DM Book AD&D Yellow Box
DM Book AD&D Yellow Box
Game
WORLDS Of ADVENTURE
Introduction to the DJNGEON MABTED" Guide
About Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Tomb of Damara . . . . . . . . . . . . . . . . . . . . . . . . . .
The Dungeon Master . . . . . . . . . . . . . . . . . . . . . . . .. The Town of Freedale . . . . . . . . . . . . . . . . . . . . . . . . . . 28
How Does the DM Win?. . . . . . . . . . . . . . . . . . . . . . Purpose of a Town in the AD&D’ Game . . . . . . . .
I'm the DM, What Do I Do? . . . . . . . . . . . . . . . . . . . How to Use Freedale . . . . . . . . . . . . . . . . . . . . . . . .
Being a Good Dungeon Master . . . . . . . . . . . . . . . . Location of Freedale . . . . . . . . . . . . . . . . . . . . . . . . .
Setting Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Knowledge of Freedale . . . . . . . . . . . . . . . . . . . . . .
Using the Adventures . . _ . . . . . . . . . . . . . . . . . . . . . Guide to Freedale . . . . . . . . . . . . . . . . . . . . . . . . . . . 3|
Using the CD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . The Ghost of Harrow Hill . . . . . . . . . . . . . . . . . . . . . . . 36
Special Messages . . . . . . . . . . . . . . . . . . . . . . . . . . . Under Mount Dread . . . . . . . . . . . . . . . . . . . . . . . . . . .
Monster Summaries . . . . . . . . . . . . . . . . . . . . . . . . . Making Up Your Own Adventures . . . . . . . . . . . . . . . . 64
The Story of the Adventures . . . . . . . . . . . . . . . . . . Beyond the Introduction to
Leaving and Coming Back . . . . . . . . . . . . . . . . . . . . ADVANCED Du/voeo/vs 8 DRAGONS“ Game . . . . . . . 64
Experience Points . . . . . . . . . . . . . . . . . . . . . . . . . . .. The FORGOTTEN REALMSB Campaign Setting . . . . . . . 64
The Town . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . \l |O‘t \O-I>l-b»U4 ~lUJl\)
Design: L. Richard Baker Ill, David "Zeb" Cook, Kevin Melka, and Bruce Nesmith
Editing: Julia Martin and Thomas M. Reid
Art Coordinator: Peggy Cooper
Cover Art: Jeff Easley
Interior Art: Bruce Eagle, Jeff Easley, Paul Jaquays, Walter Velez and Robin Wood
Graphics Coordinator: Sarah Feggestad
Cartography: Diesel and Robin Raab
Graphic Design: Dee Barnett
Electronic Prepress Coordinator: Tim Coumbe
Typography: Angelika Lokotz
Production: Paul Hanchette
AD\'Ars(E:> DUNIGFUNS & Drmcows, AD&D, FORGOTTEN Rs-=iui.is, and Duucsow MASTER are registered trademarks owned by TSR, Inc.
hlT('INS’=?~l\)L.l‘% Mixivuai, the TSR logo, and the CD logo are trademarks owned by TSR, inc.
All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc
C 1995 TSR, Inc. All Rights Reserved. Printed in the United States of America.
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Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.
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This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is pro
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About Adventures
@
When the monsters show up, the DM gets to play , For the DM, playing a game is
them. Most types of monsters are only interested in try- I In U16 DM, called running on adventure.
ing to eat the characters. Other monsters can think and 9 That is because the DM is in
talk. Playing those monsters can be a lot more fun. The What DO I DO‘ charge of the story. Before the
DM talks for all of them, just as the other players talk for players sit down to play a game, the DM reads the adven-
their characters. DMs decide what intelligent monsters ture. A DM knows what could happen—the other players
do and what they say. do not. Its the DM's job to make the story come to life, but
The Dungeon Master is also in charge of the rules. what does she or he actually do when it comes time to
Dungeon Masters decide what happens each time the pla Y?T‘ne ste P s below will help you be a DM.
characters try something. DMs decide if an action works
or fails, or if something weird happens. The rules in this 1. At the start of the game, read the introduction to the
book are there to help the DM. other players. This gives an event or problem the
Finally, the Dungeon Master gives out experience characters must explore or solve. The CD introduces
points to the characters at the end of an adventure. the first two adventures in this book.
Characters use experience points to help them become 2. When the characters have an encounter, read the
more powerful. The Dungeon Master figures out how description to the players. Descriptions that are to be
many points characters get for killing, defeating, or run- read to players are in boxes in this introduction to the
ning from the monsters in an adventure and whether DUNCEON Mnsrrre Guide. Do not reveal any secret
they deserve any experience point bonuses. The Dlvl information to them! Here the CD will help you
then tells the players what they each have earned. through the first two adventures.
Being a Dungeon Master is very exciting. It also takes 3. After you describe the encounter, ask the players
more work than just being one of the players. Dungeon what their characters will do. Now is the chance for
Masters have to know the rules. They do not have to the players to make decisions for their characters.
have the rules memorized, but they should read through 4. Use the rules and the secret information in the
the Introduction to the Players Handbook and this sec- encounter to decide what happens.
tion of the introduction to the DUNGEON MASTER Guide. 5. Act out the part of any monsters or people in the
DMs also have to read an adventure before sitting down encounter. The descriptions say how these people
to play it. will act, but you must bring them to life. If the mon-
Before you can play the AD&D game, you have to sters talk, you decide what they say. If they fight,
pick somebody to be the Dungeon Master. The Dun- decide things like who they will attack. You may even
geon Master does not have to always be the same per- have them run away or surrender. The CD will help
son. The people in your playing group can take turns. you do these things at first.
The best person to choose for the DM first is the person
who owns the game. However, everyone should take a Being the Dungeon Master is
turn sooner or iater. B63115 H GOOCI a lot of fun, but it is also
DunS6011 mlore work than jfist being a
The Dungeon Master does Master p ayer. That IS w y we rec-
HOW D065 the not play to win. The other ommend that you and your
DM Win? players are all trying to win friends take turns being the
' the adventure. It is the Dun- Dungeon Master. It gives everyone a chance to see what
geon Masters job to help them do it, but still make it a it is like, and gives you a chance to just be a player. Who-
challenge—otherwise the game is not fun. The DM is not ever is the DM, here are some tips that can help.
trying to beat the other players. Be Prepared: The most important tip is to be pre-
More than anything else, DMs have to be fair. They pared. Always read the adventure before inviting your
are more like umpires or referees than players. When friends over to play. It is a good idea to read the monster
the other players say what they want their characters to descriptions for all the monsters used in the adventure
do, a DM must decide what happens. Even if the DM and all the magical item descriptions for magical items
does not like what a player is doing, if it should work, he that show up in the adventure. This may sound like a lot
has to let it work. When a DM is not sure, there are rules of work, but most adventures do not have that many
and die rolls to help him. monsters or magical items in them. it should only take a
few minutes to do the reading.
About Adventures
@ Fairness: Being fair is also important. Do not ever
play favorites with the players. Just because you like one
back into the regular adventure. This may mean chang-
ing something about the adventure. lf the players had
of the players a lot does not mean her ideas and actions their characters go into the swamp, rather than up the
are always right. She will make mistakes just like the mountain where the adventure site was waiting for
other players, and should have to deal with the results. them, move the location of the adventure site to the
On the other hand, just because you do not like a player swamp. You may have to make up a new entrance, but
does not mean that all of her ideas are stupid. She will the rest of the dungeon should work just fine.
do some smart and fun things, too. You have to let them
work when she does. - When it comes time to pla , take the
Acting: Everybody in an AD&D game should do some §@lt1fl5 DUNGEON MASTER Screen and get it at one
acting. Pretending to be a character means talking and Up end or side of the table. This is where
acting like him or her. The players should try to do what the DM sits. The DM keeps the Introduc-
they think their characters would do, not necessarily tion to the DUNGEON Mxsrrra Guide, the introduction to
what they would do. the Monsrreous Mxrvu/11'“, a pencil, and some blank paper
Dungeon Masters have to do even more acting. They behind this, so the other players won't know what is
do not have just one person to pretend to be, but lots about to happen. The inside of the screen has most of
of them. As the DM, you should change your voice for the game rules on it, so the DM doesn’t have to always
each character. It does not have to be an award-winning look at the Introduction to the Players Handbook.
performance. Just making your voice deeper or higher Next, lay the map used in the adventure in the center
will do the trick most times. Think about cartoon voices of the table where all players can reach it. Set the dice
you have heard on television and try to imitate one or out on the table. (Both the players and the DM will need
TWO. to use the dice, so be ready to pass them around.)
You can also change the way you talk. This works Everything else you need to play is in this book. Go
even better than changing the tone of your voice. For ahead and have some fun!
instance, one monster might talk really slowly, while
another talks quickly. One monster might say "yep" a lot, - There are three adventures in this
while another uses the word "great!" all the time. These Uglllg the booklet. The first two use the CD,
tricks tell the players that each person you are pretend- Adventul-C8 and the last one does not. The
ing to be is different and will act differently. Don‘t be adventures should be played in
afraid to ham it up—the other players will love it! order, starting with "The Tomb of Damara" and ending
Props: If you have the time, getting together some with "Under Mount Dread." Playing them in order is
props always helps. For example, bring a piece of important! The adventures are meant to take lst-level
uncooked spaghetti to the game. When you have to play characters and advance them to 5th level by the end of
a farmer, put the spaghetti in your mouth as if it were a the last adventure. If you start playing with the second
piece of grass that he is chewing on. Hats are another adventure, "The Ghost of Harrow Hill," the monsters and
good prop to help make each character seem special. problems are too tough for new characters.
The best rule about props is to keep them safe and The adventures also help new players and DMs in the
sirnpte. You do not want to light real fires or do anything same way. “The Tomb of Damara" and "The Ghost of
that makes a big mess. You also do not want to have Harrow Hill" have many notes and tips to help new Dlvls
your players waiting around for a long time while you run the adventures. For players, things are kept simple at
change costumes or set up a complex prop. first, until they learn the ropes. The later adventures give
Winging It: Sometimes an adventure gets off track. the DM more responsibility, since by then the DM knows
The players have their characters do something that is now what she or he is supposed to do.
not covered in the adventure material. Rather than tell
the players "you can't do that," go ahead and let them U - This game includes a special aid to help
play it out. You just make up what happens. ‘Sm-S you learn and run your first role-playing
Do not be afraid to call for a time out to think things the adventures—the Introduction to AD&D
over. It is better to break for a minute and let everyone game CD. This CD begins with an intro-
get a drink or whatever, than it is to make a bad decision. duction to role-playing. it also contains tracks of adven-
Always be ready to put the adventure back on track. ture dialogue combined with special sound effects to
Somehow, the DM has to find a way to get the players help you run the beginning adventures in this book.
1
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About Adventures
®——ii—
Shaded boxes, like the one below, tell you the
encounter uses the CD. The number is the CD track
Throu hout the adventures, each
Monst-6r area l§IClUCl6S monster descrip-
used. When you reach this symbol play the track num- §ummaFies tions that contain all the numbers
ber shown. When the track is finished, you will hear a you will need for each monster.
bell-like tone to remind you to stop the CD. They may look crowded, but all they are is a short way to
include the information about each monster provided in
To help you remember what is heard, or if the Introduction to the Morvsmous MANUAL so that it's
for some reason you are not using the CD, always right in front of the DM. Below these numbers
each of the CD track symbols is inside a box are the hit points for each monster. lt’s okay to write In
shaded in gray, like this one. These notes tell you what this book when the characters hit the monsters. Use a
the monsters and other important characters say in pencil (so it can be erased) and write the hit points of
the track, and what sound effects are on the track You damage done to each monster next to its hit point total.
can use this information to act out the scene or in
case you need to double check what you heard on The three adventures in
the CD. Th6 <5lOl")’ OF this booklet are more than
[ha Advsntures separate stories. The three
adventures can also be con-
Sometimes you will be asked to pause the CD nected to each other to form a campaign. The campaign
I! while your players react to what they've heard. takes place in the magical world of Faerun (fay-ROON).
PAUSE This is marked by this Pause symbol. The text What joins all the adventures together doesn't have to
will tell you exactly which words to pause after. Push the be fancy or complicated, it just has to explain how the
pause button again when you are told to resume the player characters get from one adventure to the next.
CD.
IMPORTANT: After you play a track, remember to The Tomb of Damara
stop the CD so that it doesn't continue on to the next
track. In the first story the characters are new and eager to
prove their strength as adventurers. Their chance comes
- To help find things in the adventures when the High Wizard Netheril wants them to enter an
§P@Cl3lquickly, there are special messages old ruin and search it for his missing apprentice. The ruin
that alert you to important facts and is not empty, though! Horrible things have moved in, so
Mcssaggs things to do in the adventure. the search will be dangerous.
Exploring ancient ruins for treasures and rescuing pris-
READ ALOUD: First, anytime there is text in a box, oners from evil monsters are two common stories in
you should read that section out loud to the players. many role-playing settings. The characters are heroes
protecting the weak and recovering treasures stolen by
the forces of evil.
DECISION: Anytime you see this message, the players After their first adventure, the characters have a
have to make a decision. The DM should stop and ask chance to rest and heal, until . . .
the question given.
IMPORTANT! This message indicates that there is an The Ghost olllarrow Hill
important point that the DM should not overlook. Now the group feels confident! After all, they have risked
death and still succeeded. So when they hear rumors of
SEARCH: This message means that there is something a haunted house, it seems like just the challenge for
hidden here. If the characters search, they might find it. them. Little do they know the dangers that await once
they are trapped inside the spooky manor house on Har-
TRAP! This message alerts the DM that there is a trap row Hill.
here. The second adventure is another type of story com-
mon to role-playing. In this one, the characters have a
problem. If it is not solved, they could lose their lives!
They are not searching for great treasures, but battling
About Adventures
®
monsters to save their own skins. The player characters quently get bonus experience points for other things
must be brave and clever if they want to see daylight they do in the adventure. This does not happen in the
again. introduction to AD&D game.
