get a glimpse of a roomcontaining another dire wolf.

    32. Defended. Bridge. As soon as theadventurers stampede through thisadventurers stampede through thisdoor, the orcs on the other side of thechasm begin firing. Read this:chasm begin firing. Read this:

    As the door swings shut behind you,a javelin imbeds itself in it! Turning,you see a 50 x 85 room, divided intwo by a large chasm. A door is visi-ble on the other side of the room. Arope bridge connects the two sides ofthe abyss, defended by two sword-armed orcs. Other orcs stand behindthree large wooden shields through which are thrust ballistas.

    The orcs are equipped thusly:

    ORCSROOM32

    Orc# hp How armed1 8 long sword +22 8 long sword3 7 short sword 4 7 short sword 5 6 short sword6 5 short sword7

    85 short sword4 short sword

    9 2 short sword10 1 short sword11 1 short sword12 1 short sword13 1 short sword14 1 short sword

    AC and how armored0 (plate mail +1, shield +1)2 (plate mail, shield)3 (plate mail)3 (plate mail)5 (chain mail)5 (chain mail)6 (scale mail)7 (ring mail)7 (studded leather)8 (padded armor)8 (padded armor)8 (padded armor)8 (padded armor)8 (padded armor)

    DUNGEON 13

  • THE DARK TOWER OF CABILAR

    The troll has lived in this tunnel for along while, and though it cannot see, itshearing has been sharpened by eternalnight. It is also accustomed to fightingin the dark. When the battle begins,subtract 4 from the characters to hitrolls, but only 2 from the trolls. Itstreasure lies immediately around thenext corner: 4,352 sp, 1247 gp, 131 pp, atwo-handed sword +1, +3 vs. regenerat-ing creatures, and an amulet of lifeprotection. Note that because of thedarkness, the party must spend six fullturns gathering up the treasure or leave20-80% of it behind.

    Like most other creatures in thisdungeon, the giant troll is both charmedand unaffected by hunger. It isextremely ferocious, however.

    34. Elevator Room. This room is theaccess room to the third level of thedungeon. Once anyone enters this roomand closes the doors (opening and clos-ing these doors requires no die roll toperform), the entire room slowly rises orfalls to the next level, as appropriate.Only a dwarf who detects shifting roomsnotes the slow movement. Note that,depending upon which floor is arrivedat, doors in the room that previouslyopened into the dungeon now open intosolid stone, and vice versa. The doorscannot be opened while the room ismoving, and even magic cannot help inthis regard. The elevator takes three

    Orcs 1 and 2 are guarding the bridgeand the rest are arrayed behind theballistas. Orc #1 is, in addition, coveredby a permanent protection from magicspell (see the scroll of the same name,assuming a 1 radius of effect).

    The orcs immediately begin firingballistas at the party. (Ballistas firejavelins, for 2-12 hp damage, once everytwo rounds; treat all targets as AC 10.They require a minimum crew of two tooperate. Information on the to-hit rollmodifications are found in the DMG,page 109.) If the party attempts a cross-ing, the orc swordbearers at the north-ern end of the bridge defend it while theballista crews continue to rain missiles

    on the characters. If either orc defend-ing the bridge is slain, the other useshis next attack phase to cut the ropessupporting the bridge. The orcs then fallback to room 36 and make a standthere. The fall from the bridge is 260;roll 20d6 hp damage. Note that acloudkill spell wont work in this roomif it has to cross the chasm, because thefumes are heavier than air and there-fore sink to the bottom of the gorge.

    emotions seem to have a blanketover them.

    If the characters do not turn backnow, proceed to lead them through thehallway, describing as graphically asyou can the thick, almost syrupy smoke.Do not tell them the length of the pas-sage or where the turns are until theyactually run into them. Be vague aboutdistances, giving all measurements tothe party as approximately so-and-sodistances. As a rule of thumb, add 5 tothe actual length on long passages,subtract 5 on the short passages. Whenthe party reaches one of the two notedencounter areas, read the accompanyingdescription:

    A Suddenly the lead charactershouts, and you all hear the thumpas he tumbles forward into a pit.

    All orcs here are lawful evil inalignment and move at 9.

