Nothing Special   »   [go: up one dir, main page]

100% found this document useful (2 votes)
546 views38 pages

Where Chaos Reigns

Download as pdf or txt
Download as pdf or txt
Download as pdf or txt
You are on page 1/ 38

"

The Parting 9
Production & Design: Phil Gallagher FORGE OF POWER 10
Editing: Jim Bambra, Tom Kirby The Oracle of Kol 10
Luke Renouf _Voyage
_ .
to the West; Anvil ot tne worla
-1-

11
.a
Cover Art: Brian Williams The Dwarves
Internal Art: Jez Goodwin RONZE AND IRON (M
Cartography: Paul Ruiz Bara
T he War Looms 14
T he War 15
1C
Distributed to the book trade by Random House, In', and in Vic:tory
Cariada by Random Housrof Canada, Ltd. Distributed to the toy
and hobby industry by regional disttibutorr. Distributed in the SLAND OF SORCEREE
IJniited Kingdom by TSR IJK Ltd.
The Guesthouse
DU NGEONS & DRkGONS, D&D, PRODUCTS OF YOUR
. ..
I M A t i I N A I I O N . and the I b K loso are reglsierra traae-mal~s "w
The Bibliotheca
owned by TSR, Inc After the Storm
0 May 1985 TSR, Inc. All Rights Rereived. Printrd in USA.
T H E ENTROPY BUI LI
This adventure- is protected under the copyright laws of the 21
United Sta~esof Arnenca. Any reproduction or other un-
Edge of Chaos
authorized use of the cnaterial or artwork contained herein is City of the Oards 22
prohibited without the rxprrrs written prrnnssion of TSR, Inc. 24
The Bubble Collapses
P U L L O U T SHEETS between pages 12 & 13
TSR, Inc. TSR UK Ltd. Map C I
POB 756 The Mill Monster Rosters 11-VI
Lake Geneva Rathmore Road New Monsters VI1
WI 53147 Cambridge CB1 4AD Oard Devices 17111
USA United Kingdom.

TY

Table 1: Averaged Damage of 10


Elves/Humans vs. AC Pull-out Sheet 11
TSR, l a 23
PRODUCTS OF YOUR J Table 2: Cijal Random Encounters
Maps A1-A3 (In the Beginning) Inside Cover
Maps B1-B3 (Forge of Power) Outside Cover
Map C (Bronze and Iron) Pull-out Sheet I
IS
91 Maps D1-D3 (Island of Sorcerers) Inside Cover
P? Maps E1-E3 (The Entropy Bubble) Inside Cover
This module is for use with the DUN-
GEONS & DRAGONS@ Role-Playing
Game Companion Set rules, and takes a
group of 6-10 characters (of levels 17-19)
from their own world and time, and into
the chaotic history of the parallel woild of
Aelos.