Under Mount Dread Th Characters can’t adventure all the time. Even
6 though they're just pretend people, they eat,
After the characters escape that terrible house, they Town sleep, and do the things many real people
return to their town. The town is in the grip of fear! New do. The only difference is these things are
bands of monsters are coming out of nearby ruins and skipped over because they are not exciting. When char-
threatening the townsfolk. It is time for the characters to acters are not adventuring, they are in Freedale. Don't
be heroes once more. worry too much about the town right now; you can learn
By now, the DM is ready to go it on his or her own, so more about how a town fits into a campaign after you
“Under Mount Dread" is presented as a standard adven- and your players have finished "The Tomb of Damara."
ture, like one DMs often create themselves. It does not For now, all you need to know is that Freedale is just
have the special notes and playing hints of the other an ordinary little medieval town in a place called the
adventures, so the DM is free to create whatever he Dalelands, which is a region in the world of Faerun.
wants for the adventure. When the characters are in Freedale, they rest and pre-
pare for new adventures. The rest heals wounds. Char-
- One great thing about role- acters can buy new weapons, armor, and gear, or they
Lca-vmg and playing games is that the char- can sell gems and exchange money. They can also learn
comin Back acters do not have to finish the what newly found magical items do.
8 adventure aii at once. Suppose These services are available at four special places in
the player characters are badly hurt early on. Unless town: The Temple of Lathander, the general store, Fox-
there’s a reason—like in "The Ghost of Harrow Hill"~the worth the moneylender, and the High Wizard Netheril’s
group can leave the adventure and go back to town. tower. You can look on the DUNGEON Ivlrisrrrz Screen to
There they automatically heal and get new spells. Then find out more, or if you really need more information,
they can go back to the adventure location and try again. check out the Town of Freedale section.
Monsters get to rest, too. Any monsters that were
injured heal while the characters are in town, but dead
monsters don’t come back to life.
Sometimes it takes three or four tries at an adventure,
clearing out a couple of rooms with each trip, before
everything is finished. When the player characters look
like they’re really beat up, the DM might suggest a timely
retreat to the players.
- Every time the characters defeat a
EXP6rl6nc€ monster, they earn experience
Dointa points. When they get enough
experience points, the characters
go up one level. With each level the characters get new
powers and become tougher.
The experience points for the monsters are shown in
the adventure. They can also be found in the introduc-
tion to the MONSTROUS MANUAL.
When the characters go back to town, add up the
experience points for all the monsters they defeated.
Give each character the total experience points.
In the complete AD&D game, the total experience
points are divided evenly between the characters at the
end of the adventure. However, the characters also fre-
?
I
The Tomb of Damara
M thc (gym-1 O|‘D|-Lay; The key is a thing the heroes have_to find in the
adventure, so dont play these tracks until they find and
~ Set up the DUNE-EON MASTER Screen at one end of the use it! If the Key message says "No response," then
table, close to the CD player. simply tell the players, "Nothing happens."
- Lay the Tomb of Damara map in the center of the
table. étarl;
- Put the Introduction to AD&D game CD in the player.
- Pass out the character cards and let the other players The story begins with the heroes in the Red
choose their characters if they haven't already. Dragon Tavem in the town. It is a busy place,
filled with drinkers and musicians. A few
- As DM, your job is to uide the players local folk play darts in one corner. Things in the town
D@'3d1l15 through the adventuée, telling them have been quiet—-so quiet, in fact, that the heroes
the Map what their characters see as they move have not had a single chance for an adventure.
from place to place on the map. But Just when it seems that making fun of bragging
how do you know where they are? peasants is the most exciting thing to do, a trumpet
Look at the map shown at the bottom of page l l. It is blares in the street. It is the town crier, and he has
a copy of the Tomb of Damara map that sits in front of
the players. Your map has a big differ-
ence—every room has a number in it.
These numbers make up a key that tells
you where the characters are in the
I
adventure.
On the players’ map, you can see an
irregular room with a well in it. On your l
map on page I l,you can see that room \
is Area T0. Turn to page 23, and you'll
find an entry for Area PO. Well. This tells
you what that room looks like, what's in
it, and what will happen when the char-
acters check it out.
Every numbered room on the map is
explained in the adventure. As you play,
keep track of where the characters are
and follow the instructions given in the
l
numbered entries. This is how you know
what happens where in the adventure.
KEY: There's another thing you'll see in
the room descriptions—a key message.
This message is special for this adven-
ture only. It doesn't appear in most ad-
ventures. lf there is a track number listed
after the Key message, play that CD track
it the heroes blow a special musical key
while in that room. l
|
*3
The Tomb of Damara
eta-—
important news!
He unfurls a proclamation and reads, “Hear ye, hear
he's not returned. I fear he has come to a foul end.
"Before he left, he said something about an ogre
ye, hear ye! A terrible tragedy has bestruck this fair city. and an orb, a singing orb. If the orb falls into evil
The High Wizard Netheril needs stout heroes to hands it will be the death or slavery for everybody in
undertake a dangerous quest If there be a thief, war- the realm. For all this I'll pay you 100 gold coins, not a
rior, and wizard brave enough to match his words with penny more."
deeds, let them follow me to the high wizard's tower!"
- DECISION: If the characters want more money, that's
Pause the CD player after the town crier fin- okay—haggling over prices is a part of character role-
ishes his announcement. playing. Netheril is willing to pay up to 200 gold
PAUSE pieces each—but no more! Let the players name a
price. lf it is more than 200 gold pieces, you, as
This is an introduction to the adventure. Before the Netheril, must argue them down. When a price is
players can begin, they need some basic information- chosen, play track 4.
what they are supposed to do, where they are, and what
challenges they might face. You could just say, "The High > "You drive a hard bargain. Good luck to you!"
Wizard Netheril hires your characters to go find his
apprentice, Taran, an elven lord. He's lost somewhere in
Damara's castle." You coulo’—but it's not very interesting.
This is a role-playing game, so you want the players to
act out the parts of their characters. So, instead of just If the players don't agree on the price, Netheril gets
telling the players what their characters will do, the intro- mad and sends the characters away. Play track 5. Then
duction creates a little scene to get them in the mood. tell the players their characters are back in the tavern.
DECISION: Ask the players, “Are you going to follow the bored as ever. Things will stay this way until the charac-
town crier?" ters accept Netheril's offer. When they do, play track 4
- No: Tell the players their characters go back to the and continue the adventure.
tavern and do nothing for several hours. Then ask
them if they want to go to l\letheril's tower. Keep Netheril refuses to pay what the characters
doing this until they realize that nothing else is going ask. He says: "Your demands are ridiculous!
to happen until they follow the town crier. Begone, adventurers! Major Domo, find me
- Yes: Resume the CD and continue with the rest of adventurers that won't attempt to backrupt me!
track 3. Worthless little . . ."
The town crier takes the characters to l\letheril's
tower. Netheril is a powerful wizard who lives in the
town. Most of the time he likes to be left alone to do his Now the players can talk to Netheril. You play the part
experiments, so if he is calling heroes to his tower it of the high wizard. You've already heard his voice—he's a
must be for something important. pretty serious fellow who doesn't have a lot of time for
chitchat. What he says and how he responds to com-
mon questions the characters might ask is explained
(cont.) Netheril's tower is made of gray below.
stone with a few big rooms to each floor.
Most rooms contain many tables covered - What does Taran look like? "Taran is a cheerful elf
with scrolls, books, bubbling beakers, and strange, with golden hair and blue eyes. He was wearing
stuffed creatures. The guards outside the wizard's brown robes the morning he left."
tower step aside and let the characters enter. A ser- - What do you know about the orb? "The orb of
vant tells Netheril some adventurers have come. drogonkind was a powerful magical item that could
The old wizard rises, strokes his beard as he looks at change a person into a dragon once its magical
the characters, and then says, “I'll be brief and to the secrets were unlocked. It was lost a long time ago. 1
point Two days ago, the elven lord, Taran, set off on a have a scroll here that tells more about it. Your wizard
secret mission to the ruins of Damara's castle. Well, can read it on the way."
The Tomb ofDa1nara
®
- What is Damara's castle? "Damara was an ancient _ After the characters are done
wizard who fought for good. At his castle, he guarded AL Lhc in the town, they go to
the orb of drogonlcind to make sure it wouldn't fall Dulned Ca§u€ Damara s old castle. !_t is
into evil hands. After he died, many heroes tried to somewhere several miles
find the orb, but no one ever did. The castle is now in from town. How the characters get to the ruined castle is
ruins and filled with danger.” not important, so the adventure just skips over it. If the
- Any other questions. Netheril says '"lhere isn't time players ask, you can tell them that they walked and that
for this. You must hurry to save Taran." nothing interesting at all happened.
The action begins again with the characters standing
After the players have asked all their questions, read the outside the ruins. Before the heroes go in, play CD track
following aloud: 6. After listening to the track, let the players ask ques-
tions and make plans.
READ ALOUD: The servant shows you out and
points you on the road to the ruined castle. A few vil-
lagers wave as you leave, but you think most of them
will be surprised to ever see you again.
The Tomb of Damara
ea The characters leam from the scroll Netheril
gave to the wizard that Damara was a great
READ ALOUD: It looks like there was a fight here.
There are tracks of something dragged to the castle
king who ruled with the power of the orb. gate. Near these you find a small scrap of tattered
Twenty years ago an ogre named Bonegnasher brown cloth.
attacked the castle in search of the orb, killing
Damara's troops. As a last act, Damara hid the orb
somewhere in the castle. Bonegnasher has been If the heroes don't want to go in through the gate, tell
searching for it ever since. the players there are no other entrances. if they still
won't, tell them they have come a long way for nothing.
Use the description below to answer questions the
players have about what they see outside. Area 1. Central Doom
KEY: No response
READ ALOUD: It is late in the day by the time the Use the following description to answer player ques-
heroes reach the castle. A cold wind blows through tions about what they see.
the dead trees around the ruin. Dark clouds make
everything seem gray and lonely. The castle sits on READ ALOUD: This is a big room, once the main
top of a hill and can be seen from far away. Once it room of the castle. Now the plaster has fallen from
had strong walls and tall towers. Now the towers the ceiling and the floor is littered with junk. in the
have fallen and the walls have collapsed in many center of the room stand two big gnolls with their
places. There is a heavy door in the gate, but it looks weapons ready.
like it could be opened.
Play track 7 when the heroes enter this room. When
SEARCH: If the heroes look at the orc tracks mentioned the track is over, show the players the picture of the gnoll
on the CD, read this to them: on page IO of the Introduction to the MONSTROUS
MANUAL.
Area I > Two gnolls see the characters and challenge
I‘__
them. The first one says, "Get back, humans.
This is Bonegnashers domain!" The second
one adds, "Surrender, or we will filet you for a tasty
dinner!"
1'2
The Tomb of Damara
-i-————o
- Retreat. The gnolls won't chase the characters if they
leave the castle, but they'll be waiting here for the
SEARCH: If the heroes defeat the gnolls, they can
search the belongings of the monsters for treasure. The
heroes to come back! larger gnoll (the one with 9 hit points) has a pouch of
- Talk. The gnolls don't want to talk. If the heroes try, gold on his belt with 16 gold pieces in it. The weapons
the gnolls growl and keep demanding the heroes give and armor of the gnolls are rusty and useless to the
up. if the characters don't the gnolls attack. Go to heroes.
Fight below.
- Fight. If the heroes attack, the gnolls fight back. Area 2. Kobold Guards
Before the fight begins, play track 9 on the CD. The
rules for combat are on page 8 of the l‘ritroductr'on to KEY: No response
the Player's Handbook and the information on the Read the text below when the heroes enter this
gnolls is below. Remember to ask the players what room, then play track TO for the players. When the track
their heroes will do, and then roll initiative. ends, show the players the kobold picture on page 13 of
the r'ntroo‘uctr'on to the Moivsreous MANUAL
The players hear lots of battle sounds as
their characters fight with the gnolls. READ ALOUD: The room is small and filled with
junk. Most of it is pushed close to the walls, leaving a
clear space in the center of the room. Squatting in
Look at the map of the room on the opposite page. the clear space are six little creatures holding drinking
The starting locations of the gnolls are marked with the horns almost bigger than they are. They look very
letter "G." You'll also see that some of the squares in this surprised to see you. Trying to be brave, the creatures
room are marked with an "X." These squares match the threaten you.
ones filled with rubble on the players’ map. These
spaces aren't safe, but don't tell the players that! These » When the kobolds see the characters, they
spaces are like traps—the rubble hides holes in the floor. try to act brave, but it's obvious that they are
If the thief spends a round to search any of these scared. The first one says, "You better give
squares for traps, his character automatically notices the up, humans, or we're gonna cut you to pieces, yeah! If
weak floor in all the marked squares. He can warn the you don't surrender right now!"
other heroes. The gnolls know where the danger spots The second kobold is even more scared, but says,
are and always avoid them. "Yeah, surrender right now! We'll cut ya!" Then he
If a hero enters a marked space, the floor gives out tums to his friend. "l don't think theyre very afraid of
with a crash. Play track 8 when this happens then have us. Should we run away?”
the player roll a saving throw. If the saving throw suc- The first one shakes his head no and says to the
ceeds, the hero leaps to safety just in time. If the saving characters, "Sorry, sorry. We're more scared of Bone-
throw fails, the hero slips in the rubble and takes Td4 gnasher than of you. Beat it! Beat it, or we'll get him,
points of damage. and he'll pound ya into bloody lumps!"
Gnolls (2): intelligence: Low; Alignment: Chaotic evil; - Attack. If the heroes attack, the kobolds fight. Infor-
Armor Class: 5 (chain mall); Movement: 9; THACO: 19; mation on the kobolds is listed below. lf four kobolds
No. of Attacks: I; Damage: 2d4 (morning stars); Saving are killed, the rest surrender, telling the characters the
Throw: I7; Special Attacks: None; Special Defenses: information they want to know. This information is
None; Size: Large (756 feet tall); Experience Points: 35 found under the Talk option, below.
each. - Retreat. The kobolds are not brave and are happy to
Hit Points: (T) 9 (2) 8 let the heroes escape. They will shout and jeer at the
heroes as they leave, however.
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The Tomb of Damara
®
- Surrender. Suggest to the players that it is not very Area 3. Castle Garden
heroic to give up to puny kobolds. If they insist, the
kobolds take their weapons, tie the heroes up, knock KEY: No response
them out, and throw them out of the castle onto a Read the boxed text below to the players when the
garbage pile. Play track 32 for the players. heroes enter the garden, then play track 12.
The heroes are knocked out, and when they READ ALOUD: The garden is small and tiled with
wake up, they are in a cart. A villager pushing flagstones. The plants that grew here are all dead. In
it says, "l found you in the garbage mound the center is an old fountain filled with green,
outside of Damara's castle. Somebody dumped you scummy water. The dead plants seem to fit in here.
there—left you for dead."