    33. Corridor of Darkness.

    The pit is only 6 deep, and the char-acter takes 14 hp damage. The realproblem is figuring out how far the pitextends. The easiest way to cross theobstacle is to climb into the pit and outthe other side, but whenever 5,000 gp ofweight or more is on the nit floor, athick, hardwood cover slides out overthe pit! To escape, the characters must

    As you open the door, black wispyeither levitate someone in the pit to get

    smoke of some sort slowly pours intothe Weight under 5,000 gp force the

    the hallway. It is cold, odorless, andpit lid back by muscle or magic. A knock

    does not seem to be harmful. When thespell releases the spring and opens the rounds to reach a new lever, and the

    door is all of the way open, you seepit, and a bend bars/lift gates roll may

    that there is a corridor of some sort inbe made by a character not less than 5

    doors leading into this room on either

    in height. A dimension door works anddungeon level cannot be opened while

    front of you, and that it is filled with the room is moving, either. Dungeonthe smoke. You can only see the walls

    so do several other spells, but if a tele-

    for about a foot on either side before.port spell is attempted, remember that

    level III is 200 below level II.

    they vanish into the fumes.the hallway has never been seen, thusdrawing the appropriate penalties from

    35. Barrels of Fun. Several barrels

    The fumes are magically fed and can-the tables in the Players Handbook.

    sit agains the wall at this point. Theyare filled with an assortment of mate-

    not be dissipated. If the characters over- B Suddenly the line comes to anrial, such as extra ballista javelins,

    come their initial forebodings and enter helmets, daggers, and the like. Onethe hallway, read the following: abrupt halt, The lead characterexplains that he has come, up against

    small barrel (2 high, 1 wide) appears

    The smoke closes around you anda hard, barklike surface. It doesnt

    to be empty, but acts as a bag ofdevouring.

    separates you from the view of yourfeel like a wall, the character says,

    companions. Your torches seem tothen falls silent. In the sudden quiet, Dungeon Level III

    have no effect in lighting the hall-everyone hears the distinct, rasping

    way. The characters with infravisionbreathing directly ahead. 36. Vacancy. This room is vacant,

    complain that the smoke must be The rasping breathing is caused by the save for three movable mantlets. Any

    masking heat differential somehow, giant troll that the characters have just orcs surviving the encounter in room 32

    for they cannot see the hallwayflee to this point, take up a position

    ahead nor even their companions. bumped into (AC 4; MV 12; HD 3; hp47; #AT 1; Dmg 216; SD regeneration 2 behind a mantlet, and fire until they

    The smoke seems to have a dampen-are out-of arrows. When they run out,

    ing effect on your other senses as hp/round but cannot rebond severedthey continue fighting but they wont

    well, and even your. thoughts andlimbs, at least 10 hp damage must be charge into battle against powerfulcaused by fire or the troll wont sink characters like idiots! They use thebelow 1 hp, 90 infravision; AL CE).

    14 Issue No.1

  • THE DARK TOWER OF CABILAR

    mantlets to keep the enemy at a dis-tance while, perhaps, an associate runsaround and stabs from behind. Hit-and-run tactics are the rule.

    37. Beaded Curtain, Jr. Much likethe curtain at room 16, this curtaintakes power from those magic weaponstraveling south, and restores them toones going north. This curtain, despiteits flimsy looks, cannot be damaged orremoved, and its effects cannot beavoided.

    38. Rotating Wall. This wall rotates,allowing access to different rooms.When found, it is north-south, allowingaccess to room 39. Pushing on the wall,which requires a bend bars/lift gates roll(one attempt per round) turns the walleast-west and allows passage to room40; the wall may be pushed back intoplace thereafter, or pushed completelyaround in a circle. Once the wall issuccessfully pushed, it moves of its ownaccord until it has made a quarter turn,then settles into position again, requir-ing a new attempt to push it.

    39. Chimera Little Closer. This fear-some beast waits just inside the room. Itcannot be surprised. The chimerabreathes fire on the first person enter-ing the door, on the right flank (AC6/5/2; MV 9/18; HD 9; hp 43; #AT 6;Dmg 1-3/1-3/1-4/1-4/2-8/3-12; SA dragonhead can breathe fire five times per dayfor 3-24 hp damage (save for half dam-age), 50% chance/round that it uses itsbreath weapon; AL CE). This beastwont leave its room.

    As the first party member enters thisroom, a sheet of flame engulfs him!You bound into the room to find thatthe culprit is a creature partly goat,partly lion, and partly dragon. Themonstrosity rushes you, roaring andbleating with all three heads!

    The chimera possesses some treasure:7,127 sp, 1,232 ep, a suit of dwarf-sizedfield plate armor, 250 pp, two rubiesworth 1,500 gp each, a tiara worth3,600 gp, and a dagger +1, +2 vs.goblins (value: 100 xp, 500 gp).