As with any module designed for high level


characters, i t is impossible to predict
exactly how powerful they will be in any
given campaign, or how they will react to
the situations with which they are faced.
With this in mind, much of the information
has been presented in a form which
describes the essential features without
resorting to unnecessary detail. Further-
more, the statistics of all monsters and non-
player characters have been gathered to-
gether on the Pull-out Sheets (between
pages 12 and 13). As a result, the DM
should be able to adapt the adventure to the logical empire. Aelos’ inhabitants could in the history of Aelos where they will be
needs of the party concerned within the never have been defeated, however, and the able to thwart the oards, the Immortals
main framework, with particular reference oard empire could never have been founded, created the Nexus.
to the strengths of the encounters. if the major races and the power of magic
had developed fully there. The oards’
empire is founded on their technologically- The Nexus
Other Worlds basedability to send small groups of agents
back to critical times and places in Aelos’ Have you ever walked into a room and had
The prime plane in which the adventurers past, there to nip in the bud the major races the feeling that you’d been there before,
live is but one of the teeming planes and their powers, and thus Pave the wav for even when YOU couldn’t possibly have
scattered through the multiverse. Yet, the I3ard conquest. been? Just f ; ) r that moment, before the
within itself, the prime plane encompasses feeling vanishes,’ it seems as if t w o places,
another whole universe; a universe in separated in timle and space, are the same
which many different, parallel worlds The Immortals place. Well the Nexus is something like
follow their own courses - sometimes that ... only muc h more.
moving in step with one another and at The Immortals are immensely powerful
other times diverging. beinigs who watch over and influence TheNexuswill1link a series of six points in
. . .. ___ - .
events in the multiverse (see CYZ).In time, time and space. The first is now, and on the
Throughout its history, the world in which the adventurers may encounter these be- adventurers’ own world, and the others are
the characters live has witnessed the develop- ings, some may even join their ranks, but critical moments and places in the history
ment of the powers of magic and the for now the characters may not even be of the parallel world of Aelos, separated by
growth of the major races (humans, elves, aware that the Immortals exist. hundreds of years and as many miles yet -
dwarves and halflings). Many worlds grow all are linked so strongly that characters
thus, with only minor variations on the The power of the oards is of great concern can actually be drawn through the Nexus
normal theme, but in other parallel worlds, to the Immortals, since the existence of from one to another.
normality is sometimes swept aside by mundane power reduces the influence of
some aberrant influence. their own. The Immortals decided that the T h e six entrances to the Nexus are all very
oards had to be destroyed, but were faced similar. Each is in a room of some sort - a
Aelos - where the adventures in this with the problem that, since the entire one-room cottage, a hut, a ship’s cabin, an
module take place - is such a parallel history of Aelos had been changed by time- underground temple, a turret-room or a
world, threatened by a race known as oards. travelling oard agents, Aelos could not be stark chamber - and each has a similar
restored simply by using the Immortals’ (but distinctive)set of furniture, and a char-
power to destroy the oard empire. No more acteristic smell and sound.
The Oards could a flower be brought into bloom by
pulling open its bud. T h e Nexus takes the adventurers through
In order to fully understand what follows, the eras of Ados’ in a set order. Only afier
the DM should first read the description of Fortunately, the very foundation of the the party’s task in a given era is done, will
the oards and their devices (see Pull-out oards’ empire was its weakness. Since the the Nexus-link to the next era open. When
Sheets VII-VIII). oards had founded their empire by pro- this happens, the adventurers will begin to
ducing particular events in the history of experience a feeling that it is “time to go”.
T h e oards are a humanoid race whose Aelos, the empire could be destroyed by T h e feeling will grow until sooner or later,
power and strength derive from the mun- reversing those events. the adventurers will have to return to the
-
dane arts of technology and science arts Nrxus and be taken by i t to the next crucial
which have even given them the power to Such tasks could be performed by mere point.
travel through time. mortals, creatures whose powers would not
be great enough to impose their own T h e Nexus will only transport the player
Their origin is obscure, but their influence distortions on Aelos’ history. Thus, in characters and their equipment (including
on the world of Aelos is all too apparent order to pluck a suitable group of mortals any inanimate objects they may have
since, in the distant future of Aelos, they from one of the “normal” parallel worlds acquired during the adventure). Any other
have established a vast and mighty techno- and transport them to the times and places creatures will be left behind.
2 WHERE CHAOS REIGNS (Other WorldslThe Nexus)

__ ________--_I___ -.
_I___._
Using. This Module
u

Monster Roster‘S
-
1 . . .-.
I ne statistics ot ail the monsters and non-
player characters used in this module have
been gathered together for ease of reference
in the Monster Rosters on Pull-out Sheets
II-VI).

Oards as NPCs
Since they use technology, the oards are
very unusual creatures in the context of the
DUNGEONS & DRAGONS@ adventure
game, and it is essential that the DM reads
the details of the oards carefully (see Pull-
out Sheets VI1 and VIII) before running the
adventure.