A giant toad lives in the fountain. It will attack as soon
- Talk. If the heroes talk to the kobolds, play the part of as the heroes step into the garden. Show the players the
the leader and say, "\/V-w-we got nothing to say to ya, illustration on page 21 of the Introduction to the
unless ya make it worth our time. Whatcha g-g-got to Mo/vsneous MANUAL. Do not let your players ask ques-
make a deal with?" tions about the garden until the monster is defeated.
The kobolds want a bribe of either TO gold pieces
(total) or more ale. (The ale can be found in Area 4.) If 9 The heroes are attacked by a giant toad.
the players meet the kobolds‘ price, play track T T on the
CD.
READ ALOUD: "Taran has evil news—Bonegnasher DECISION: Say to the players, "It looks hungry. What are
may be close to finding the orb of drogonkind. If he you going to do?"
does, he will become a dragon and destroy us all. ~ Talk to the creature. It does not respond.
You've shown that you are brave adventurers, so I - IMPORTANT! Feed the creature. The carrion crawler
ask you to once again risk your lives, this time to save is trapped here to guard Bonegnashers treasure. it is
us all. I have no more money to pay you, so I can hungry and only wants food. If any hero throws
only appeal to your sense of good and justice.” rations to it, the carrion crawler ignores the player
characters to eat the rations. Tell your players they
If the heroes still refuse, Netheril shakes his head have earned 50 experience points each for being
sadly and lets them leave. Tell the players that later in clever.
the day they see the high wizard and the elf ride out of - Attack the creature. If the heroes attack the carrion
town toward the ruin. Then, that night, while the heroes crawler, the monster attacks one character until the
are sleeping, there is a roaring noise mixed with screams victim is paralyzed. Remember—heroes hit by a car-
and panic. The heroes smell smoke, and suddenly rion crawler must make a saving roll to avoid being
flames fill the room as the roof crashes down around paralyzed for 2d6><I0 rounds. Once a hero is frozen,
them. In the night sky, the final thing they see before the crawler keeps attacking him. Since the character
they die is the huge form of a great red dragon, just can't run away, the creature automatically hits, doing
before the burning inn collapses on top of them. Id2 points of damage each round.
The Tomb of Damara
@
If the carrion crawler is reduced to 8 hit points or Area Bonegnashsris D6“
fewer, it turns and attacks the other heroes, trying to
protect itself. KEY: Play track 34.
This is the chamber of Bonegnasher the ogre. When
Carrion Crawler (I): Intelligence: Non-; Alignment: the heroes open the door, play track I9 and show the
Neutral; Armor Class: 3 (head)/7 (body); Movement: 9; players the illustration at the top of page 2 I. The picture
THACO: I7; No. of Attacks: 8 or I; Damage: Special is your description of the room.
(paralyzation) or Id2; Saving Throw: I6; Special Attacks:
Paralyzation with tentacles; Special Defenses: None; Bonegnasher the ogre sees the characters
Size: Large (9 feet long); Experience Points: 420.
enter his room and says, "Silence! Who
Hit Points: I7
dares disturb Bonegnasher the ogre's den of
death and destruction—a bunch of puny humans?
SEARCH: If the carrion crawler is eating rations or is Destroy them, Predator! Devour them, Crusher! Rip
defeated, the heroes can gather the treasure. There are ‘em to pieces! It's chow time!"
two small chests with 300 gold pieces total in them,
three small sacks with 500 silver pieces, and several
magical items. There is also a small spell book in here, Bonegnasher's wolves automatically attack. The
with the name "Taran Croldenstar” written on the front heroes cannot talk to Bonegnasher or reason with him. If
cover. If the heroes give this to Taran, he will reward the heroes run away, the wolves chase them until they
them with 50 gold pieces when they get back to town. leave the castle.
IMPORTANT! Do not teii the players what the magical Bonegnasher does not attack unless the heroes
items do or even that they are magical! defeat his wolves. He wants to watch his pets shred the
Instead, tell the play- heroes. If the heroes are getting beaten badly by the
ers, “In the pile are a fine wolves, remind them that they can run out of the castle
sword, shield, and suit of and come back when they are healed.
chain mail, along with two If the wolves are defeated, play the part of Bone-
bottles of strangely col- gnasher. He is angry and roars at the heroes. Make sure
ored liquids." Ask who your voice is big and booming because you're playing
takes which of these items the part of an ogre. Ogres are not the quiet types.
and then write a note to
yourself telling which char-
acter is carrying which READ ALOUD: “MY PETS! You killed my pets. You
items. The magical items must pay!" Bonegnasher stomps forward, whirling his
are along sword + I, a suit club. He has an evil look in his eyes.
of chain mail +2, a shield
+7, a potion of healing, Bonegnasher then attacks. His first target is the char-
and a potion of invisibility. If a hero uses one of these acter who looks like he could cause the most damage—
items, especially the sword, shield, or armor, you can tell probably the warrior. The ogre ignores the others until
them, “This sword (or the warrior is dead—unless another hero is about to kill
whatever) seems much the ogre. Bonegnasher is not very bright, but he is a
better than a normal one. crafty fighter.
It might be magical." Re- A smart plan for the heroes is to surround the ogre
member to secretly give while the wizard stands back and uses his spells. If the
the hero the bonus of the group tries this, Bonegnasher will try to move so his back
item used! is to a wall. He does not want anyone sneaking up
When the heroes return behind him.
to the town, High Wizard IMPORTANT! Bonegnasher is a very tough monster, and
Netheril can identify their so you should be careful using him. Make sure your
magical items, and you players know that he is dangerous and that they can
can tell the players exactly run away if they need to. Once you tell them, though, it
what they have found. is their choice. If they choose to have their heroes stay
The Tomb of Damara
@
and fight, then Bonegnasher tries to kill
the group, showing no mercy.
Wolves (2): Intelligence: Low; Align-
ment: Neutral; Armor Class: 7; Move-
ment: I8; THACO: I9; No. of Attacks:
I; Damage: Id4+I;Saving Throw: I7;
Special Attacks: None; Special De-
fenses: None; Size: Small (3 feet tall);
Experience Points: 65 each.
Hit Points: (Predator) II
(Crusher) IO
Area 9. The Kitchen Goblins (5): Intelligence: Low; Alignment: Lawful evil;
Armor Class: 7 (leather armor and shield); Movement:
KEY: Play track 34. 6; THACO: 20; No. of Attacks: I; Damage: Id6+I
When the heroes enter this area, read the following to (mace); Saving Throw: I9; Special Attacks: None; Spe-
the players, then show them the illustration of a goblin cial Defenses: None; Size: Small (4 feet tall); Experience
on page I I of the introduction to the MONSTROU5 Points: I5 each.
MANUAL. Hit Poinb: (I) 6 (2) 4 (3) 4
(4) 2 (5) I
READ ALOUD: The kitchen is cluttered and smelly. It
is furnished with a table, a big fireplace, and shelves During the fight, the slaves hide under the table. If the
loaded with junk. Three ragged humans are working heroes win, they come out. They are very happy. Play
at the table. Standing with their backs to you are five track 23 at this point.
goblins. One has a whip. It is clear the humans are
slaves. The heroes save the villagers who thank
9 them and say, ‘We thought they were going
being he|dtoinkilltheustower
for certain!
besideThere's another
This is the kitchen. Here goblins force slaves to cook the Chape|_ Hersprisoner
an ehr
meals for Bonegnasher's troops. Play track 22 for the I brought him his food, but I didn't find out what his
players. name was or how he was captured."
The heroes see the goblins mistreating the
siaves. One of them says to a slave, “You SEARCH: The leader of the goblins has a ring of keys
there! Get to work, or you'll be the ogre's that unchains all the villagers in here. He also has a small
next meal! pouch with I7 gold pieces in it. Once out of their chains,
the enslaved villagers sneak out of the castle and back to
their homes.
‘I2
The Tomb of Damara
{_____i__
Area 10. Well Area 11. Armory
KEY: Play track 34. KEY: No response.
When they heroes enter this room, note to yourself When the heroes enter this room, read the following
whether they are carrying a light source, such as a torch, description to the players, then play track 25 on the CD.
lantern, or even a iight spell on a stick.
- If the heroes do not have any torches or lanterns lit READ ALOUD: This room is crowded with shelves of
when they enter this room, read the description here to battered helrnets, dented shields, and nicked swords.
them. The walls are lined with racks of spears and axes. In
the center of the room, many of the weapons seem
READ ALOUD: This room is cold and wet, almost like to be floating in mid-air.
a cave. There is a well at the center. A bucket with a
rope attached sits by the well. There is no movement
and nothing interesting to see here. The heroes see weapons floating in mid-air
and realize they see a gelatinous cube.
So long as the heroes don't make any light, nothing
happens in this room. There is nothing worthwhile to
find here. The reason the weapons are floating is that they have
- If the heroes enter this room with a light, play track been swallowed by a gelatinous cube (see page 8 of the
24. The bats that hang from the ceiling fly down to introduction to the A/lorvsraous Mxwuzv), a creature like a
attack! Their wings beat at the heroes, making it hard to big square of clear jelly. The weapons are floating inside
fight. The players must subtract one (-1) from their its body. The creature senses the heroes as they enter,
attack rolls. and it immediately moves to attack.
IMPORTANT! Because the creature is slow the heroes
can escape unharmed if they ieave the room on the
9 The heroes are attacked by bats. first round of combat If they do not leave immediately,
the combat is played normally. Aiso, the characters can
retreat from battie on any round before the creature
can attack. Be sure they know this, since they may have
if the characters run out of the room, the bats will not to run away from such a dangerous creature. Rernember
chase them. If four or more of the bats are killed, the others that a gelatinous cube paralyzes creatures it touches
flap back to the ceiling and hide out of sight. They will not who fail their saving throw, and paralyzed heroes cannot
attack again and the heroes can investigate the well. run awayl
SEARCH: The surface of the water is 10 feet below the C-elatinous Cube (1): Intelligence: Non-; Alignment:
floor and the water is another 10 feet deep. On the bot- Neutral; Armor Class: 8; Movement: 6; THACO: I7; No.
tom lies a rusty dagger +1. it is hidden by the dark water of Attacks: 1; Damage: 2d4; Saving Throw: 16; Special
and can only be found by someone who dives into the Attacks: Paralyzation; Special Defenses: Characters get a
cold water when the room is well lit. -3 penalty to their surprise rolls when it attacks; im-
mune to lightning bait, fear, hold and steep spells, and
Giant Bats (8): Intelligence: Animal; Alignment: Neutral; to paralyzation; Size: Large (lO><lO><l0-foot cube); Ex-
Armor Class: 8; Movement: 3, Fly 18; THACO: 20; No. of perience Points: 650.
Attacks: I; Damage: ld2; Saving Throw: 19; Special At- Hit Points: 15
tacks: None; Special Defenses: AC 5 vs. missiles if at-
tacker's Dexterity is 13 or less; Size: Man-sized (3-foot SEARCH: The armory contains T2 spears, six shields,
body, 5-foot wings); Experience Points: 35 each. four bows, and cloaks for every character in the patty.
HitPoints: (1) 7 (2) s rs) 4 (4) 4 None of these items are magical. If the heroes make dis-
(5) 3 (6) 3 (7) 2 (8) l guises from this gear to get past the orcs in Area l2,
compliment them at the end of the adventure for being
clever.
The Tomb ofDa1nara
®ZZ———i Area I2 - Attack. The orcs notice the heroes as they close for
battle. The orcs will fight normally. Play track 27 for
Orc Mine Detail the players. Information on the orcs is listed below.
This chamber is enchanted to automatically protect For the heroes to defeat the shadows, they must
the orb from thieves. Since this protection is a magical either use magic on the monsters or put out the torches.
thing, it is not a trap the thief can find or remove. When Putting out the torches is the easier choice. A hero can
the secret door is opened, the torches burst into flame. put out one torch in a round. If anyone in the group
The shadows created by these torches are actually mon- does this, make a note to give the group I00 bonus
sters called shadows. Each torch creates one monster. experience points each at the end of the adventure for
The shadows attack anyone who enters the tomb. quick thinking.
They will not leave the tomb, so heroes can escape by If the heroes run away from the shadows and the
leaving the room. If the heroes leave, the shadows hide orcs in Area I2 were not killed, the orcs have come back
in a corner where they cannot be seen. and attack. Tell the players the heroes must defeat the
IMPORTANT! Remember that shadows can drain orcs or Bonegnasher will win! The group has done the
Strength with their icy touch. Worse still, shadows can ogre's work for him by finding Damara's tomb.
only be hurt by magical weapons or by certain spells.
Normal weapons just pass right through them. If the Shadows (2): Intelligence: Low; Alignment: Chaotic
heroes attack them without magical weapons, be sure to evil; Armor Class: 7; Movement: I2; THACO: I7; No. of
tell the players that their weapons pass right through Attacks: I; Damage: ld4+l (+1 drain I point of
without doing any harm. Strength per touch); Saving Throw: I6; Special Attacks:
13
The Tomb ofDa1nara
@—————————
Drain Strength; Special Defenses: Hurt only by +i or
better magical weapons, or spells; immune to sleep,
- This adventure is over when the
COnclu<51On: heroes find the orb of dragon-
charm, and hold spells and cold; Size: Ma n-sized (6 feet kind and return it to High Wizard
tail); Experience Points: 420 each. Th6 Dfiturn Netheril. When the heroes do
Hi'tPor'nts: (1) 18 (2) 16 [O TOWII this, play track 31 on the CD.
Refer to the introduction to the MONSTROUS MANUAL, b The heroes return the orb to Netheril, who
page 17, for more information about shadows. The cleric says, “Well done, brave heroes. You have
may be able to turn the shadows, since they are undead. carried out your mission and saved Taran's
SEARCH: There are three clay jars at the base of the life. l am proud to reward you with the gold you were
throne. In these are 450 gold pieces, a magical ring of,oro- promised. You have made the land safe for our towns-
tection + i, and a scroll with the spells fireball and slow The folk and travelers again!“ Taran adds, “Oh, thank you,
mummified body is the remains of King Damara. It is not my friends. Truly you have saved my life."
an undead creature and cannot hurt t:he party. In his bony
lap is a shield +1 and under it is the orb of dragonkinafl a
crystai bait The orb will not work for the heroes—they don't Smile and congratulate the players—they've suc-
know the secret commands to operate it ceeded! There are still several things that must be done,
though.
l - The orb. When the heroes return, the
High Wizard Netheril praises them for
their bravery and asks for the orb of
dragonkind. If the heroes give him
the orb, he casts a spell that destroys
it right before their eyes! “Better to
destroy it than let it fall into evil
hands," he says.