    40. Wraithland. fall for it and go for the chest, the sixshadows in this room move in behindthem, sealing off the retreat, and attack(AC 7; MV 12; HD 3 + 3; hp 22, 21, 20,18, 17, 17; #AT 1; Dmg 2-5; SA drainone strength point per touch; SDimmune to many spells, 90% undetect-able unless in bright light, +1 or betterweapon needed to hit; AL CE).

    The wall rotates to reveal an oddlyshaped secret room. Hovering in thenorthern part of the room is a shim-mering, vaguely humanoid shapewith glowing red eyes.

    The wraith attacks at once (AC 4; MV12/24; HD 5 + 3; hp 27; #AT 1; Dmg1-6; SA drains one life level per touch;SD hit only by silver weapons (for halfdamage) or magic weapons, immune tonumerous spells and all poison; AL LE).Its treasure is in a small chest in thenorthern corner: 8,048 cp, 1,983 sp, amagic-users scroll (with dig, wizard eye,infravision, and jump), a potion of extra-healing, and a footmans mace +1. Thewraith wont leave its room.

    41. Shadow Play.

    This 25' x 20' room appears to bevacant. A small chest, closed, restsalong the northern wall.

    Smart characters may realize thatthis is a trap and avoid the room. If they

    The chest contains filthy rags. Under-neath these in a secret compartment,however, are four flasks of oil, a sackwith 54 pp, and a potion of diminuation.

    42. Spike Trap. When this pressureplate is stepped on, spikes spring out ofthe western wall at the corner and flydown the corridor through the party,collectively doing 2-20 hp damage toanyone who fails to roll his dexterityscore or less on 3d6 + 3. Once the trapis triggered, the secret door to room 45opens (see area 43).

    43. Secret Door. To open this secretdoor, one must either say Long liveCabilar, use knock on it, or trigger thetrap at the halls corner, in which casethe secret door slides upward.

    DUNGEON 15

  • THE DARK TOWER OF CABILAR

    44. Master of the House. edge and stand there as the others is dispelled (although if several charac-

    The secret door opens into the south-east corner of a 50 x 75 room.Against the opposite wall is an open casket, upon which a gaunt, cold-eyed man sits leisurely. He looks very much like the devilish mandepicted in a mural you saw earlier.He almost seems to be smiling.Against the western and northernwalls are ten more coffins setupright; in which can be seen humanskeletons adorned with shields andswords. The northeastern corner of,the room seems to have collapsed,and great heat and light come upfrom the pit so formed. As you surveythe scene for a brief instant, theskeletons in the coffins begin tomove. Seizing their swords andshields, they leap from their coffinsand rush at you!

    The first 10 skeletons split into twogroups (AC 7; MV 12 ; HD 1; hp 8 (x3),7,6 (x2), 4,3 (x3); #AT 1; Dmg 1-6; SDimmune to numerous spells, sharp-edged weapons do only half damage; ALN). Four (the strongest) go to the pits

    the battle. If brought to 0 hp+ he is notkilled but must return to his coffin ingaseous form to reform his corporealbody (see the Monster Manual fordetails).

    manent illusion. Any persons charginghim drop into a 30-deep pit, taking 3d6hp damage.

    In addition, the pit floor slowly slidesaway to drop characters another 30

    attack the party. The coffins are magi- ters are running side by side, they allcal and have a special function: When- tumble into the trap). Characters run-ever a skeleton is slain, a duplieateskeleton with the same hit points

    ning 5-10 behind the lead attackerscan make a save on d20 by rolling their

    appears in a random coffin and chargesback into the melee.

    dexterity or less to avoid falling in, andanyone further than 10 behind is auto-

    The gaunt, cold-eyed vampire, Yattel-Ettes, is indeed smiling (AC 1; MV 12/

    matically able to stop in time.