It is completely beyond the power of the Just before the emergence of dwarves from In most cases, when they are first en-
player characters to control, manipulate or the earth (see Forge of Power - page lo), the countered by the party, the oards will be
harm the Nexus. T h e rooms and their oards will enlist the help of hephaeston (see disguised with image amulets so as not to
contents serve only to mark the entrances LO -
New Monsters Pull-out Sheet VII) to appear out of place. Once they begin to use
the Nexus and are in no way necessary for it destroy the newcomers and prevent the their technological weaponry, however, it
to operate. Even so, if a room or its contents fusion of dwarven smithcraft and magic. will soon be apparent that they are not all
are altered, moved or destroyed, it will be that they seem. When an oard is killed, ins
restored in every detail when the time By the third era (see Bronze and Iron - page image amulet ceases to function and the
comes for the party to go through the 13) the previous interventions of the oard will be revealed in its true form.
Nexus once more. T h e objects in the rooms adventurers will have allowed the humans,
will not be transported by the Nexus, even elves and dwarves LO grow in numbers and T h e DM should remember that oard
if in the possession of the adventurers. power. In order to crush them, the oards technological devices cannot be used by the
have taken control of the armies of the adventurers, and should avoid giving any
T h e Nexus will give the adventurers the Kolmede empire - a human civilization explanations of the devices or referring IO
ability to speak the equivalent of the which has eschewed magic. This section them by their proper names. T h e objects
common tongue in each of the eras they uses the Mass Combat rules (see CD12-17) themselves should be described in terms of
visit (except the oards’ Entropy Bubble). to resolve the war with the Kolmedes. objects which they resemble (as detailed in
the description of the oard devices), and
With the Kolmedes overcome, the elves and their powers should be likened to similar
The Adventure men of Aelos continue to develop their magical effects.
magicand, after many long years, assemble
The adventure begins (see Here and Now what they have learned in the Bibliotheca
- page 4) in the player characters’ own - an underground library on a remote Abbreviations
world. T h e Immortals have decided that it -
island (see Island of Sorcerers page 17).
is from this place that mortals will be taken Here, the oards set a trap for the greatest Monster Statistics (in the following order):
LO Aelos. wizards of the era, hoping to undermine Number; Name; Armour class (AC); Hilt
the power of magic. The adventurers must dice (HD);Hit points (hp);Movement rates
In the characters’ world, the Nexus links to discover and foil the oard plot. (MV); Number of attacks (#AT); Damage
a sage’s cottage which may be located by (D); Save as (Save); Morale (ML); Align-
the DM in any convenient wilderness area With the final threat to magic and the ment (AL); Experience point value (xp);
(hills, mountains, marsh, woodland or major races removed, Aelos will develop in Roll needed to hit armour class zero
forest). T h e party will be drawn to this the normal way and the oard empire and its (THACO - see below); Source.
place by means of strange (but harmless) technology will simply cease to be (or, put
omens visited on the region around it. another way, it will never have the chance T h e following abbreviations are used:
to establish itself). General: C - cleric; E - fighter; MU - magic
Once they enter the Nexus in the cottage, - -
user; D - dwarf E elf; L lawful; N -
the adventurers will have begun a one-way However, a few of the oards will remain, -
neutral; C chaotic.
trip through the history of Aelos. The sealed inside an Entropy Bubble which
Nexus will only return them to their own separates them from events outside (see Rulebook References (followed by page
world if they save Aelos from all its perils, The Entropy Bubble - page 21). In the last -
number): BP D&D@Basic Players Manual;
and defeat the oards in their entropy bubble part of the adventure, the Nexus will take BD - Basic Dungeon Masters Rulebook; EX
-
(see The Entropy Bubble page 21). the adventurers into the bubble for the final - -
D&DExpert Rulebook; C P D&DPlayer s
confrontation against the masters of mun- Companion; CD Dungeon Masters Com-
T h e adventurers will first enter Aelos soon dane technology. panion.
after its creation (see In the Beginning -
page 6), when elves and humans have only Once the oards are destroyed, the adven- THACO = To Hit Armour Class Zero. This
just emerged. Here, the oards are using turers will be returned to their own world, is the roll on ld20 needed by a creature LO
garls (a race of primitive proto-men) to and the Nexus, its purpose fulfilled, will hit an opponent with AC 0. In most cases,
destroy the elves and subjugate the humans -
vanish (see The Bubble Collapses page 24, the roll needed to hit other armour classes =
so as to halt their development of magic. and Here and Now - page 4). THACO minus AC.
WHERE CHAOS REIGNS ( T h e AdventurelUsing this Module) 3
This section describes both the adventurers’ When the adventurers arrive, the sage will would be useful on Aelos, but which they