If the players don’t want to give up
the orb, remind them it is useless to
them. Playing the part of Netheril, ask,
“You're not turning evil on me, are
you? If you are, I might have to use
my spells on you." You might also
want to point out that Netheril is a
very powerful wizard and that there
are guards in the room.
- The reward. Netheril promised pay—
ment, and he keeps his word. He
gives the heroes whatever amount of
gold pieces they agreed on at the
beginning of the adventure. He’s so
pleased with their work, he adds 50
gold pieces each as a bonus and will
give them another 50 pieces each if
they rescued Taran. He also offers to
use his spells for free to identify up to
four magical items the heroes found.
The Tomb of Damara
@
- Experience points. Now
you must give out experi-
ence points. Add up the
experience points earned
for each monster de-
feated. This is the number
of experience points each
hero gets.
Have the players write
down their experience
points. It's their job to
keep track of these! Re-
mind them to check and
see if they have earned
enough points for their
hero to advance to the
next level. if any have,
have the player roll for
additional hit points for his
hero and add these to the
hero's total.
- Healing. Tell the players
their heroes get all their
hit points back while they
are in town. The adventur-
ers stay in town until
everyone is fully healed.
- Magical items. Make a
list for yourself of all the
magical items the heroes
found. Unless the players
have things identified,
don't tell them what they
have found. This is your
secret information that ,
they must learn! ,
- You deserve a bi hand, IMPORTANT! Now, before you go on to the next ad-
Corlgratulalloflal tool ta in your
very first adventure and that's quite a feat. Don't worry if
venture, “The Ghost of Harrow Hill," read through the
Expanded Rules in the introduction to the Pia;/er's
you made mistal<es—it's all part of learning what to do. Handbook and read about the Town of Freedale begin-
The next time you play, you'll make fewer mistakes and ning on the next page. It will tell you how to use the
everything will be easier. lust like the other players are town as part of your campaign. You might also want to
learning how to handle their heroes, you're learning how review any of the Basic Rules you want to remind your-
to be a DM. self about.
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The Town of Freedale K
@ii—-— - Freedale is a small s ot in an
Locatlon Ofarea known as the Dalglands (or
spent some time in the town before The Tomb of
Damara adventure. You should tell the players this infor-
Fl-icedale simply the Dales). The Dalelands mation after that first adventure.
is a region of rich farmland con- Lordan the Pure: The cleric Lordan the Pure's master
taining several small communities. The Dales region was is Farrish the Priest, who can be found in the Temple of
once the land of the mysterious elves, but as the resi- Lathander. Lordan can receive free healing from Farrish
dents of the Dalelands cut down trees, the elves and as long as he has remained good during his adventures.
their families retreated deeper into the forest. The Dales Farrish will know if he is lying. Aftenrvards, Lordan may
themselves are a part of a larger collection of countries find himself doing an adventure in return for Farrish's
called Faerun. kindness. Farrish can also offer Lordan, and possibly his
Though far from other towns, Freedale remains a friends, lodging for the night.
busy place. Elves traveling west often stop in Freedale Beldar the Brave: A childhood friend of Beldar, the
for supplies, as do other travelers from the east. Freedale warrior Thran is the leader of the Watch Guard Barracks.
is also a stop for those traveling up or down the River Beldar can stay at the barracks whenever he is in Free-
Ashaba, docking their boats or barges at the wharfs dale, as long as Thran can call on Beldar's help when-
south of town. ever needed.
Morganth the Mysterious: Sethel the Scribe is an
Though it does not say so on the old friend of lv1organth's. Both of them studied under the
KI1OWl€Clg@ character cards, each of the char- same master many years ago. Morganth decided to fol-
acters knows a little about the low magic, while Sethel became a historian. Should the
OF Frcsdale town of Freedale. Each PC has wizard need to learn some ancient knowledge, Sethel
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The Town of Freedale
—————ie
may be able to help. Morganth is also on good terms
with the High Wizard Netheril. He has purchased magi-
cal spells from Netheril in the past, and will be able to
Game abilities are not given for all NPCs found in
Freedale. Many of the NPCs in Freedale will never get
into a fight or go adventuring with the players. If the DM
see the wizard for advice when others will not be able to needs to have game abilities for certain NPCs, consider
get past his servants. them to be ist-level fighters. Characters do not get expe-
Slinker: The thief Slinker is someone who everyone rience points for killing any of the townsfolk.
in Freedale knows. However, Slinker's best source of
information is One-Arm McGinty, the owner and bar- 1. Tower of the High Wizard Netheril: The tower of the
keeper of the Red Dragon Tavern. Slinker can always find wizard Netheril is a structure of gray stone and a few
out the latest news about Freedale from One-Arm, as windows. Each of the tower's four floors are one big
long as he is willing to pay for a drink. room containing large tables covered with scrolls, books,
Silverleaf Halfmoon: Silverleaf is from the same tribe and bubbling beakers. Everything within the tower is a
of elves as Taran the elflord (also known as Taran Gold- terrible mess, but Netheril seems to know where every-
enstar). Taran is a wise elf who knows much about the thing is, so he doesn't feel the need to clean.
wilderness surrounding Freedale, as well as the rest of The PCs will only ever see the first floor of Netheril's
the Dalelands. When Taran is not in his home in Free- tower, since the other floors are his private chambers.
dale, he can be found in the woods just outside of town. The second floor is sleeping quarters for him and his ser-
Since Taran is an elf, he prefers to spend days at a time vants, the third is a storage area, and the forth is his
in the forest east of Freedale. To summon Taran from the secret laboratory. Anyone breaking into Netheril's tower
forest, Silverleaf knows he must go to the eastern edge will be caught and turned over to the Watch Guards.
of town and howl as a wolf three times. Anytime the heroes return from adventuring, they can
Delvar Ironfist: Delvar is friends with the owner of have magical items identified by Netheril. For 1,000 gold
the General Store, Gart Stonenose. The two dwarves pieces Netheril will tell the PCs the powers of a magical
used to adventure together before Gart lost his right eye. item they possess. If the heroes do not have 1,000 gold
In the evening Delvar and Gart sometimes drink ale and pieces, Netheril will take another magical item as pay-
sing dwarven SOngS at the Red Dragon Tavern. Gart is ment.
often grumpy towards others but is friendly with Delvar There is also a 50% chance Netheril will have a mag-
and other dwanres. ical item for sale whenever the PCs come to visit him.
Netheril will not accept less than the listed price for each
Taran the Elllorcl of the items. Roll a ld8 to determine what item the wiz-
ard has for sale at any one time.
Following his rescue from the ogre Bonegnasher and
the destruction of the orb of dragonkind, Taran will be Item (roll ld8) Cost
very grateful to the players. If the PCs ever need the 1. Potion of Healing 150 gold pieces
elflord's help, they can come to him and he will do what 2. Arrow +1 (dozen) 200 gold pieces
he can. Whenever the PCs are in Freedale and they 3. Potion of Grant Strength 300 gold pieces
need a place to stay, Taran will be happy to let them 4. Potion of Speed 300 gold pieces
stay at his house. 5. Potion of Invisibility 300 gold pieces
6. Potion of Fire Resistance 300 gold pieces
- The following is a more detailed de- 7. Vi/izard Scro/I* 400 gold pieces
Gulds to scription of Freedale and those who 8. Cleric Scro//* 400 gold pieces
Flascd 816 live there. Players must learn this infor-
mation by exploring Freedale on their *1d4 spells—roll randomly on the appropriate table
own between adventures.
No maps of the insides of the buildings of Freedale Netheril has three sen/ants who attend his needs:
are included. Should the DM need this information, he Major Domo (Netheril's manservant) and two guards
can simply take a pencil and piece of graph paper and who prevent unwanted people from entering the tower.
draw a quick one himself, using the information pro- The guard's names are Fortu and Deval.
vided below as a guide.
The Town of Freedale
oi?
Fortu 8. Deva! (3rd-level Human Warriors): intelli-
gence: Average; Alignment: Lawful neutral; Armor Class:
The High Wizard Netheril is a spellcaster of some skill.
There is no complete description given for Netheril, as
5 (chain mail); Movement: 12; THACO: 18; No. of At- he is assumed to be many experience levels higher than
tacks: 1; Damage 1d6 (short sword); Saving Throw: 16; the heroes. No matter what the experience level of the
Special Attacks: None; Special Defenses: None; Size: heroes, Netheril should seem to be someone whose
Man-sized (6 feet tall) magic is so strong they could never hope to defeat him.
Hit Points: Fortu (20) Deva! (17) As far as the PCs know, Netheril can use his magic to do
just about anything.
Major Domo (4th-level Human Warrior): intelligence: The DM should portray Netheril as a stucl<~up but
Very; Alignment: Neutral; Armor Class: 8 (leather); powerful wizard who will not be pushed around by a
Movement: 12; THACO: I7; No. of Attacks: 1; Damage group of adventurers. if he is treated with respect,
ld8 (long sword); Saving Throw: 15; Special Attacks: Netheril can be a great friend to the heroes.
None; Special Defenses: None; Size: Man-sized (6 feet Netheril is assumed to know each spell listed in the
tall) Wizard's Spells section, especially the identify spell,
Hit Points: 27 which he uses to discover unknown magical items
The Town of Freedale
brought to him by the PCs. Netheril's alignment is neu- temple's upkeep. The temple can offer curing for sick or
tral when dealing with the heroes. injured player characters, and the prices for such spells
are listed below.
2. West Wind Stables: This large stables is the only
place in Freedale for someone to keep a horse. In addi- Temple Senrice Minimum Donation
tion to the stables, there is an exercise field behind the Cure poison 250 gold pieces
barn. An office and living quarters are attached to the Cure disease 250 gold pieces
stables. Remove a curse 500 gold pieces
The stables are owned and operated by Joben the Raise a dead character 1,000 per character level
Stable Master and his son Markus. Both Joben and his (Elves cannot be raised.)
son are friendly folk, and it is well known that Joben will
often let friends or travelers sleep in the hayloft if they The cost for raising a dead character is 1,000 gold per
cannot afford the prices at the Evening Star Inn. level of the player character. For example, if the character
Markus is a curious young man of 12 years who is 3rd level, the cost is 3,000 gold pieces. Farrish will
dreams of being a defender of the land someday and also take a magical item as payment for raising a charac-
often asks adventurers who wander through Freedale ter from the dead.
what it's like to slay an evil beast or save a beautiful prin- Like any good cleric, Farrish will refuse to heal those
cess. who are evil or false. Farrish will also allow the player
Taking care of horses includes grooming, food and characters to rest at the temple if they have no other
water, and exercise twice a day. Horses sold at the Gen- place to stay.
eral Store are kept at the West Wind Stables. During the Farrish is able to cast any spells listed in the Cleric's
beginning adventures, the DM does not have to charge Spells section. If he needs to cast the powerful raise
the players for storing their horses at the West Wind dead spell to bring a character back to life, Farrish must
Stables, but he may wish to in the future. send a messenger to Shadowdale to bring back a scroll
containing that spell.
3. Sethel the Scribe: Freedale has its own library,
owned and operated by Sethel the Scribe. Sethel has Farrish the Priest (6th-level Priest): Intelligence: Very;
information from the far reaches of Faerfin and current Alignment: Neutral good; Armor Class: 5 (chain mail);
knowledge about Freedale and the rest of the Dalelands. Movement: 12; THACO: 18; No. of Attacks: 1; Damage
Sethel will be able to give the PCs general information ld6+i (mace); Saving Throw: 14; Special Attacks:
regarding each of the three adventures, such as details None; Special Defenses: Spells; Size: Man-sized (5’ 11"
on any of the monsters they have encountered, explain- tall)
ing their strengths and weaknesses. If the PCs have gone Hit Points.‘ 23
on several adventures and have a lot of gold in their
pockets, the DM may wish to charge the players for any Spells: ist level: bless, cure light wounds, detect magic;
of Sethel's information. 2nd level: augury, detect charm, know alignment; 3rd
Sethel the Scribe is a friendly man, especially to those level: cure disease, remove curse
seeking his knowledge. He will allow anyone to have
access to his library, provided they follow three rules: 5. Foxvvorth the Moneylenderz Whenever the PCs find
1) Be quiet, 2) No spellcasting or fire allowed, and treasure while on an adventure, they may have to visit
3) Leave your weapons at the door. A sign outside the the moneylender to exchange the gems they find for
building makes clear these three rules to all who enter. gold pieces. However, if the PCs wish to buy gems, the
Sethel will not allow anyone who abuses his rules to cost is twice the exchange rate. The PCs can also
return to the library. exchange gold coins for silver and copper coins.
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The Ghost of Harrow Hill
Of course, now you're short one hero for the adventure, Gunter became insane t TY in 8 to find the secret that
and the rest of the group may find things too hard. You’l| would restore his youth and give him eternal life. He
have to be ready to make adjustments in the difficulty of studied ancient books and performed magical experi-
the adventure. You might reduce the hit points of a ments searching for the answer. At first his experiments
monster or make the monsters a little more willing to were harmless, but then he started doing them on his
run away. There is no formula for this; just use your judg- sewants, and turned them into undead monsters. All the
ment. That’s your job as the Dungeon Master. time he tried to keep his work secret from Erika, who
I've got a new player. A new player may want to join was all but a prisoner in his house. Gunter created pow-
your game for this adventure, but the new hero will not erful spells to seal the house, all for her safety—or so he
have the experience or magical items of the other claimed.
heroes. This doesn't have to be a problem. Just remind At last Gunter found a solution. He made a magical
all the players that the new hero may need help and silver heart that would restore his life and youth. The
protection. The character has fewer hit points and less heart needed time to work, though, during which Gunter
magic than the rest of the heroes. If the group works as had to rest in a near—death sleep. If anything went
a team, the character can still adventure safely. wrong, Gunter would die. For his own safety, the wizard
Eventually, because of the differing amounts of expe- ordered his undead semants to build a secret chamber
rience points needed for different classes to gain levels, where he could lie.
the heroes will form a spread of levels. It is common in Gunter's work scared Erika. She did not know his full
later adventures for heroes of several different levels to plan, but was afraid of what he might become. When
work together. the chamber was finished and Gunter was "sleeping"
I've got more players than character cards. This is there, Erika sneaked in and stole the heart. The spell was
no problem at all. Simply divide your players into two ruined! Gunter never woke, dying in his hidden cham-
groups and run the adventure twice! (Alternatively, you ber. Erika died in the house, too, trapped by Gunter's
can make your own characters using the Character Gen- magic.
eration rules in the introduction to the P.-'ayer’s Hand- Now Gunter's ghost haunts the house. It is waiting for
book.) Remind the first group not to talk about what a strong young body it can claim. The ghost hopes to
happened until after the second plays. After all, they restart the spell by having his servants take a newly killed
don’t want to give the second group of players an unfair body to the secret chamber. There they will rejoin the
advantage. body with the silver heart that Erika took. The house’s
magical seals still work at Gunter's command.