    18; HD 8 + 3; hp 49; #AT 1; Dmg 5-10Once the trap has been sprung, Yattel-

    Ettes. changes into bat form, crosses theor by weapon type; SA drains two life pit, changes back into vampire form,levels by touch, charms by gaze, STR 18/ and attacks. He first uses his charm76 (+2 to hit and + 4 to damage); SD ability (keeping skeletons between+ 1 or better weapon to hit regenerates himself and the characters, if possible,3 hp/round, shape change into certainanimal forms, assume gaseous form,

    while doing this). Then, when melee isjoined, he attacks with a short sword

    immune to numerous spells and to poi- +2 he carries. If wounded seriously, heson, takes half damage from electricity assumes gaseous form and returns toor cold; AL CE) The floor around hiscoffin, for 5 in all directions, is a per-

    his coffin to regenerate while watching

    Yattel-Ettes doesnt mind talkingwhile engaged in melee; in fact, heinto a bubbling pool of lava. It takes

    four rounds for the pit to open wideenough to drop the characters into thelava (and instant death). Once the firstcharacter falls into the pit, the illusion

    rather enjoys a certain level of reparteeunder pressure. He took the crownunder orders from Cabilar, but regretsthat he did not find and destroy the

    16 Issue No.1

  • THE DARK TOWER OF CABILAR

    young prince. He has lately thoughtthat a magic-user, preferably a femaleone, would be a nice long-term compan-ion. If such a character is present, hedoes his best to life-drain him or her.

    A chest concealed by the bottom of thecoffin contains 2,000 pp, 15 gems worth300 gp each, a ring of temporal stasis(causes wearer to go into suspendedanimation as per the magic-user spelltemporal stasis, no save), a ring of onewish, 12 nonmagical jeweled ringsworth 150 gp each), a two-handed sword+2, two javelins of lightning, an arrowof cleric-slaying, a magic-user, scroll offour randomly determined fifth-levelmagic-user spells, and an illusionistscroll with one seventh-level spell.

    One possible way to destroy the vam-pire (in addition to the normal methods)would be to lock him in his coffin (eitherin gaseous form or as a solid body) anddrop the coffin into the pit around him,which would then drop the coffin intothe lava and instantly slay the vampireforever. This is also the only way to stopthe skeletons from reappearing, bydropping their coffins into the lava pitand destroying the remaining skeletalbodies. Each coffin in this room has a2,000 gp encumberance, possibly requir-ing several people to move each one.

    The drop-off in the northeastern cor-ner is a 60 fall to a pool of bubblinglava. Only solid stone is visible acrossthe lava pit. The ring of night must bethrown in the lava to complete thequest, as it so informs the wearer (seesection describing the ring, below). Ifthe ring is dropped into the lava, readthe following description:

    When you throw the ring into thelava, a wondrous thing happens.Several rays of flashing light shootfrom the edge of the pit, hitting apoint on the opposite edge about 20northeast of your position. Beams oflight crisscross these lines in ladder-like fashion, forming a bridge oflight. A doorway of some sortappears at the other end of theluminescent path.

    After two more rounds, the weaving ofthe bridge ceases, and the door is fullyoutlined. At this time, and not before, itis safe to cross the path. Crossing itearlier results in falling 60 to thedeath of the adventurer. The two-roundperiod is restarted, with appropriateexplanations that the path was ruined

    by the person falling through but thelight-bridge appears to be reforming.

    The vampire wont cross the lightbridge or enter room 45, but the skele-tons can and do.

    45. Crowning Glory.

    The door opens to reveal a 10 10room filled with glittering treasure,piled in chests and stuffed in canvassacks all around. But the most fasci-nating sight that you see is the spar-kling green crown which rests on avelvet pillow on a pedestal in thecenter of the room.

    The crown is made of an extremelyrare form of jadeite. This transparentmineral is found only in minisculequantities in the creases of other rock.It is worth 25,000 gp, but attempting tosell it within 350 miles of the city ofStoutwall is 90% likely to result inrecognition of the crown and notifica-tion of the authorities.

    The crown is not protected in any wayand can be taken from the pedestal atno risk. However, the first person touch-ing any of the other treasure in the

    room must make a save vs. spells or bepetrified (turned to stone). If the save ismade, no adverse affects are noted.

    The treasure: 503 pp, 1,132 gp, 1,233ep, 3,565 sp, 11,346 cp, an emeraldnecklace worth 1,200 gp, a mace ofdisruption, a suit of chain mail +4, astone of weight, a potion of heroism, awand of fire with 15 charges, and a bagof devouring.

    Concluding the QuestOnce the characters escape from Cabi-lars dungeon with the crown, theadventure ends. The DM may create alarger milieu in which to set this adven-ture, detailing the trip to and from thedungeon, the princes war against theusurper, and other subsequent events asdesired. The godmother pays each mem-ber of a successful mission a portion of atotal share of 30,000 gp.