departure through the Nexus to Aelos, and be waitingfor them at thecottagedoor, and have not brought with them. There will
their return, since they will apparently will greet each of them solemnly by name. also be provisions of food and drink. These
have been absent only a few minutes. The He is wearing a deep blue robe with long will have been magically transported here
entrance to the Nexus o n the player sleeves and a hood which frames his deeply by the power of the Nexus. If the characters
characters’ own world is in a small, lonely lined face. The characters will notice that are fully equipped, the DM should omit the
cottage which may be sited by the DM in although his features are those of an old piles of gear from the description:
any convenient, sparsely inhabited area man, his eyes are bright and piercing, and
(e.g. moorland, marsh or woodland) within his voice is firm.
a few days’ travel of the adventurers’ Inside the old man’s cottage, the air
current location(s). The sage will not enter into conversation is heady with the scent of stale
with the party, nor will he answer any incense, and there is the gentle tinkle
questions. Instead, once the adventurers of wind-chimes, set in motion as the
It Begins are assembled, he will raise his hands for door is opened.
silence and prepare them for the adventure
T h e adventurers will gain their first with the following words: The cottage is built of solid timbers.
inklings of the great events to come from a It is windowless, and the gloom
series of omens in the region, which they Look around at this world you call within is relieved only by a smoky
will either see themselves or hear about your home. To you it is everything, clay lamp on a large, circular oak
from others. The widespread occurrence of yet in the limitless eternity of exist- table. Next to the lamp stands a mug
these omens allows player characters to be ence it is but a tiny speck o n a tiny of foaming ale and by it a loaf on a
introduced to the adventure either indi- speck. In theplanes beyond, thereare platler.
vidually or as a group. more worlds than you could ever
conceive ... infinite universe upon Stacked neatly in piles around the
T h e omens, although strange, will be infinite universe. outside of the table are weapons and
harmless, and DMs may use those on the equipment...your weapons and equip-
following list or invent their own: Imagine, if you will, lost within that ment, which you left behind when
- fish fall from theskyduringarainstorm vastness, a world without magic; a you set out on this latest journey!
- birds are seen migrating at the wrong world ruled by thepowerof mechan-
time of year ical devices constructed by a race w h o Slowly your eyes adjust to the gloom,
- trees blossom or bear fruit out of season know n o beauty. Aelos is such a and you begin to make out a tapestry
- a rainbow appears with its colours in world, and the oards are such a race. on the far wall, a tapestrydepictinga
the wong order bewildering pattern of peoples and
- the moon appears blue In the past of Aelos were sown the places. Somehow, they all seem
- mice are seen chasing cats. sameseeds which i n your worldgrew strangely familiar...
and blossomed into magic and the
If the adventurers make enquiries con- might of men, elves, dwarves and
cerning the omens (either of their own halflings. But these seeds came to As soon as the party members are all inside
volition or in response to the concern naught, for the oards had learned the the hut, the DM should read out the
which the happenings will cause amongst secret of travelling through time and description of their transportation to Aelos
the common people), they will discover sent their agents to many times and (see The Beginning - page 6).
that the events have taken place only places in Aelos’ history. There they
within a limitedarea. Further investigation could shape certain events, bending
will reveal that a sage lives in a lonely the past to their own ends. It Ends
cottage in the middle of the affected area
and “he is certain to know all about the Yet all is not lost for Aelos. T h e After the adventurers have destroyed the
omens”. Strangely, although the party will events which changed its history oards’ entropy bubble (see The Bubble
have no difficulty finding people who might yet be reversed by those w h o Collapses - page 24) and their mission to
know about the sage, and will be able to could, like the oards, travel back in save Aelos is compieted, they are returned
gain general directions to his dwelling, time. I t is i n the minds of those w h o to the sage’s cottage after an absence (in
they will be unable to find anyone who has watch over the countless worlds that their own world) of only a few minutes.
actually seen him or who has been there. you few might be the ones to make With them, they will have all of the items
such a journey. which they acquired during the adventure.
Any injuries or curses (but not energy
A Lonely Cc Come now into my humble abode, drains) which the survivors have suffered
for there is much to do. will have been healed or removed.
The adventurers will nave no aitticulty
finding the cottage; in fact, it will be The adventurers will feel strangely com- T h e sage will be waiting outside the
surprisingly easy to find, considering the pelled to accept the sage’s invitation (no cottage, and will solemnly thank the