Before running "The in this adventure, the heroes are trapped in the
T116 5'91")’ Ghost of Harrow Hill," house until they defeat the ghost No matter what they
H16 Advantulac it is helpful for you to do, they can't leave. The door slams shut behind them
know the story of the when they come in and shutters block the windows.
adventure. This lets you answer unexpected questions in Doors and windows to the outside can’t be opened by
a way that makes sense for the adventure. force or by magic. If the players don’t like this, tell them
Harrow Hill is an old mansion far from the town. It it’s magic and that's the way it works here.
has been boarded for many years. if there were any IMPORTANT! To escape from the house, the heroes
farms nearby, the peasants would say the mansion was must take the silver heart in the library (Area 2), find the
haunted, but the land all around is deserted. There is secret crypt (Area 12), and there place the heart on
no one to warn the heroes about the dangers of the Gunter's tomb. All this must be done before midnight! lf
house. the heroes don’t beat this deadline, the ghost defeats
Once Harrow Hill was the home of Gunter (pro- them.
nounced GUN-tur) Weiss, a powerful wizard. When
Gunter was an old man, he fell in love with a young - Th d t b '
woman named Erika. She liked him, but did not love Introductlon l o neefy l § £‘ a “r' § i aiiLlZe°FhS
him back. The wizard thought this was because he was town. Play track 35 on the CD player. To fill out the
old. lf he could become young again, then he knew she details not given on the soundtrack, use the description
would love him. of Harrow House given here.
'5?
The Ghost of Harrow Hill
@
The heroes are introduced to the cleric char- paper hangs in great peels from the walls. Water
acter, and meet up with some haunted folk drips down the chimney of the cold stone fireplace. A
on a road on a stormy night. "What does it portrait hangs over the mantle. Except for a heavy
matter where you are when your spirit is gone?" they oak desk next to one wall, the once-fine furniture is
wail in the night. The heroes leave these poor crea- now worm-eaten and cracked.
tures behind and decide to take shelter in an aban-
doned mansion, but soon come to realize that they
are not alone there. A presence also occupies the The heroes make the decision to enter the
house, and it doesn't seem very nice. house.
READ ALOUD: The old house is perched on the top SEARCH: After reading the description and playing the CD,
of a barren hill. Lightning flashes through the with- let the heroes examine the room's contents as long as
ered trees that line the path to the front door. In the they want. What they find depends on what they search.
brilliant glare, it is clear the place has long been ~ The chairs. Several once-plush couches and chairs
empty. Moss hangs in the cracks of the wooden sid- are scattered around the room. They have aged badly
ing, shutters slam in the wind, and the boards of the
and will collapse in a tangle of moldy dust and rotten
ancient porch are crumbling. wood if anyone sits in them.
- The desk. TRAP! A search of the desk reveals a
What is really spooky about the house is its strange locked drawer. The drawer is trapped; anyone trying
design. It is not a sturdy stone castle or a simple peas- to open it will be pricked by a poisoned needle unless
ant's hut. It is not even like the large buildings in the the trap is disarmed first by the thief making a suc-
town. In fact, it is not a building that even looks like it cessful remove traps roll. The poison is old and weak,
belongs here. The house looks like it has been trans- so victims get a +2 bonus on their saving throws and
ported to this location from another place and time. only suffer 1d6 points of damage if they fail their sav-
ing throws. Inside the drawer is a small notebook
DECISION: After playing the track, tell the players, "It's filled with Gunter's notes. When the heroes find it,
pouring down rain outside. You're standing on the porch, play track 37 on the CD player.
and the front door is open. Are you going inside or head-
ing on?"
- Press on. First point out that the characters have to b While poking around in the living room, the
walk through the mud and rain, and the road looks characters discover an old diary. Reading
like it's getting treacherous. If the players insist on from it, they learn a great deal: At last I have
moving on, tell them that their characters head down discovered the secret of reanimating the dead! Dear
the trail for a short distance. After awhile, they come Erika is quite displeased by my servants’ appearance,
to a ravine where the road once was. The way ahead but they obey my every wish exactly. Still, I would not
is completely washed out, and the storm is growing wish to return in their mindless state of undeath. I
worse. The heroes will have to return to the mansion must continue my search for the secret of surviving
to take shelter. past death.
~ Go inside. Continue the adventure at Area l. "How bitterly unfair that now as I am old and dying
such a fair young creature as Erika should come into
my life. But the workings of fate can be reversed. I
Area 1. The Front Darlor swear by the blood I've spilt, I am close—I know it! I'll
When the heroes enter this room, read out loud the set the servants to building me a suitable chamber
description below. Then play track 36 on the CD player. whilst I continue my studies.
"There is something I am missing. It lurks in the
mist just beyond my grasp. Just beyond that mem-
READ ALOUD: Inside the front door is what was brane which separates life from death. My prepara-
once a comfortable sitting room. The moldy scraps of tions are almost complete. I must not let Erika have
an ancient rug tangle around your feet. Rotten wall- the least suspicions of what I am planning. If she
The Ghost of Harrow Hill
_
knew, I think she would try to flee me—so beautiful, so "You are my prisoners, now. Give me the life of
innocent she is. one, and the others are free to leave. Otherwise, l shall
“The chamber is ready now. It will work. It must claim you all on the stroke of midnight. Enjoy your stay
work!" in my humble house."
The painting. When any hero first looks at the paint- At this point, the ghost of Gunter has trapped the
ing, roll some dice behind your screen. Don't worry heroes. The doors and windows are sealed by a mag-
about what you roll—you're only trying to make the ical shield. No amount of battering will open them.
players nervous! After you do that, play track 38 on Tell your players that the figure in the painting steps
the CD player. out and stands in front of them. Then, playing the part
of Gunter, demand, “Which one of you will give me
The ghost of Gunter Weiss steps from the the life I need?"
painting and says, "Ha! Welcome to my If the heroes give up one of their group. First tell the
home, mortals! I have been waiting for such characters that their choice is not a good action and
as you! I have need of a mortal life, and you shall give could have serious effects on them all. If they still want
me one. Seal my house, dark forces, and hold them to give someone up, have the ghost laugh evilly as he
here! waves his hand toward the door. Tell all but one of the
heroes, "You may go. I need you no longer." To the
The Ghost of Harrow Hill
@———i————
chosen hero, say, "How kind of your friends to leave
you!" If that hero tries to escape, the doors instantly
turned, Gunter fades away with a final threat to get all
the characters.
seal, trapping the hero—and any who haven't left-
inside. Read the following to the heroes who escape:
Area ‘Z. The Library
When the heroes enter this room, read the text below
READ ALOUD: The path from the house disappears then play Track 40 on the CD player. Be sure to stop the
into the same strange mist you went through coming CD when the tone sounds.
here. Moonlight fills the sky, but it is not soothing. In
your hearts you know you have done a terrible evil.
Life will never be the same for you again. READ ALOUD: This room is filled with the smell of
musty paper. That only makes sense, because the
By giving up their companion—for whatever reason— walls are all bookshelves, crammed with books and
the heroes face certain punishments. If the cleric scrolls of all shapes and sizes. A pair of reading chairs
escaped, he can no longer cast spells or turn undead. sit in the corner of the room. Against one wall there is
For all heroes, including the cleric, healing spells, po- a large desk with a huge black book on it. A fist-sized
tions, and scrolls no longer work. The gods are angry silver lump, maybe a paperweight, sits next to the
with the heroes who escaped. book. The room has stayed diy over the years, so the
The character who remained behind is lost. Nothing papers still look readable once the cobwebs are
can be done to save that hero's life. It is time for that brushed away.
player to start a new character.
- If the heroes refuse to give anyone up. Play track The heroes look around in the library, notic-
39 on the CD player. Just to terrorize the heroes, the ing all of the books. They argue over whether
ghost forms a phantom blade in his hand. It cannot or not there is anything of value here.
cause the characters any harm, but will scare the play-
ers. Pretend this is a normal combat by rolling for ini-
tiative and attacks. Gunter automatically hits one of SEARCH: The books on the walls are not useful to the
the characters, though. heroes. The books deal with strange and disturbing mag-
ical theories and experiments. If the characters search
The ghost of Gunter emerges from the the desk, they find two items: a silver heart and a thick,
painting and again demands, "It's easy for black book.
you to stop the terror. Just give up one of - The silver heart. The heart looks like a real human
your bodies and the other two will go free." When the heart, cast in silver. It is magical. It does nothing until
heroes refuse, Gunter begins attacking them with a held; then the metal softens, and the heart starts to
phantom blade. beat. It doesn't do anything else.
The silver heart is an important part of the spell
Gunter was trying to cast to restore his youth. It can
IM PORTANT! Secretly make a saving throw for the hero be used to trap his ghost in Area I2 and defeat him,
character. If the saving throw succeeds, tell the player, but don't tell the players that now! Let them figure it
"You feel a terrible chill spread from the spot where the out as they go along.
ghost stabbed you! Suddenly you are very weak. It is ~ The black book—TRAP! The book is a thick, leather-
only by great force of will that you shake this feeling off." bound volume. There are strange runes on the cover.
If the saving throw fails, tell the player, ‘A wave of icy These runes are a trap. If a wizard uses a read magic
cold spreads from the wound. You feel weak and sud- spell on the book, the spell reveals the magical trap
denly there is—blackness!" The hero falls to the ground. and how to avoid it. Although the thief's find traps
He looks dead but is only unconscious. Gunter's attack ability will allow him to detect the trap if he succeeds
causes no real harm. After Gunter is gone, the heroes at a find traps roll, he cannot remove the trap, since it
can easily awaken their fallen comrade. is magical in nature. If the trap is not avoided,
Gunter is a ghostly thing. Swords, arrows, and spells shadow monsters spring out of the book when it is
pass right though him. He can be turned by a cleric (as if opened.
he were a wight), however. After the attack or if he is If the shadow monsters are released, start the CD
The Ghost of Harrow Hill
again, and play track 4!. The monsters automatically l The black book is one of Gunter's workbooks. It con-
attack the heroes. tains many scribbled notes and passages. The back
pages are loose and are actually scrolls of magic missile,
b The heroes trigger the trapped book, and are detect magic, fireball, and clairvoyance. The notes
attacked by shadows. include the following passage. If the heroes search the
I book, read the passage to them.
Shadows (2): Intelligence: Low; Alignment: Chaotic
evil; Armor Class: 7; Movement: I2; THACO: I7; No. of I READ ALOUD: "Not much time left for me . . . I think
Attacks: I; Damage: ld4+l (+1 drain I point of Erika knows. She must be prevented from interfering
Strength per touch); Saving Throw: T6; Special Attacks: in the process . . . I found the cleric's book in her
Drain Strength; Special Defenses: Hurt only by +I or chambers yesterday . . . she may have found a way
better magical weapons, or spells; immune to sleep, to stop me."
charm, and hold spells and cold; Size: Man-sized (6 feet
tall); Experience Points: 420 each.
Hit Points: (I) I7 (2) I5
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The Ghost of Harrow Hill
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Area 3. Music Doom If the heroes refuse to give anyone up. Gunter
screams with rage, "Then I'll take one now!" The
When the heroes enter this room, read the description ghost points to the floor, and suddenly it splinters into
here aloud. clutching hands made of jagged wood and wet, filthy
earth. One hand appears for each character.
READ ALOUD: This chamber is a parlor. Comfortable
Clutching Hands: Intelligence: Non-; Alignment: Neu-
sitting furniture lines the walls, and there is a harpsi-
tral; Armor Class: 5; Movement: 0; THACO: I9; No. of
chord for musical recitals here. In one corner is a
Attacks: I; Damage: 1d3; Saving Throw: IO; Special At-
huge grandfather clock, still ticking.
tacks: Drag down on a roll of 20; Special Defenses:
None; Size: Tiny (I '6 feet long); Experience Points: I20
Give the heroes time to look around. Then play track each.
42 on the CD player. Hit Points." 8 each
The heroes look around for a moment, then IMPORTANT! lf a magical hand hits with a roll of 20,
notice that the clock shouldn't be ticking. At the character must make a saving throw or be dragged
that moment, the harpsichord begins play- under the floor the next round. The other heroes have
ing by itself. one round to save their companion by destroying the
hand. If a hero is dragged under or otherwise dies, this
satisfies Gunter's needs, and the hands immediately
The playing of the harpsichord is not dangerous to the vanish. Otherwise, the hands vanish after four rounds of
heroes; it's just intended to unnerve them some more. If combat. The floor is perfectly smooth once more.
the heroes investigate the harpsichord or the grand- - If a character is lost under the floor. Gunter reap-
father clock, they find nothing unusual. pears and laughs evilly. He waves his hand in the
When the heroes are intent on either the harpsichord direction of the front door. In Gunter's voice, tell all
or the clock and not paying attention to the rest of the the remaining heroes, "You may go. I need you no
room, play track 43 on the CD player. The clock sud- longer." Read the following to the heroes who escape:
denly begins striking the hour. The exact hour depends
on what the heroes have done up to now. They were
trapped at 9:00 p.m., so the clock tolls some time after READ ALOUD: The path from the house disappears
this. The clock is meant to remind the players of their into the same strange mist you went through coming
deadline. here. As you walk through it, the storm gradually
ends, and then the mist fades. Soft moonlight fills the
sky, but it is not soothing. In your hearts you know
The ghost of Gunter appears and says, "At you have allowed a terrible evil to happen. Life will
last, your time is running out. Why not ren- never be the same for you again.
der the thief unto me? What good are
thieves, anyway?"