    In future adventures, player charac-ters may decide to take control of thetower and dungeon as their own base ofoperations, requiring (of course) that thewhole cavern around the tower and allthe surrounding countryside beexplored as well. If the player charac-

    DUNGEON 17

  • THE DARK TOWER OF CABILAR

    ters do nothing to ensure Cabilarsdownfall and doom, the wizard might come by to check on his tower again.Cabilars statistics may be generated bythe DM as desired; he is hinted to be a16th-level chaotic-evil magic-user, buthe might be of higher level now andmight also have had a prior class.

    The Ring of NightThe ring of night is a magic item cre-ated by Cabilar as his key to get tothe crown of Stoutwall; it also serves asa protective device. When he left, Cabi-lar gave the ring to a large, charmedettin named Fred/Ned. Cabilar knewthe ettin was too stupid to use the ringto get to the crown and was too stupidin fact to even make full use of the ringitself making Fred/Ned the perfectguardian for it.

    The ring of night is made from a dullgray metal and radiates magic. It has abatlike motif, with the following phrasewritten on the inside of the band inmagical script (requiring a read magicspell to translate): Defend, deceive,destroy. It expands or shrinks to fit anysize hand from giant to leprechaun.

    The ring of nights powers increase asit gets closer to the base of Cabilarslair. Therefore, when the ring is ondungeon level III, it is more powerfulthan when it is found on level I. Hereare its powers:

    When the ring gets within 50 of room45, it glows bright red and becomeswarm. The bats head on the ring thenspeaks, in a hissing voice, in Commonto the wearer: If you would save thecrown, my life and yours are forfeit.

    Carry me into the fires in the earth ifyou would aid Stoutwall.

    The ring is lying. Hurling the ring ofnight itself into the lava is sufficient tocause the light-bridge to form; thedestruction of a living being is merelyone of Cabilars ways of eliminatinginvaders by trickery.

    Because the ring is limited in its use,it is only as valuable as a ring of protec-tion +1 if not destroyed.

    P O W E R S O F T H E R I N G O F N I G H TPower Where power functions Command wordProtection +1 Prime Material Plane None60 infravision (or to120 if wearer hasinfravision naturally) 10-mile radius of Cabilars lair NoneNo need to eat orbreathe Cabilars tower and dungeon NoneAdds 10 hp to userstotal for 20 rounds,twice per day Dungeon levels I, II, III Power one.Burning hands at 16thlevel of ability, twiceper day Dungeon levels II, III Power two.Magic missile at 16thlevel of ability, threetimes per day Dungeon level III Power three.

    18 Issue No: 1

  • The creator of Assault on EddistonePoint is a writer who is also from FortWorth, Texas. She makes her own chainmail armor and costumes, and is a long-time fan of the old television series DarkShadows.

    This AD&D game adventure is suit-able for 3-5 characters of 1st-3th level.A ranger, cleric, and dwarf would behelpful but are not necessary forsuccess,

    Adventure BackgroundThe Old Crystols Mountains have longenjoyed a reputation of potential wealthas well as of certain danger, though thelatter has had little effect in deterringadventurous souls. Populated largely bydwarves who mine for gems and valu-able ores, the Old Crystols are crossedby trade routes that thread their waythrough the passes and into the landsbeyond. In the cities that flourish oneither side of the range, the dwarvestrade gold and jewels for spices, expen-sive clothing, and certain other civilizedcomforts they do not choose to producethemselves.

    ASSAULT ONEDDISTONEPOINTBY PATRICIA NEAD ELROD

    What awaits you inthe lonely signaltower?

    Elves are found in the valleys of therange itself, hunting the plentiful gameand fishing its streams. Though consid-ered an unspoiled wilderness, the moun-tains are prowled by dangerous foes,and it is not unknown for small cara-vans to disappear in its forests vic-tims of roving bands of orcs and bandits.

    Outside the range, the two mostimportant trade centers are the city-states of Untala and Strafferburg.About 50 years ago, each tried to layclaim to the mountain trade routes andtheir wealth. War followed and dis-rupted all travel through the moun-tains, depopulating the region: Thedwarves shut themselves away in theirmines, refusing to produce gold for anyconqueror and preferring to disappearfrom sight. The elves suffered to a lesserdegree, but they were still forced todefend their lands against wanderingfreebooters, adding to the loss of life.