vague nature of the directions they were saving throw) and enter the cottage. characters for all that they have done. The
given. T h e cottage is the location of the moment they look away, however, both the
entrance to the Nexus, and the sage (who is The description allows the DM to place in old man and his cottage will vanish. The
an agent of the Immortals) will set them on the cottage any weapons or other equip- Nexus, its purpose fulfilled, will be sealed ...
their adventure on Aelos. ment belonging to the characters which perhaps for ever... perhaps not.
4 HEREANDNOW
Aelos (see Nap A I ) is young and beautiful. The Adventure
T h e ice and fire from which it was formed Looking around, you notice that the
are retreating, to be replaced by virgin T h e party will arrive in this era during a old man has vanished. Befoie you
forest - home to treants and bands of garl raid on an elven village (Callafae - see can look for him, the room begins to
primitive elves. In the mountains to the below) and will soon learn of the garl spin around you, and a shrill whistle
north, the first bands of humans have threat to the elves and other inhabitants blots out all other sounds. Your
emerged. Given time, elves and men will (see Loralis - area 2). The adventurers may vision blurs, and the pattern of
take the first steps towards civilization. But escox t the elves and humans when they flee people and places seems to flow out
time is not on theii side! in searrh of safety, and will encounter a from the tapestry to surround you.
garl war party (see The Wandering Bands The room is changing from insiant
T h e garls (see New Monsters Pull-out - - page 7), probably at the tieants’ home to instant, so fast that the details are
Sheet VII), a race of brutish half-men, also Galgrove (area 4). It is here that the party lost, yet all the while the essential
live in the mountains. Not long aftex the should ovexcome three of the oards in this nature of the place remains the same.
appearance of humans, the garls began to era. Before the adventureis can leave (see
lose ground to their more intelligent The Parting - page 9), however, they will After what seems like an age, the
cousins and weie dying out, but the oards have to seek out the gai 1 stronghold (aiea 7) spinning sensation passes and your
visited them, showing them how tocontrol and oveicome the iemaining three oards eyes can focus once more. T h e loom
terrible beasts (rocs, mastodons and sabre- there. before you is now circular and thr
tooth tigers) and how to make weapons timbers of the walls aie replaced by
(bows and spears). With these, the garls There are very few items of a magical woven twigs, daubed with mud. A,
enslaved the humans. Since their enslave- nature in this world for the adventurers to fiame of blanches lashed together
ment, a few humans have escaped the garls acquire. T h e principal treasures available with thongs stands in place of the
and have established a settlement in the are uncut gems which, in later years, will table and bears a bowl of steaming
forest. be coveted and hoarded but which are food and a posy of floweis. T h e clay
currently quite abundant. lamp is gone and the light now
A year ago, the oards returned and led the comes fiom a small, open fire-pi1
garls in the destruction of all but two of the The Newcomers filling the air with the smell of
elven villages. As winter fell, the garl burning pine-cones and sending sha-
armies retreated to their caves, but now it is The elves, humans and treants will recog- dows dancing across the walls. Stret-
spring and the assault has begun anew. nise at once that the adventurers are ched on a frame ovex the doox is a
strangers to the land. The adventurers’ painting of a hunting scene.
clothes, magical powers (especially heal-
The Elves ing) and equipment (especially metal The awful whistle, which still rings
objects and weapons) will arouse particular in your ears, has ceased, to be
The elves are primitive, stone-age hunters. interest since the inhabitants have no replaced by scxeams and the sounds
Their love of woodland life is already knowledge of the working of coppei, of file and battle. The door bursts
developed, but they have not yet formed bronze or iron, and have only stone tools open and an elven woman in a
into proper clans since the treants have not and weapons. leather dress staggers into the room,
given them the Trees of Life (see CP30 and her eyes wide with terroi...
axea 4). T h e elves are only just beginning to
learn about magic, and can cast only the The Beginning
following spells: The village consists of 25 circular huts
1. Callafae surrounded by a log palisade. Most of the
First level: detect magic, light, protection huts are on fire and there are over 100elven
from evil, read magic, shield, sleep. T h e characters are transported from the corpses scattered around, plus those of a roc
Second level: continual light, detect evil, sage’s cottage to a hut in theelven village of and a garl. Running in panic amongst rhe
locate object, phantasmal force, web. Callafae which is under attack by garls. huts are 12 villagers. Each round that the
T h ; i A I.P_W, ~PaI .- A ; r n ~ im-&r
AS.--- U X U ~ U
h--*a n*n+a-+:~-
.‘..LS’~,II~LYIL,~IVICCIIV.I
T h a hnctlr,
I uc
<c
U a u i C XJ
---..l.,
iiCaiiy -..--
UVLI,
,.-A
aiiu
--.-+
i l
-S
l UL
~ cr~Li ri .c ~
--..,.
t ”*,.-,. :-
p a i ~ y> L a y > 111
+i
LUC
..s*-..
i...
n
11111 alici
*in
LIIC wullldll