For allowing their companion to be used by Gunter,
the heroes face certain punishments. If the cleric
Before the clock even finishes, the ghost of Gunter escaped, he can no longer cast spells or turn undead.
appears in the center of the room to challenge the For all heroes, including the cleric, healing spells,
heroes. potions, and scrolls no longer work. The gods are angry
with the heroes who escaped. They will have to succeed
DECISION: Stop the CD as soon as Gunter completes in a very difficult heroic quest for good to regain these
his demand, and ask your players, "Will you give him abilities and benefits.
what he wants?" The character who was pulled beneath the floor is
- If the heroes give up one of their group. The lost. Nothing can be done to save that hero's life. It is
heroes escape, leaving one character behind. See time for that player to start a new character.
page 40, under this same heading, for the conse-
quences of their choice. If the heroes search this room before or after the
attack, there is nothing valuable found here.
The Ghost of Harrow Hill
SEARCH. If the heroes search the kitchen, they find one
Area T116 Dlnlng thing that seems out of place. Hidden beside the cellar
As soon as the heroes enter this room, read the text door are several builder's tools: a hammer, a pick, a
below and then play track 44 on the CD player. trowel, and a bucket filled with dried mortar. The tools
were left here by Gunter's S€WEII'l’ES after they finished
READ ALOUD: This room was the dining hall. A great building the secret room off the cellar.
table fills the center of the chamber. Broken plates
and ruined settings still rest on it. Huddled on the Area 6. The (bun Qoorn
chairs around the table is a group of people with
their backs to the door. As a group they rise and shuf- When the heroes enter this room, read the description
fle forward, their rotting faces a sign of their long below.
undeath.
READ ALOUD: This room is colder than all the
others, and the sound of the rain is loud here. The
The heroes are horrified at the sight they room is filled with shadows that twist in the light. It's
see. The zombies shuffle forward, murmur- almost like peering into an evil jungle.
ing, "Kill . . . kill . . ."
DECISION: At this point, ask, "So, are you exploring the
The four zombies in this chamber mindlessly attack room?"
as soon as the heroes enter. Remember that zombies - No. The heroes leave the room, and nothing hap-
are lumbering and slow. They will not chase the heroes pens
if the group runs out of the room. - Yes. Tell the heroes that the room appears to be an
old conservatory (a room like a greenhouse) and is
Zombies (4): Intelligence: Non-; Alignment: Neutral; filled with dead and dying plants. There are potted
Armor Class: 8; Movement: 6; THACO: I9; No. of At- trees hung with thick vines, bushes in tubs, and plants
tacks: I; Damage: ld8 (fist); Saving Throw: I7; Special with pricking thorns. When the heroes begin to poke
Attacks: None; Special Defenses: Zombies always lose into the bushes, play track 45 on the CD.
initiative and act last in a round; Size: Man-sized (6 feet
tall); Experience Points: 65 each. The heroes begin to explore the greenhouse
Hit Points." (1) 12 (2) I I (3) to (4) 9 and discover that the vines are snakes
instead.
Area 5. The Kitchen
There is no CD track and no monsters in this room. The party is attacked by constrictor snakes. Because
This room is a good place for the heroes to pause and the serpents were hidden in the vines, the heroes are
take stock of things. Only Gunter will attack the charac- easier to surprise. Tell the players to subtract one from
ters in this room, and then only if the heroes fail to their surprise die roll when the snakes attack. If the
defeat him before the deadline (see the Failure! sec- snake hits with its coils, it automatically does Id3 points
tion on page 50). of damage every round after that. If the heroes run out
When the heroes enter, read the following description of the room, the snakes will not follow.
aloud.
Constrictor Snakes (3): Intelligence: Animal; Align-
ment: Neutral; Armor Class: 6; Movement: 9; THACO:
READ ALOUD: This room is the kitchen. Several tall
I7; No. of Attacks: l; Damage: I (bite) or Id3
cabinets line the walls, most of them broken open.
(squeeze); Saving Throw: I6; Special Attacks: Squeeze
Shattered dishes and broken glass litter the floor. A
for automatic 1d3 per round if first attack succeeds;
large hearth filled with cold ashes takes up most of
Special Defenses: None; Size: Man-sized (I5 feet long);
one wall. There are only a few unbroken jars left,
Experience Points: I75 each.
mostly flour, spices, and seasonings.
Hit Points." (1) 20 (2) I4 (3) I2
The Ghost of Harrow Hill
®
SEARCH: Hidden in the foliage there is a small chest The heroes are swarmed by hundreds of
with a potion of healing, a dagger + I, and 80 gold rats, including eight giant ones.
pieces.
Area 8. Collar
As the heroes go down the stairs to Area 8, read the pas-
sage below, then play track 48 on the CD.
Large Spiders (2): Intelligence: Animal; Alignment: Now play track 49 on the CD. Stop immediately after
Neutral; Armor Class: 8; Movement: 6, Web I5; THACO: Klaus challenges the heroes.
I9; No. of Attacks: I;Damage: l+poison; Saving Throw:
I7; Special Attacks: Poison; Special Defenses: None; The figure in the room says, "Back, foul ser-
Size: Small (2-foot body); Experience Points: I75 each. vants of . . . Wait, wait! You're not his ser-
Hit Points: (I) 8 (2) 6 vants. Who are you? What do you want with
me?"
After their characters defeat the spiders, read this
description to the players:
DECISION: Ask the players, “What do you tell him?”
~ If the heroes are hostile. Klaus says, "What are you,
READ ALOUD: The basement is full of old cobwebs. servants of Gunter then? If you be good, I will help
Almost hidden within them is an ancient laboratory. A you. If you are evil, I will fight you with the last of my
large wooden table in the center of the room holds a strength!”
few dirty flasks and rusty knives. A shelf filled with Klaus can help the heroes in many ways and has
jars, beakers, candles, and bones hangs on one wall. important clues for them. You should try to convince the
heroes to trust Klaus.
SEARCH: If the heroes search this area for treasure, they If the heroes attack Klaus, remind them they aren't
find two potions of healing and two elixirs of health on being heroic! If they still want to fight, Klaus will fight
the shelves. Remember that the elixir is good for neu- to the death, using his mace. Since Klaus is badly
tralizing poison. Looking for treasure will not reveal the wounded, the characters are almost certain to win. If
secret door. they do, Gunter also wins! See the information below for
IMPORTANT! There is a secret door in this room, as what to do if this happens.
shown on the map on the previous page. it is not Klaus the Cleric (3rd-Level Human Cleric): intelli-
shown on the players’ map, so do not tell them about it. gence: Average; Alignment: Chaotic good; Armor Class:
If the heroes found the tools in Area 5, tell them the dirt 5 (chain mail); Movement: I2; THACO: 20; No. of At-
and mortar of the cellar matches that found on the tools. tacks: I; Damage: Id6+I (mace); Saving Throw: I5;
The heroes must find the door by making a successful
Special Attacks: None; Special Defenses: Spells—cure
check for secret doors. One check is allowed for each light wounds x3, light, slow poison, know alignrnent;
hero searching. The player must say his hero is looking Size: Man-sized (6 feet tall); Experience Points: None
for a secret door.
(the heroes get no reward for killing Klaus).
The secret door is opened by a small keyhole con- Hit Points: 3 (I3 normally)
cealed in a stone on the wall. To open it, a thief must
43
The Ghost of Harrow Hill
mg SEARCH: Klaus has a small pouch with
Hf 45 gold pieces and 5 gems worth 50
gold pieces each hidden under the pil-
low on the bed. He is carrying a stone of
good luck, which adds +I to his saving
throws and his attempts to turn undead
creatures.
ll)
The Ghost of Harrow Hill
_:i€
This room was once the house's master bedroom.
The furniture in here is in good shape, but it is all shoved READ ALOUD: The path from the house disappears
around to block the windows and make a barricade. The into the same strange mist you went through coming
room is inhabited by Klaus Viedermann, a cleric. Klaus here. As you walk through it, the storm gradually
ends, and then the mist fades. Soft moonlight fills the
was trapped in the house when he sought shelter here a
week ago, but Gunter has not been able to defeat the sky, but it is not soothing. In your hearts you know
cleric. you have allowed a terrible evil to happen. Life will
Klaus has useful advice for the player characters. never be the same for you again.
After you play the CD track, the heroes may want to talk
to and question Klaus. Klaus's responses depend on For unjustly killing Klaus, an innocent man, and
what the characters say and do. dooming him with Gunter, the heroes face certain pun-
~ Why don't you come with us and help? Klaus re- ishments. The player character cleric can no longer cast
fuses. First, he is too weak. If the heroes suggest he spells or turn undead. For all heroes, including the cleric,
heal himself, Klaus explains that doing this is against healing spells, potions, and scrolls no longer work. The
the rules of his temple. His spells are meant to help gods are very angry with the heroes.
others. He will gladly cast any spells he can to help
the heroes. Klaus has three cure light wounds spells, Area 10. Erikas Bedroom
a light spell, slow poison, and know alignment He
also has a stone of good luclr. He will give this to the Before the heroes open the door to this room the first
heroes. time, read the following aloud:
- Why should we help you? This isn't our problem.
Klaus grows grim. He says, "You’re fools! You cannot
READ ALOUD: Suddenly the air grows freezing cold
escape from Gunters house." Because of their choice,
Klaus will not use his spells to help the heroes. as a clock somewhere in the house begins to toll.
- Can we take the candle with us? No. Once the Then sweeping down the hall comes the ghostly
candle is lit, it cannot be moved. Besides, that would form of Gunter!
leave Klaus open to attack and he doesn’t like that.
- Where's the crypt? Klaus doesn't know. "Tombs are Now play track 52 on the CD. Be sure to stop the CD
usually found underground." when the ghost attacks.
- Who was Erika? He doesn't know more than he has
said. The ghost of Gunter appears and demands,
- What is this heart? If the heroes show Klaus the "Last chance, foolish ones! Who lives? Who
heart, he takes it and looks at it closely. Play track 51 dies? Why don’t you and the warrior tum the
on the CD. cleric over to me, hmmm?"
T
The Ghost of Harrow Hill
throws. That's not much fun, right? If Gunter gets very SEARCH: Fastened to the back of the picture IS a small
lucky, then when only one hero is left unparalyzed, have key made of brass. This will open the secret door in the
Gunter fade away, laughing wildly, saying, "Soon you all cellar (Area 8.)
will meet your doom!"
When the heroes open the door to this room, read Area 11. <$c:rvanl;’s Doom
the following out loud: When the heroes are outside this room, tell the players:
READ ALOUD: This bedroom once belonged to a READ ALOUD: You hear a loud thump from the
lady of taste; the furnishings show a lady's touch. The other side of the door.
room seems to have weathered better than the other
parts of the house. There is a small writing desk Then play track 54 on the CD. Be sure to stop the CD at
along one wall, a bed, and a nightstand beside it. On the tone.
the nightstand is a picture.
The heroes try to decide if they should open
The picture on the table is haunted by Erika’s spirit. the door.
When a hero touches it, it seems to come to life and
the woman in the painting—Erika—begins to move and
talk. Her spirit gives the heroes an important clue. DECISION: Once again turn to your players and ask,
When the heroes investigate the picture, play track 53 "What will you do? Open the door or leave?"
on the CD. - Leave. Nothing special happens.
- Open the door. Read the following out loud.
The ghost of Erika appears in the painting
and says, "They say Gunter's dead, but I READ ALOUD: This was once the servants’ quarters.
don't believe it. I can feel him. He is still with Unfortunately, the servants are still here. The dark
us. I must confess a terrible thing. I stole the silver sorcery worked on them by Gunter has changed
heart from the hands of his corpse which lay in the them into bloodthirsty ghouls!
crypt. I know not what it was for, only that it was vital to
his dark plan. Oh, no! Somebody is coming!"
Now play track 55 on the CD. The ghouls shamble for-
ward to attack the heroes!
<1
The Ghost of Harrow Hill
® Zombies (2): Intelligence: Low; Alignment: Neutrai;
Armor Class: 8; Movement: 6; THACO: I9; No. of At-
Ju-Ju Zombie, Gunter (I): Intelligence: Low; Align-
ment: Neutral evil; Armor Class: 6; Movement: 9;
THACO: I5; No. of Attacks: 1; Damage: IdIO+2; Saving
tacks: I; Damage: ld8 (fist); Saving Throw: I7; Special
Attacks: None; Special Defenses: None; Size: Man-sized Throw: I4; Special Attacks: None; Special Defenses:
(6 feet tall); Experience Points: 120 each. Hurt by only +1 or better magical items; immune to
Hit Points: (I) I5 (2) II sleep, charm, holafl fear: and magic missile spells, and
cold, electricity, poison, and paralyzation; Size: Man-
Even if the heroes defeat the zombies, they still have sized (6 feet tall); Experience Points: 975.
to find a way to destroy Gunter. This can only be done Hit Points: 24
with the silver heart. If the characters do not have the sil-
ver heart, they can't leave the crypt now and go get it. SEARCH: Hidden behind the skeleton in the last skele-
Go to the Failure! section on the next page. ton niche on the right as a person would enter the
If the heroes have the silver heart, roll some dice- room is a small cache of treasure, including 355 gold
any type, since it does not matter what you roll. Then pieces, 575 silver pieces, a long sword +2, a mace + l,
say, "You notice there’s a strange niche on the top of a potion of speed, a ring of invisr'bilit}4 and three potions
the sarcophagus. It looks kind of heart-shaped." If any of healing.
hero places the heart in this niche, play track 59 on the
CD. Escape
Gunter's ghost begins to disappear. "What If the heroes defeat Gunter the ju-ju zombie, his ghost is
9 have you done? It's been too long, too long! dispelled, and the heroes are free to leave the mansion.
Stop! I beg you!” Then the sarcophagus The magical forces that prevented them from escaping
begins to open, and Gunter as a ju-ju zombie says, vanish. With the dawn the storm ends, and the road is
"Ohhh! Look what you've done to me! Worms eat my clear to return to town.
flesh. Maggots eat my veins. This magic was meant to
be worked a hundred years ago, not like this—not Failure!
now! I am old! You'll die for this!"
It is possible for the heroes to fail in this adventure. If
they do, they pay with their lives. If the heroes search the
When the track is done, read the following to your entire house, cannot find the secret room, and have no
players: hope of finding it, they have failed. Or, if they find the
secret room but do not bring the silver heart into it with
them, they have failed. If this happens, the midnight
READ ALOUD: Suddenly the lid of the sarcophagus deadline is reached. Play track 60 on the CD. This is the
trembles and then flings open with a mighty crash. A sound of their doom!
horrible figure rises out of the tomb and lunges
straight toward you!