    All was in chaos until a force of druidsunited and, with the aid of their com-bined magical powers, put a stop to thefighting. Treaties were drawn up andsigned, and for the last fifty years therehas been peace. Even now it is stillunlawful to draw a weapon along thetrade routes except for food or defense.At the same time, a brotherhood of

    DUNGEON 19

  • ASSAULT ON EDDlSTONE POINT

    rangers was formed, sworn to watch the her fellows set off to their work.trails, keep them open, and generally Unfortunately, that magic-user and

    Delea and her party stopped at Four

    guard the peace.Trails six days before the arrival of the

    her entire party have now vanished.One of the ways peace is preserved is

    player characters. Delea rested a day

    through communication. Realizing this,Foul play is suspected, and the mayormust form a rescue team to track down

    and, with Mayor Edmonds help, hired a

    the two city governments agreed thatlocal ranger named Shaador to guide

    they should have some reliable systemthe lost adventurers. It is at this point them up the mountain to the tower of

    of keeping in touch despite their greatthat the player characters arrive intown. . . .

    Eddistone Point. Shaador rode a light

    separation. The most successful of thewar horse with chain barding. The

    methods tried was the establishment ofanimal was well-known to everyone in

    a series of signal towers built upon The Missing PartyFour Trails; it was all black except for awhite face, and half of its left ear was

    mountain peaks, each about eight miles The magic-user was named Delea theapart. Though the cities are separated

    once cut off in a fight. Shaador was well

    by fifty-five miles of rough country, eachWhite because, despite her youth, she

    can now know the latest news in ashad startlingly white hair. The-mayor

    armed as usual with a long sword, long

    and townspeople remember a number ofbow, and throwing dagger. Shaadorhimself was a dark-haired man with

    little as an hour, the time it takes to details about her from her conversa-transmit on a clear day. Truly a miracleof modern technology!

    tions and from inferences they madeyears of experience in wildernesssurvival.

    Through the use of a flashing mirrorfrom her appearance and mannerisms.She wore a plain dagger in a belt sheath

    The trip up and back from Eddistone

    and a signal code, each city keeps the and used no staves or wands. Aside Point should have taken only three

    other informed on current events from a little cooking and her magic, shedays, but the mayor was not unduly

    especially the price of gold and otheralarmed when Deleas group did not

    precious metals. The prices are nowseemed to have no other skills. A silverring, possibly magical, was worn on her

    return in that time or even the day

    competitive but fair, and each city hasafter. Cullivan, the lesser druid who

    an equal chance of attracting the dwar- left ring finger. She mentioned to themayor that her spells were kept in a

    was manning the Eddistone Point

    ven trade. As expected, official observ- traveling spell book which was alwaystower, was known to be quite friendly

    ers and spies ensure that all theinformation transmitted is the truth.

    kept on her person. A large white crow,and eager for company, particularlysince his fellow druids had left for the

    assumed to be her familiar (some say it midsummer festival without him.The eight mountain towers are main- was her personal demon) was usually

    tained by the druids Grand Council and found riding on her shoulder. DeleaMayor Edmonds complacency was

    by local dwarves and townspeople along never called the crow by a personalshattered as panic literally flew into his

    the trails. Money for the towers upkeepwindow just two days ago. Deleas white

    name.is provided by the city-states of Untala A dour dwarven warrior and several

    crow landed on the mayors ample stom-

    and Strafferburg. Business has beenach as he lay asleep, giving him and his

    men-at-arms came into town with her,good in the last few years so good

    wife a bad fright. Lighting a lamp, he

    that the two cities decided to extend thebut no one found them to be as interest-ing as Delea since magic-users are rare

    recognized the bird and saw that it had

    signal system beyond the daylight a small scroll of paper in its beak. The

    hours. After some negotiations, it wasin these parts. The dwarf, named Haril, bird dropped the scroll and flew away

    decided to modify the system with thespoke with some townsfolk in the local

    addition of a shuttered box with a con- taverns before going up the mountain.

    into the night. Unrolling the paper,Edmond saw a smudged message had

    tinual light spell placed inside it. Whenthe shutters open and close, the bril-liant light can be seen for miles in theclear night air.