from evil 10’ radius, water breathing. villagers are either dead or in hiding: enters, 1-6 villagers will be killed.
6 IN T H E BEGZNNZNG (area 1 )
The remaining attackers are 13 garls elves. Halliani will weep when he hears through the High Pass (area 6) since this
mounted o n 13 small rocs, led by an oard that Callafae is gone; now Loralis is the last was the route which he took when escaping.
(disguised as a garl) also mounted on a elven villageand Halliani fears that soon it N o humans have escaped from the gal I$
small roc. When the adventurers emerge too will be overrun. since the oards reappeared, so the inhabi-
from the hut, the raiders will concentrate tants of Jo-Lak know nothing of these
their attacks on them. Teb was the first child born at Jo-Lak, the newcomers or of the defences which the
camp of escaped humans (area 3) and has oards have built (see area 7).
The garls have spears and gourds of been taught magic by elves. He will be able
inflammable oil (one each remaining). to tell the characters about the subjugation 4. Galgrove
These gourds explode on impact, inflicting of the humans by the garls, but does not
2d8 points of fire damage (halved by a know the way to the garls’ valley. The other T h e treants live on a wooded, craggy hill
successful saving throw vs. Dragon Breath) humans at Jo-Lak, however, would know deep in the forest (see Map A2). There are
to anyone within 10 feet and setting fire to the way. 10 in all (including Fferttig whom the
ail combustible materials in the same area. characters will meet at Loralis - area 2).
The oil is made by the oards. Shortly after the adventurers reach Loralis, They have no buildings, but make then’
a treant named Fferttig (see below) will homes in the many shallow caves on the
The oard has a ray glove and three fireball arrive as an envoy from Galgrove (area 4). hill. T h e trees here are unusually tall andl
gems (see Pull-out Sheet VIII). At a council of the village, Fferttig will tell healthy, and form pleasant leafy groves andl
the elves that the treants have learned of an walks.
In addition to the woman in the hut and approaching gar1 army, and will urge the
those in the village, there are 30 elves elves to join up with the humans and flee to T h e elves know where Galgrove is andl
hiding in a long storage chamber cut into the lands beyond the Great Swamp. Reluc- qeveral of them have visited it. What the
the rock beneath the village. The entrance tantly, Halliani will decide to go, but will elves have never seen is the treants’ “greai
to the chamber is concealed by a pile of ask that the treants escort his people on the secret” -a nurseiy of special trees growing,
rubbish near the palisade on the south side perilous journey. Fferttig will refuse to do in a dell on the eastern side of the hill
of the village. The hidden survivors will this, however, since the treants must These tiees, when mature, will be the fils!
emerge when the battle is over. Apart from remain behind to guard their “great secret” Trees of Life for elven clans (see CP30) andl
three wounded warriors, all the survivors (see area 4), and he must return to are to be the treants’ special gift to the elves
are women and children. They will thank Galgrove. All but one of these trees (which IS nearly
the party reverently for saving them, and mature) are too delicate to be moved.
will plead with the adventurers to escort After the council, the party will be
them through the dangers of the forest to approached, separately and in private, by If the adventurers are not in Galgrove when
Loralis (area 2). Halliani, Teb and Fferttig. Halliani (con- the garl war party reaches it (see The Garll
cerned for his people) will ask the adven- War Party - page 8), the tieants will defend
turers to escort his tribe through the the nursery bravely. However, they will bt.
Forest and Swamp dangers of the swamp, Teb (who hates the overcome and Ffer ttig (or another treant)
garls passionately) will urge them to go to will escape into the forest bearing the
The forest is untouched by civilization and Jo-Lak, learn where the garls live and almost mature Tree of Life and will later
teems with game. There are neither roads attack them, and Fferttig will ask the party appear with it at T h e Parting (page 9). If
nor clear paths. It is cut in two by the Great to go with him to Galgrove to help protect the party is here, the DM should run thr
Swamp which was, until a few decades ago, the “gxeat secret” (thoueh he will not combat in full. If the Trees of Life ale
a wooded, flat-bottomed rivei valley. With reveal wha threatened, however, one of the treants
the increased melting of the ice, however, should still escape with the nearly-matupt’
the river has spread out over the valley to tree.
form an unhealthy, tangled swamp. 3. Jo-Lak