Gunter appears to the heroes, and says,
@ “You've failed, mortals! Your pathetic
The magic that was to restore Gunter's youth has struggles have amused me, but for now I'll
drawn the ghost back to its rotting body. It has returned claim one of you for myself. None of you shall see the
as a ju-ju zombie! Ju-ju zombies are smart, fast, and morning in my house!"
tough. Remember that a ju-ju zombie can only be hurt
by magical weapons. Flaming oil is effective against a ju-
ju-zombie, too. At the tolling of the clock, Gunter appears in front of
Because of the nature of the spell originally cast on it the heroes and attacks. (He may already be there if the
by Gunter in life, Gunter's ju-ju zombie body is also vul- heroes are in the crypt with the silver heart. If so, he just
nerable to the spell bless. If this is used against Gunter, waits to attack until midnight.) The characters have no
his body is instantly destroyed, and his ghost is dispelled chance of defeating Gunter. At best they can run away.
forever. Gunter cannot be turned while he is in the Even if they run away, Gunter reappears in two rounds,
secret crypt. no matter where they are in the house.
Gunter can be driven away for TO rounds if the cleric
The Ghost of Harrow Hill
®
makes a successful turn undead roll vs. wight. This gives - IMPORTANT! If all the heroes es-
them only a brief rest from him. If the characters are in WF3PP1n8 cape the house, be sure to compli-
the secret crypt, the ghost of Gunter cannot be turned by It ment them on a job well done. This
the cleric. He is too strong there. was a hard adventure! Total up the
experience points for the monsters the characters
Gunter (Ghost): Intelligence: Highly; Alignment: Lawful defeated and award these to the player characters.
evil; Armor Class: 0; Movement: 9; THACO: I I; No. of Have the players add their new experience to their
Attacks: I; Damage: Id4; Saving Throw: I I; Special At- old totals. Check to see if any heroes have gone up a
tacks: Caiise fear as the cleric spell when desired in- level. If any have, tell their players to roll for more hit
stead of attack; Special Defenses: Hurt only by silver or points. Be sure they use the right die for their character
magical weapons; immune to spells; Size: Man-sized type.
(5% feet tall); Experience Points: 5,000. Finally, make notes for yourself, like you did before,
Hit Points: 52 about the magical items the heroes found. Again, don't
tell them what they are. They have to take the treasures
Gunter can only be hit by silver or magical weapons to the wizard for identification.
and cannot be harmed by any spells. The heroes have With that all done, you're ready to prepare for the next
no real chance of defeating Gunter. adventure session—under Mount Dread!
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1
Under Mount Dread
__iii
"Under Mount Dread" doesn’t have a single person or them to completely empty the dungeon—if they ever do!
special thing for the heroes to find or do. "Under Mount That is because this dungeon has more than one
Dread" is a dungeon—an old ruin where monsters dwell. level dug underground. The topmost level is less difficult
Dungeons and other ruins are traditional places of to adventure in, and is a good place for 3rd- to 4th—level
adventure in the AD&D game. They are places for the characters to explore. The next level down is quite dan-
heroes to explore, recovering many of the treasures lost gerous. It is more suitable for 4th- to 5th-level charac-
within. Unlike the other adventures, "Under Mount ters. Each layer below the second increases in danger as
Dread" never really has to end. the heroes rise to greater levels. (We supply only the first
two levels here.) Staircases, pits, and old mine shafts link
The "Under Mount Dread" may not the layers of the dungeon. Of course, the heroes don't
have a specific goal, but it still has have to adventure in them all.
Background a story. Every adventure should
have some background to explain - Before be innin the adventure,
how things came to be. This helps the Dungeon Master <§@tt1118 the Dunggon l'vTaster needs to
make choices about what is happening there now. examine the Mount Dread DM's
Centuries ago the evil sorcerer Azazabus built a home Map carefully. One of the first things that you are going to
for himself under Mount Dread. All kinds of evil mon- do is add some things to the map, just the way you want
sters came to help Azazabus. He paid some well, and for to. First, you need to choose three doors that are locked
others there were other—evil—rewards for helping him. and then place three secret doors so that the characters
For years his monsters raided the farms nearby while the can get into all of the rooms. It is all right for a secret door
wizard worked on terrible experiments in his under- to go through a lot of stone and dirt. lust write an "L" for
ground laboratory. locked doors and an "S" for secret doors in pencil in the
When the sorcerer finally disappeared, the monsters appropriate places on the map in this book.
stayed and made the place their own. The dungeon is a Monster Summaries: Each room description has all
good place for them to live and is easy to defend. Mon- the numbers you will need for each monster. Whats
sters have lived there now for over a hundred years. missing from these descriptions are many of the instruc-
Recently, the Watch Guards have learned that there tions that were in the previous adventures. There are
are monsters showing up more and more often south of descriptions for what the monsters will do in general, but
Freedale, near Azazabus's dungeon. These monsters you will have decide exactly what they say and how they
have been slowly making their way north in search of say it. Most of the choices for the heroes are not given,
food and could soon threaten Freedale itself. Since the either. Your job as Dungeon Master is to listen to what
Watch Guard is needed to protect the town in case the the players want their heroes to do and then judge what
monsters show up, heroes are needed to investigate the will happen. Of course, you use the rules whenever
dungeon and get rid of the monsters. This leads the these apply, but many times you will have to make your
players to Mount Dread. own decisions.
The heroes probably don't know all the history of Aza-
zabus's dungeon. In fact, they may know very little about This level of the dungeon is
the place. All they have heard is that there are monsters L6v6l One meant for3rd- to 4th-level charac-
coming out of it. The local farmers can tell them how to ters. If the characters clean out
find an entrance to the dungeon. Of course, the farmers Dung€On every room, getting rid of all the
think the heroes are either very brave—or very foolish. monsters, they will probably get enough experience
points to advance a level. Since there isn't a story or plot
- This is a long adventure. The char- to go with "Under Mount Dread," there isn’t an experi-
Dlaylflg the acters are not going to be able to ence-point bonus for completing the adventure.
go in and defeat all the monsters The square labeled “Entrance” on the map is where
AdV6nl'urc on their first try. Instead they the characters begin. From the outside, it is just a cave.
should plan to go in, kill a few monsters, and then come
out before they are too badly hurt to escape. Once out- Area 1. The Low Doom
side, they should go back to town where they can heal
and memorize new spells. Later, they can go back in and There are five bugbears in this room. They have cap-
kill some more monsters. It will take several trips for tured a gnome and are arguing over what to do with
Under Mount Dread
ii
him. The gnome is tied up and sitting in a corner. The HitPoints: (1)18 (2)10 (3)19
bugbears attack the characters right away. (4)12 (5) 23
The room is made of large, flat stones. The ceiling Treasure." 150 copper pieces and 50 silver pieces in the
here is low, about 7 '/.4 feet high. The bugbears heads are pockets of the bugbears.
just short of it, making them seem bigger and meaner
than normal. Tinker the Gnome: Intelligence: Very; Alignment: Neu-
The gnome is named Tinker. He was looking for a tral good; Armor Class: 7 (leather armor); Movement: 6;
special silver spring. He needs it for his secret project. He THACO: 20; No. of Attacks: I; Damage: By weapon (he
won’t tell the characters what that project is, because, currently is unarmed); Saving Throw: I4; Special At-
after all, it's a secret. tacks: None; Special Detenses: Saving throw bonus;
if the characters rescue Tinker and let him go, they Size: Small (3 feet tall); Experience Points: None (the
each get an extra 100 experience points for doing a heroes get no experience for killing Tinker).
good deed. He won't go with them into the dungeon. Hit Points: 5 (normally 8)
He has his spring (it's in his pocket) and just wants to
get home. .*\i"t?;i L1. llic‘ Drisuii
Bugbears (5): Intelligence: Low; Alignment: Chaotic There are four skeletons hanging from iron chains on the
evil; Armor Class: 5; Movement: 9; THACO: I7; No. of walls, and a dead body on the floor. When all the char-
Attacks: 1; Damage: ld8 (battle axe); Saving Throw: 16; acters get into the room, the door magically slams shut
Special Attacks: None; Special Defenses: None; Size: behind them. The skeletons rip their chains free from
Large (7 feet tall); Experience Points: 120 each. the walls and attack the characters. The body on the
34
Under Mount Dread
___i_i._
floor rises and stomps toward them as well. The door is on the floor. Water is dripping down from the ceiling in
not locked, only shut. several places.
If a cleric tries to turn the skeletons before they attack,
nothing happens. They can be turned normally only after Carrion Crawlers (2): Intelligence: Non-; Alignment:
they attack. It a character attacks the skeletons before Neutral; Armor Class: 3; Movement: 9; THACO: I7; No.
they rip their chains out, the door shuts, and the rest of of Attacks: 8; Damage: special or ld2; Saving Throw:
the skeletons attack. This might trap a character outside I6; Special Attacks: paralyzation; Special Defenses:
the room. None; Size: Large (9 feet long); Experience Points: 420
The room is an old prison. It has chains and shackles each.
on the walls and floors. The room is very dusty, and cob- HrtPoints: (l) l2 (2) 2l
webs cover the corners and the skeletons (before they Treasure: 1,000 copper pieces, 700 gold pieces.
attack). In one corner is a small, locked chest.
Area 4. The Dirt Doom
Skeletons (4): Intelligence: Non-; Alignment: Neutral;
Armor Class: 7; Movement: 12; THACO: I9; No. of At- There is a giant trap door spider in this room. When a
tacks: 1; Damage: tcl6; Saving Throw: I7; Special At- character steps next to the trap door, the spider will leap
tacks: None; Special Defenses: Immune to sleep, out and attack him.
charm, hold, and fear spells, and cold ,
damage; edged and piercing weapons
do only half damage to skeletons; Size:
Man-sized (6 feet tall); Experience
Points: 65 each.
Hit Points: (1) 3 (2) 5
(3) Z (4) 3
Treasure." 200 gold pieces in the small
locked chest in the corner.
Ta
Under Mount Dread
@ The room has stone walls and a stone ceiling, but an
uneven dirt floor. The giant trap door spider has his hid-
den lair in the corner by the tower. It is about the size of
gets acid squirted on them. It does ld4+l points of
damage.
one grid square. It looks just like a part of the floor. The Area 6. The Tower
characters can find or spot the trap door if one of them
looks for secret doors and makes his roll. A 4th-level wizard named Kordak and his two zombie
slaves have set up a temporary place to sleep and study
Giant Trap Door Spider (I): Low; Alignment: Chaotic in this room. The zombies are lying under the bed. The
evil; Armor Class: 4; Movement: I5, jump 30; THACO: room stinks of rotting flesh.
l5; No. of Attacks: l; Damage: ld8 + poison; Saving The wizard is trying to set up a secret headquarters in
Throw: I4; Special Attacks: poison; Special Defenses: Azazabus's old home. He first tries to trick the characters
None; Size: Large (12-foot body); Experience Points: into helping him. He wants the orcs in Area 5 chased
975. away. Once the heroes do that, he attacks them when
Hit Points: 2i they are unprepared. If they refuse, Kordak attacks the
Treasure: 5,000 copper pieces and five gems worth characters right away. When he attacks, the two zombies
310 gold pieces total are hidden in the bottom of its pit. throw the bed away and join the battle. Korkak first casts
The gems are one agate (worth I0 gold pieces), two stinking cloud on the characters. The cloud doesn't hurt
pieces of quartz (worth 50 gold pieces each), and two the zombies. Kordak then casts his charm person spell
garnets (worth I00 gold pieces each). on either the cleric or wizard character.
This small room is made of stone. There is a small
Area 5. The War Doom bed and a tiny table here. There are holes cut into the
wall that were once used like a ladder to go to an
There are six orcs in this room. They are armed with upstairs room. A huge boulder blocks the hole in the
battle axes and short bows. The orc captain has a magi- ceiling. If it is moved, a pile of rubble falls on anyone
cal battle axe + l. One of the orcs is standing guard by below the hole, doing 1d6 points of damage.
the door. The other three are listening to the captain. He
is telling them his plan for raiding the dragon's horde. Kordak (4th-level Human Wizard): Intelligence: Excep-
The room has stone walls, and a stone ceiling and tional; Alignment: Neutral evil; Armor Class: 9; Move-
floor. Old and unsafe-looking wooden beds, tables, and ment: l2; THACO: 19; No. of Attacks: l; Damage: Id4
chairs are the only furniture. In one corner is a wooden (dagger); Saving Throw: I2; Special Attacks: Spells—
chest. charm person, magic missile, shield invisibi'lit)4 stinking
cloud; Special Defenses: None; Size: Man-sized (6 feet
Orcs (5): intelligence: Average; Alignment: Lawful evil; tall); Experience Points: 420.
Armor Class: 7 (leather armor and shield); Movement: Hit Points: ll
9; THACO: 19; No. of Attacks: l; Damage: ld8 (battle Treasure: An ioun stone (+1 AC bonus) and 1,500 sil-
axe), ld6 (arrows); Saving Throw: l9; Special Attacks: ver pieces are in a sack under the table. A small poiso-
None; Special Defenses: None; Size: Man-sized (6 feet nous snake is also in the sack. It is Kordal<'s pet. it takes
tall); Experience Points: I5 each. a find traps roll to discover the snake, or a character can
Hit Points: (i) 2 (2) 5 (3) 3 notice it if she or he prods the sack before opening it.
(4) 7 (5) 6 Otherwise, the first character to reach a hand in is bitten.
The bite is automatic—don’t make an attack roll.
Orc Captain (I): Intelligence: Average; Alignment: Law-
ful evil; Armor Class: 6 (leather armor and shield); Zombies (2): Intelligence: Non-; Alignment: Neutral;
Movement: l2; THACO: 18; No. of Attacks: l; Damage: Armor Class: 8; Movement: 6; THACO: l9; No. of At-
ld8+l (battle axe +1); Saving Throw: I9; Special At- tacks: l; Damage: ld8 (fist); Saving Throw: I7; Special
tacks: None; Special Defenses: None; Size: Man-sized Attacks: None; Special Defenses: always lose initiative;
(6 feet tall); Experience Points: 35. Size: Man-sized (6 feet tall); Experience Points: 975.
Hit Points: 8 HitP0ints.' (1) 9 (2) 7
Treasure: The orc captain has a battle axe +1. The
locked and trapped chest contains 6,000 copper coins.