    The magic-user commissioned to dothe spell-casting work has successfullyvisited the towers at Wyvern Peak andFang Rock, and recently arrived at thetown of Four Trails, at the foot of theEddistone Point tower. She and her

    Originally trained in masonry andcarpentry, with a good education in

    been hastily scrawled in charcoal. InCommon, it read: Bandits in tower

    engineering, Haril sought a moreadventurous life by becoming a fighter

    help!

    and he had enjoyed some success at it.Help is exactly what the mayor is now

    looking for, as this trouble could notThe son of the engineer who designed have come at a worse time. All theand built the towers, Haril was hired tojoin Deleas party to inspect the towers

    druids in the area are away in the south

    and make any necessary changes tofor their midsummer festival, theguardian rangers are busy in the north

    accommodate the new signal boxes. He

    fellow adventurers have traveled slowly,was last seen wearing ring mail with a

    taking care of an orc uprising, and allthe local fighters-for-hire (or anyone

    shield, and carried a short sword and joining up with trade caravans for

    else who might be useful) have been

    greater safety as they head from towerlight crossbow.

    The five mercenaries kept to them-hired away to protect the caravans. Any

    to tower. When they finish a job, theywait until another caravan passes by

    selves, as was the custom of their mer-adventurers are likely to be noticed assuch the minute they come into town,

    cenary brotherhood, and spoke little toand move on to the next town. At Four local people. The mercenaries were

    and the mayor takes swift action to hire

    Trails, the magic-user met with thethem to go up the mountain and investi-

    armed with long swords and long bows, gate the trouble. Edmond is reluctant tolocal mayor and gave him the details of wearing leather armor and using largewhat was to be done to renovate the

    send up-a detachment of city guards

    tower. Since his town thrives on theshields. All seven in Deleas party were because they are not trained to handlemounted on mules with four more

    trade coming through, he agreed to lendwhat may prove to be a sticky situation.

    mules carrying supplies, totaling eleven Besides, if bandits have taken theher party all possible aid, and she and animals and their tack. tower, could they not be heading for the

    20 Issue No. 1

  • town as well? (He wont necessarilymention this possibility to anyone hehires, however.)

    The only good turn of events has beenthe weather, for the mountains havebeen enveloped in a thick layer of fogfor the last few days. Mayor Edmond isin a great hurry to get a rescue party tothe tower before the fog clears, as fog isa normal hazard to the communicationsline. Neither Untala nor Strafferburg isalarmed at the break in transmission,since they were warned of the change inweather by druidic tower operators but fog wont last forever. The mayorfears that the bandits might damagethe tower or even send false messages tostir up trouble again between the twocities. No matter what could happen, hesees it as a threat to the well-being ofhis people, not to mention his job.

    Mayor Edmond and the city offer theparty 2,000 gp for successfully recaptur-ing the tower, throwing in an extra 100gp for each member of Deleas partyrescued alive. The player characters areentitled to any booty they can take offthe bandits (excluding hostages andtheir goods). The mayor hints that thecities of Untala and Strafferburg mightalso be financially grateful for the saferestoration of their signal line, but theplayer characters who read between thelines may guess that, lacking witnessesand evidence to support this, suchrewards might be difficult to get. Then,too, the cities might not pay greatrewards if aware that the adventurerswere already rewarded by Four Trails.

    The Town of Four Trails

    A thumbnail sketch of Four Trails isprovided below. The DM may developthe town more fully if desired, but it isnot necessary for this adventure to doso. The town is not particularly large,having a population of seven hundredadults at present.

    From a few buildings set up as a trad-ing post at a crossroads, Four Trailsgrew quickly with the increase in com-merce following the end of the tradewar 50 years ago. The east-west Untala-Strafferburg road and the north-southElvenkings road became more heavilytraveled by large caravans. Four Trailsprospered greatly when the signal towerwas built nearby. The citizens, mostlyfarmers and herdsmen with a number ofmerchants, consider the tower a symbolof good luck for their town and extend

    ASSAULT ON EDDISTONE POINT

    1. Wyvern Peak 4. Trollight2. Fang Rock 5. Dragontooth3. Eddistone Point 6. Scar Ridge

    whatever help they can to the rescueparty. The mayor tried to keep the storyof the towers capture quiet, but wordleaked out and spread. There is nowmuch conflicting gossip, and with eachherdsman or prospector who wanders infrom the vicinity of Eddistone Pointbeing questioned, the stories aregrowing.

    done in this particular area, but anencounter with a lone prospector on hisbusiness is not unusual. The townproper is protected by a broad, shallowditch with drawbridges crossing it onthe four main roads that lead into thetown. Within bowshot of the ditch is a20 -tall stockade of thick tree trunks.