Following the destruction of Callafae, only Jo-Lak is the home of 110 humans (60 The Wandering Bands
three settlements remain in the forest - males, 40 females, 10 children) who have
Loralis (2); Jo-Lak (3);and Galgrove (4). escaped from slavery under the gar Is. The Following the decision of the elves to leave
camp consists of about 30 crude, animal- Loralis, the course of the next part of the
hide tents in a forest clearing. With the adventure centres on two wandering bands:
2. Loralis exception of the leader, Hobe, all of the the refugees (elves and humans); and the
adult humans are level 1 fighters armed garl war party. Their routes are shown on
This village is larger than Callafae, having with spears. Map Al.
35 huts and 190 inhabitants (75 male, 79
female and 36 children). All the adult T h e humans are greatly afraid of the garls
inhabitants are level 1 elves, except for the and will accompany ehe elves willingly in The Refugees
village leader Halliani, his sons Joahyn their search fox a safe refuge (see The
and Kertigen, and the young human, Teb Refugees - below). Unescorted by the Party
(see below).
Any of the adult humans will be able to If the day when Fferttig arrives at Loralis is
If the elves from Callafae have not already describe the route (via the Lake - area 5)to taken as Day 1, the elves (154adults and 36
done so, Halliani will tell the adventurers the valley where the garls live (area 7). children) will be ready to leave their village
about the history of the garl attacks on the Hobe will be able to describe the route o n Day 3. T h e refugees have a base
IN T H E BEGINNING (area3 2-4) 7
.*=, .
movement rate of 8 miles per day in woods DM as appropriate. It is intended that the (vi) Hunting Trap (forestonly):
and 6 miles in swamp. If the party is not adventurers should experience most (if not The adventurers’ route takes them ovet an
with the refugees, they will follow the route all) of the encounters. The DM may create old, unsprung pit-trap (intended for mast-
shown on Map A l , pausing for 2 days at minor encounters as desired. For the sake of odons) which is completely concealed by
Jo-Lak while the humans (100 adults and simplicity, it is recommended that en- the leaf-litter of several seasons. T h e pit is
10children) gather their possessions. In the counter (vi) is not used while the refugees 30 feet acio9s and 30 feet deep. Its cover of
Great Swamp, the refugees will be attacked are with the party. interwoven branches will collapse under
by giant crocodiles (30 elves and 25 humans the weight of 2-4 (ld3+1)characters. In the
are killed) and, fearing to continue, will (i) Big Cats (forest only): bottom of the pi1 are sharpened, upward
tur n back towards Galgrove, air iving there A family of 5 sabre-tooth tigers stalks the pointing spikes (THACO 5, D ld6+4, I per
on Day 57 travellers and attacks at an opportune falling character).The pit is now the lair of
moment (surprises on a roll of 1-4 on ld6). 3 giant rattlesnakes which will attack when
their home is invaded.
Escorted E (ii) Ruined Village:
This gloomy, ruined elven village is over-
If the adventurers are with the band, the grown with trees. It was wiped out many
refugee leaders will be keen to follow the years ago by garls (before the oards arrived),
route to the swamp as shown on Map A l . and is now inhabited by the ghost (AL N) The war party is comprised of an aavance
When they reach the forest beyond the of the village leader, Deorar ,and a vision of guard and a main body. The advance guard
swamp, the elves will urge the adventurers eight garls, which perpetually play out the consists of 6 garls (armed with bows and
to go to the aid of the treants at Galgrove, scene of the battle in which Deorar was spears) and an oard (armed with a ray
and will tell them the way. slain. glove) all mounted on small rocs and
accompanied by 4 sabre-tooth tigers.
T h e vision will abandon Deorar and attack
Simplifying Combat the adventurers 1 round after it is seen. The main body of the war party consists of
Deorar will wait until the combat is over 15garls(with bowsandspears) mountedin
If on their own, i t is assumed that the and then approach the party. He will only groups of five in ciude howdahs (walled
iefugees (armed as they are with spears, atiack in self-defence, and is desperate to platforms which give -2 cover - see BP60)
sleep spells etc.) are able to ward off any ensure that his wife’s remains (which lie on the backs of 3 mastodons. There are also
attacks by the smaller beasts of the forest. under the wreckage of one of the huts) are 5 garls (bows and spears) on small rocs; an
They will cover theii tracks carefully so properly buried. He cannot speak and will oard (disguised as a garl, armed with a ray
that the garls will not be able to follow. try to lead the adventurers to his wife. If glove and two fireball gems) on a large roc;
necessary he will attempt to magic jar an and 10 garls on foot with 3 sabre-tooth
If the adventurers are with the refugees, adventuier. Once his wife is buried, Deorar tigers.
they will be attacked by larger creatures (see will lead the party to a hollow tree and then
Forest/Swamp Random Encounters - vanish. Inside the tree is a rock crystal The two oards can speak with each othei
below). T h e players may control the pendant on a thong. The crystal is the using their speech bracelets.
actions of the NPCs (alihough the DM equivalent of a ring of safety (with 3
should overrule “suicide attacks” etc.), and charges - CD53). The adventurers will probably encounter
the following simplifications may be used the war party at Galgrove since they have
to speed u p the resolution of combat: (iii) An Odic: plenty of time to reach the treants before
This creature has possessed a treant and the war party arrives, but i t is possible that
1. Only the actions of named NPCs (i.e. of will pick u p the travellers’ trail and follow they will tiack i t down (the war party’s
levels 2 and above) are considered separ- them in search of victims. Each night (for mastodons leave a very clear trail) or meet it
ately. T h e other adult elves and humans u p to 2 weeks), it will stand about half a by chance. If the war party overruns
are divided into groups of ten (any left mile away and send four of its animated Galgrove (see area 4), the paity should
over are ignored). Each group attacks a leaves into the camp. If the refugees are encounter i t eithei going to or returning
single opponent and automatically in- with the party, the odic will concentrate on from the garl stronghold.
flicts the average damage (with spears) them at first and the adventurers will hear
shown in Table 1 on Pull-out Sheet 11. of “strange disappearances”. If encountered T h e war party enters the forest on day 8,
T h e effects of the fixst level elves’ spells during the day, the odic will claim to be an and follows the ioute shown on Map A l ,
are ignored. old, weak treant. It will not wish to join u p moving at 11 miles per day in the woods.
with the travelling band, however, since its After leavine To-Lak (on day 24), it will
2. Ordinary adult elves or humans ale purple glow at night betrays its true nature.
assumed to be killed by any successful
attack by a large creature. All elves and (iv) Crocodiles (swamp only):
humans are A< The travellers will be beset by a hungry
pack of 3 giant crocodiles.