Anyone opening the chest without removing the trap
Under Mount Dread
_i®
Small Poisonous Snake (I): Intelli-
gence: Animal; Alignment: Neutral; l
Armor Class: 6; Movement: I5;
THACO: I9; No. of Attacks: l; Damage:
l+poison; Saving Throw: I7; Special
Attacks: Poison; Special Defenses:
None; Size: Small (2 feet long); Experi-
ence Points: T75.
Hit Points: I
.7’...
Under Mount Dread
o—————-——_
The room is made of stone. The stones are covered with
moss and glowing slime.
Area 11. The éhnithy
There are I0 gnomes in here. Five of them are armed
Darts (3 per character): THACO: I5; Damage: Id4 points. and look fairly tough. The other five are working on a
Treasure: Golden statue worth 500 gold pieces. strange device made of steel. These gnomes do not
want to fight. They gladly talk to anyone who does not
Area 9. The énakc Chamber immediately attack. The five armed gnomes fight if
attacked, but will not leave the room.
This room has five giant snakes sleeping in its shadows. The gnomes are here to make a magical catapult for
The snakes do not wake up or notice the characters their king. They need a special moss that grows only in
unless they come within ten feet of the doonvay. Once Azazabus's dungeon to make part of the catapult. As
the snakes have spotted the characters, they move in for soon as they finish this piece, they are leaving.
the kill. The moss can be found in Area 8, growing on the
The walls of this round room are painted with colorful stone walls, floor, and ceiling. if the characters bring
pictures of mighty wizards casting spells at each other. some of the moss to the gnomes, they will give the
Strange, magical beasts are shown hiding behind trees characters a long sword +1 for it.
and rocks.
Gnomes (5): Intelligence: Very; Alignment: Neutral
Giant Poisonous Snakes (5): Intelligence: Animal; good; Armor Class: 7 (leather armor); Movement: 6;
Alignment: Neutral; Armor Class: 5; Movement: I5; THACO: I9; No. of Attacks: I; Damage: ld6 (short
THACO: I7; No. of Attacks: I; Damage: ld3+poison; swords); Saving Throw: I4; Special Attacks: None; Spe-
Saving Throw: I6; Special Attacks: Poison; Special De- cial Defenses: Saving throw bonus; Size: Small (3 feet
fenses: None; Size: Man-sized (I2 feet long); Experi- tall); Experience Points: None (the heroes get no experi-
ence Points: 420 each. ence for killing these gnomes).
Hit Points: (1) I8 (2)20 (3) 22 Hit Points: (1)9 (2) II (3) 5
(4) 21 (s) I5 (4)7 (5) IO
Treasure: None. Treasure: magical long sword +l which they offer as a
reward for the moss.
Area IO. The €>talaotite Cave
There are three piercers in this cave, clinging to the ceil-
Area 12. The Bat Cave
ing. They are hidden among the stalactites and are hard There are hundreds of normal-sized, harmless bats in
to see. The characters can only find them by poking this cave. The cave also harbors a gray ooze. The gray
every stalactite with a spear or by walking underneath ooze attacks the characters only if they explore the back
one. The piercers drop down on the characters while of the cave, where it is hiding. Remember, the ooze
they are exploring the room. looks just like wet rock on the floor of the cave.
This cave has all kinds of stalactites and stalagmites When a character first pokes his or her head into the
in it. There are enough of them that anyone using a cave, the hundreds of normal bats panic. They drop
weapon longer than a short sword gets a -2 penalty to from the ceiling and start flying around. This makes it
all attack and damage rolls because it is both difficult very hard for the characters to see what is going on.
to avoid the rock formations and impossible to get a
forceful-enough swing in while avoiding them. Gray Ooze (I): Intelligence: Animal; Alignment: Neutral;
Armor Class: 8; Movement: I; THACO: I7; No. of At-
Piercers (3): Intelligence: Non-; Alignment: Neutral; tacks: I; Damage: 2d8; Saving Throw: I6; Special At-
Armor Class: 3; Movement: I; THACO: I9; No. of At- tacks: eats metal; Special Defenses: immune to fire,
tacks: I; Damage: Id6; Saving Throw: I7; Special At- cold, and spells; Size: large (8 feet wide); Experience
tacks: Characters have a -7 penalty to their surprise rolls Points: 270.
against a piercer attack; Special Defenses: None; Size: Hit Points: (I) 23
Tiny (2 feet tall); Experience Points: 35 each. Treasure: None.
Hit Points: (I) 5 (2) 6 (3) I
Treasure: None.
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Level Two Duitgeott
This level of the dungeon is meant for 4th- to 5th-level characters. As DM
you should discourage characters of lower levels from wandering down to
this level. Warn the players that their characters might easily run into more
than they can handle. If they insist on taking the chance, don't stop them.
The players can risk their heroes however they want.
As you draw your map, remember to add doors. Make about half of
them locked doors—perhaps the weaker monsters lock the doors between
themselves and stronger creatures. Add two or three secret doors, so the
characters have something to look for. Finally, choose two doors to be
trapped. Two traps are described here:
Trap 1. This trap is an axe blade that swings out from the bottom of the
door. Any character standing right in front of the door gets hit. The charac-
ter takes 2d4 points of damage and can only move at half speed until she
or he is healed. This trap might guard the entrance to the crypt.
Trap 2. This trap is a stone block that drops from the ceiling right in
front of the door as soon as somebody steps up to the door. it does 1d6
points of damage. This kind of trap might be found in a part of the
dungeon where the walls are weak.
Lammasu (1): Intelligence: Genius; Alignment: Lawful Axerock (5th-level Duergar Dwarf Cleric): Intelligence:
good; Armor Class: 5; Movement: 12, Fly 24; THACO: T2; Average; Alignment: Lawful evil; Armor Class: 4 (chain
No. of Attacks: 2; Damage: 1d6 (paw)/ I d6 (paw); Saving mail); Movement: ES; THACO: I9 (17 with hand axe +2);
Throw: I3; Special Attacks: Spells—cure light wounds x3, No. of Attacks: T; Damage: id6+2; Saving Throw: i i;
detect magic, find traps, hold person, slow poison, cure Special Attacks: Enlarge, lnvlsiblllf}/,' Spells protection from
disease, remove curse; Special Defenses: Any magical good, cause fear ><2, hold person, produce flame, silence
spell cast on a lammasu has a 30% chance of failing; l5’radius, and dispel magic; Special Defenses: Saving
Level Two Dungeon
®—i————
throw bonus; Size: Small (4 feet tall); Experience Points:
975.
(dart with sleep poison); Saving Throw: I6; Special At-
tacks: Poison on darts (no damage, fall unconscious for
Hit Paints: I9 2d4 hours if saving throw is failed); darkness I5’ radius;
Treasure." Hand axe +2, which he uses in combat. Special Defenses: tevitate and detect magic; any magical
spell cast on a drow elf has a 50% chance of failing; Size:
Area 5. The Bu rrit Doom Man-sized (5 feet tall); Experience Points: 420 each.
Hit Points: (i) I9 (2) is
Three ghouls lurk in this room. As soon as the characters Treasure: The drow have four gems: a topaz (worth 500
enter the room, the ghouls turn and shout "fresh meat!" gold pieces), two agates (worth I0 gold pieces each),
Of course they attack right away. and a garnet (worth I00 gold pieces). They are laid out
This room is completely burnt, as if a large fire blazed on a silk cloth in the center of the floor.
in the room for a long time.
Ghouls (4): Intelligence: Low; Alignment: Chaotic evil; Area 7. The Furnace
Armor Class: 6; Movement: 9; THACO: I9; No. of At-
tacks: 3; Damage: Id3/1d3 (claws), Id6 (bite); Saving The door to this cave has the words "Beware the wyrm!”
Throw: I7; Special Attacks: Paralyzation for Id6+2 scrawled on it in black soot. If you decide to make the
rounds; Special Defenses: immune to feat hold charm, entrance a secret door, those words are written on the
and sleep spells, and to poison and paralyzation; Size: wall next to it.
man-sized (5 feet tall); Experience Points: I75 each. In the cave is a hatchling red dragon. Pieces of its
Hit Points." (I) Ii (2) I0 (3) I3 (4)9 huge egg shell are scattered on the floor. It attacks any-
Treasure: 3,000 silver pieces and a potion oi‘ speed in a one that comes in. The first attack it makes is to breathe
locked chest. fire on the heroes.
Area 6. The Mine €>hall Hatchling Red Dragon (I): Intelligence: Exceptional;
Alignment: Chaotic evil; Armor Class: 0; Movement: 9, Fly
This room was once the bottom of a mine shaft, before 30; THACO: I I; No. of Attacks: 3 or breathe fire; Damage:
the upper level of the mine caved in. The shaft goes up IdI0+I (claw)/IdI0+I (claw)/3di0+I (bite); Saving
50 feet before it hits a ceiling. There is no door or hole in Throw: I3; Special Attacks: Breathe fire for 2dI0+I in a
the stone ceiling. Two drow elves are kneeling in this cone 90 feet long and 30 feet wide once every 3 rounds;
room next to a blue silk cloth that has four gems on it. The Special Defenses: Immune to fire; Size: Huge (8-foot-
drow elves are the ones that put the duergar dwarf in long body, 9-foot-long tail); Experience Points: Z000.
Area 4 into the pit. Now they are dividing up his treasure. Hit Points: 41
The drow elves attack the heroes right away. They tn; to iireasurez The hatchling's hoard consists of 1,400 silver
levitate up and shoot their poison darts at the characters. pieces, 2,000 gold pieces, 20 gems, a long sword oi‘
There is a chance that Axerock, the duergar dwarf wounding, a portable hole, and a potion of flying. It is all
from Area 4, is invisible and in this room—if the heroes lying in a heap. The dragon uses the treasure for a bed.
freed him from the pit. He waits until the fight between You can roll for the value of the gems.
the characters and the drow elves is over. Axerock
attacks whoever is left. He wants his four gems back. Your adventures beneath
If the drow elves beat the characters by putting them Deeper Under Mount Dread don't have to
all to sleep, the characters wake up and find the elves stop here. Adventures in the
dead. The gems and any treasure that the characters Mount DFCad AD&D game don't end just
had is gone. Axerock has also left the characters a note because you’ve reached the end of this section of the
calling them suckers and thanking them for getting the book! Mad Azazabus's underground fortress can have
gems back for him. In some future adventure the char- level beneath level beyond these two. All you have to do
acters should have a chance to find Axerock and get is create your own adventures.
their revenge. In the AD&D game, making up your own adventures
is not against the rules. In fact, creating your own
Drow Elves (2): Intelligence: Highly; Alignment: Lawful dungeons, ruined castles, and haunted towers is part of
evil; Airrior Class: 4 (chain mail); Movement: I2; THACO: the fun. You get to try out your own clever ideas on fel-
I6; No. of Attacks: I; Damage: Id6+I (sword) or Id3 low players. What could be more fun and challenging?
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Beyond the 6
8 Introduction to ADt?fD"' Game
Having come this far, you're already well on your way to See, it wasn't even necessary to write down the statis-
creating new adventures. All an adventure really needs is tics every time! Of course, there's a lot for you to fill in.
a story, a map, and a key. When your players ask you what a room looks like, you'll
The story can be as involved or as simple as you want have to give them a description on the spot. If they cap-
it to be. It can have a goal like "The Tomb of Damara." It ture an orc, you'll have to decide what he will say and
can be a problem the characters are thrust into, like "The how he will act. None of these things have rules—they
Ghost of Harrow Hill." The story can be just be a place are just pans of the adventure where you have to be the
with a colorful history like Azazabus's dungeon in "Under referee. There's a lot of "winging it," but don't worry Be
Mount Dread." All you have to do is come up with what excited about what you're doing and let yourself have
the heroes are supposed to do and why they are sup- fun, and your players will have a good time.
posed to do it.
The heroes explore an ancient tomb on the edge of
the mountains because they heard it is hlled with great Beyond the Introduction
riches. That's enough to start an adventure right there.
Once you know what the adventure is about and to The Aoi//iivctirb DUNGEON6 <6’
where the adventure is located, you've got lots of
choices for what to do next. Some people like to draw a
Doaaowafl Game
map first. (You can get graph paper with predrawn The introduction to AD&D game provides an introduc-
squares at many stores.) That way they know what tion to the AD&D fantasy role-playing game, but where
rooms need monsters and where are good places for do you go from here? There are a whole host of AD&D
traps. Other people pick out the monsters they want to products out there—campaign settings, adventures, and
use and then put them in a place that fits their choice. additional rules. First of all, we strongly recommend that
Other people do it all at once—they draw part of the you pick up a copy of the full AD&D game Player's
map, choose monsters for that part, and then draw Handbook and DUNCEON MASTER Guide. These two vol-
some more of the map. umes provide all the rules needed to play the complete
When you make your key, you don't have to give lots ADVANCED DUNGEONS & DRAGONS game. They contain
of details for every room. In fact, if you know what you many more character classes, character races, spells,
want, sometimes all you need is a room name, monster and magical items than the introduction to AD&D game
listing, and treasure. It doesn't hurt to copy down the includes. If you are interested in more monsters to out-
important monster information—AC, THACO, damage, wit, fight, and bargain with, the AD&D MONSTROUS
saving throw, and hit points at least That way you won't MANUAL describes hundreds of creatures and is illus-
waste time looking them up in the middle of a game. trated iri color, so you can see what every creature looks
When you run the adventure, you can use your imagina- like.
tion to fill out the details for the other players.
The key to a simple orc fort might look like this:
The FODGOTTEN Iltiiiiitsll
I. Front gate. 4 orc guards—sleepy. AC 6, THACO I9,
damage ld8, saving throw I7. Hit points 4, 3, 3, I.
Campaign éetting
2. Guard room. Orc captain playing dice with another What is a campaign world? A campaign world or setting
orc. Hit points 8 (capt.), 3. 50 gold pieces in pouch. is a home of your ideas, and the imagination of those
Captain has a long sword + l. who write adventures. Freedale, The Dalelands, and
3. Pit with ladder down to orc dungeon. 3rd rung on Faerun are part of a campaign world known as the
ladder will break when stepped on. FORGOTTEN REALMS campaign setting. You can buy this
4. Orc barracks. 6 orcs eating food. Smelly and gross. product where you picked up this introduction to AD&D
Hit points 4, 3, 3, 2, 2, l. I00 gold pieces hidden in game. The FORGOTTEN Rsriuvis setting contains many
bedding. ancient mysteries, terrible villains, and great rewards.