    Each townsperson thehas his or her own

    partyopinion

    questionsabout who or

    To cross any of the bridges, one mustpay a toll. Locals are charged 1 cp per

    what captured the tower. Rumors blameeverything from a battalion of orcs to alone black-clad figure that some claimto have seen riding a small dragon incircles around the mountain peak. (Con-sidering the tower is a good five milesfrom the town and swathed in fog, theparty need not take this last rumorseriously unless it seems willing toswallow it.) Four Trails has its share ofstrange folk, and the DM can have lotsof fun stirring up the player characterswith these stories, as well as relieving them of any spare change as they pur-chase this information.

    Four Trails is surrounded by severalmiles of farmland, and the lower slopesof the mountain are rich grazing land

    tle and goats. Little mining is

    day, and visitors must pay 5 cp whether

    for cat

    horsed or afoot, or 1 sp if driving awagon. The toll is for the upkeep of theroads and bridges, and the bridgeguards will not let anyone pass unlesshe or she pays. Each bridge has fourguards (each AC 6; MV 9; F1; hp 6-9;#AT 1; Dmg by weapon type; one spearand club each; AL LG). If forced into afight over the toll, the guards are joinedby 2-8 others from the city wall. Inaddition, 1-20 local boys and girls cometo their aid by pegging rocks at theparty. The children are zero level, butmost of them are used to scaring awayfarm pests by throwing rocks, so theyhave a +2 bonus to hit their targets.

    Should the player characters get intotrouble with the bridge guards and bearrested, the mayor may use this situa-

    DUNGEON 21

  • ASSAULT ON EDDlSTONE POINT

    tion to get them to solve his problemwith the tower. He could (and would)

    It is just across the street from the town

    levy a heavy fine on them, but be per-council house; the town fathers usually

    suaded to withdraw it if they take onhave their lunch at this convenient spot

    the job. In this way he doesnt lose anyand are likely to be talking business asthey eat (though Edmonds legendary

    reward money, and the player charac- appetite might be a bit off these days).ters can still earn experience by defeat- The party, if it lacks a cleric, wont being their foes in the tower.

    Once inside the wooden town walls,able to locate one to accompany it. Thisis the time of year that Four Trails is

    the party should have no difficultyfinding its way around. Four Trails was

    afflicted with its annual bout of spottyfever (a disease carried by ticks). The

    set up with travelers in mind. Inns and local clerics are too busy to bother com-ale houses abound, the largest of which ing with the player characters, but areis the Tower and Light, located in the willing to part a with potions of healing.middle of town along the east-west road. The supply is scarce, and the clerics

    charge double normal prices (800 gp) forthe four such potions available.

    Speaking of spotty fever, there is littlechance that any party member whowanders into town can catch it. The DMshould roll a 1% chance (without modi-fiers) for each player character andhenchman or hireling thereof for thedisease to develop. It is not contagiousand is treated as a mild, acute skindisorder manifested by huge red-and-purple spots all over the body and ageneral lethargy lasting 1-3 weeks.Spotty fever, if caught, appears 1-4 daysafter the affected character has reachedFour Trails. A cure disease spellremoves the affliction instantly.

    Eddistone PointEddistone Point is a large single moun-tain reaching an altitude of 6240 atthe signal-tower base not particularlyhigh as the Old Crystols go, but morethan suitable for signaling use. There isonly one easy path to the tower onEddistone Point, and that is by way ofthe original 10 -wide trail laid by dwar-ven engineers years ago. Still in verygood condition and maintained by thetown, it winds its way to the summit ofthe mountain. The rugged mountainterrain is sufficient to discourage allother means of getting to the tower byland transportation, though of courseflight is possible if the appropriatemeans exist.

    The fog currently wreathing themountains helps the party remainunseen, cutting visibility to a quarter ofa mile or less in some areas. All thesame, if they wish to remain undetectedby any watchers in the tower, the char-acters must use silence and stealth.There is virtually no wind, and anynoise carries far in the still air (up to240 for normal conversation).

    Two-thirds of the way up the moun-tain, the party may notice disturbingsigns in the hard earth of the trail.Obvious signs of a struggle have beenobliterated, but some crushed plantsand spattered blood may be found.Horses react unfavorably to the smell ofblood in the still-damp soil. If the char-acters search the area, there is a 50%chance of finding the bodies of the fivefighters who were known to be withDeleas party. The bodies were draggedoff the main trail and roughly coveredwith brush. They have been stripped totheir underwear and nothing of any

    22 Issue No. 1

  • ASSAULT ON EDDISTONE POINT

    value is left on them. Two of the fight-ers have no marks on their bodies, buttheir faces are distorted with horrifiedexpressions as if they had died of fright.The