Forest/Swamp Random Encounters (v) Slithering Menace (swamp only): Far to the north of the forest the glaciers
This part of the swamp is particularly cover mountain and lowland alike in a
The following forest and swamp random unwholesome, and is the home of 10 giant thick sheet of crevasse-ridden ice. Very
encounters for the party (or the party and leeches. These will attack the travellers in slowly, the ice has retreated from the
refugees together) should be used by the two groups in successive rounds. southernmost mountains leaving snowy
8 IN THE BEGINNING (ForestlSwamp Random Encounters)

__ __
PC
gl--_--I -U--U-I. - -- ----_ __-_
__-, _--
___- a” ..-...--.- ,with spears) will help
SUL.U

still covers the higher peaks, and only the are not awaxe that they are harming the the beast handlers cmce the adventurexs
valleys and passes axe clear. Between this characters (they have hardly noticed them), get past the wall.
icy legion and the foiest is a belt of tundra, but will fight in earnest if attacked. Leaders:
a wild, hilly land cut into deep valleys by 3 oards (disguised ;IS ~ ; ~ I I ~s I, I I I C UW I L I I
icy rivers and swept by cutting winds fxom ray gloves and one fireball gem each)
the mountains. Here, the only plant life to 6. The High Pass will attempt to avoid combat until
be seen is a blanket of short, tough grass. cornered. They have with them a robot
This snow-covered pass thxough the moun- tiger (the equivalen t of an amber golem).
T h e mountains are home to the galls (see tains is the home of a band of 25 snow apes
area 7). led by 2 giant snow apes. The apes will T h e garls’ slaves are 60 humans who will
ambush the adventuxexs by bringing down be kept in their foul cave (behind a barred
an avalanche on the par ty and then leaping wooden door) during the battle. They are
Tundra/Mountain Encounters down fiom the slopes of the pass to attack. unarmed and will not fight. If asked, they
The avalanche will be 100 feet across and will be able to give the party a good
The DM may use the following xandom any characters caught in it will suffex 3d10 estimate of the total numbers of garls, their
encounters as desiied during the party’s points of damage and be stunned for ld4 beasts, and the oards.
journey to the garl stronghold (area 7). The rounds. A successful saving throw vs.
DM may cieate minor encounters as Dxagon Breath will halve the damage and T h e gar1 caves are littered with xubbish.
desired. negate the stun. They have simple hearths, and the wal’ls
are painted with primitive hunting scenes,
(i) Wild Herd (tundra only): The clubs of the apes are set with rough but there is no furniture. O n a crude shell
T h e adventurers will spot a small herd of diamonds (value - 500gp per ape; double in one cave are a necklace of uncut gems
goxgons dixectly ahead of them (range - this fox the giant apes). (value -33,OOOgp) and eight small stone
half-a-rnile). Unless the adventurers divert bowls of ointment (see CD54 - roll for
fxom their course so as to give them a wide effect of each separately). T h e roc and tiger
berth, the beasts will notice the pax ty after 7. Gar1 Stronghold pens contain only litter and gnawed bones.
ld4+2 xounds and 4 gorgons (the males of
the herd) will attack. The remaining 6 T h e garls (undex the guidance of the oards) The caves used by the oards are similar to
gorgons are females and will not fight have fashioned a crude stronghold at the the garl caves but are cleaner. In the
unless attacked. head of a steep-sided valley (see Map A3). southernmost cave is the oards’ time travd
mirror (see Pull-out Sheet VIII) disguisecl
(ii) Forbidden Fruit (mountains only): The oards, the garls and their beasts live in as a pool of water.
As the party is crossing a shallow stream caves. With Ihe exception of the sabre-
which issues from an icyside-valley, oneof tooth tigers’ pen, all of the caves are 30 feet
the characters will notice that there are above the floor of the valley, as are the The Parting
naiuxal gems lying amongst the pebbles in ledges linking the cave entrances. A thick
the stxeam. In all theie axe eight gems stone wall (30 feet high) with a heavy, Once the oards have all been destroyed, the
worth a total of 20,OOOgp. The gems are bailed, wooden gate blocks the entxance to adventurers will begin to gain the feeling
treasured by 2 frost salamanders which will the stronghold and is overlooked by a flat- that it is time for them to go. This feeling
xeturn to the side-valley 1-2 houxs after the topped spur of lock (40 feet high) which will grow only slowly, but will become
paxty leaves. If the adventurers have taken has a parapet wall (-2 cover - see BP60). A ir-resistibleafter about amonth. T h e portal
more than half of the gems, the salamanders second parapetted platform ovexlooks the to the next exa is the hut where they arrived
will follow theix trail tirelessly in seaich of area inside the stronghold in Callafae. No matter what has happened
the “stolen” treasuxe and will attack the since then, when the party returns to the
party on sight. For convenience, the driciiucib UL Lhe hut, it will be exactly as it was before.
stronghold may be divided into five groups:
If the adventurers return to the hut, they
Set Encounters Ai rborne:
... will be able to leave at once (see The Nexus
ca- garls (witn bows) mountea on small
. I %

- page 2). Alternatively, they may fixst


5. The Tempest rocs who will concentxate on haxryina. -_ choose to bring back the refugees fxom
and clistracting the party. beyond the swamp (this journey will be
At its north-western end, the lake fills Wall guards: without serious incident). In the latter-caw,
almost the entixe width of the valley 30 ga rls (with bows and spears) who will the elves, humans and treants will con-
leaving only a naxxow strip (about 50 feet man the parapetted areas. gregate at Callafae for a double ceremony;
wide) on one side. The lake is subject to
storms thrown u p by elemental creatures
Beast ha ndlers:
. I .,.
10 garis (wim DOWS ana spears) mountea . 1
the gift of the Tiee of Life to the elves by the
treants, and the presentation to each
and, if the adventuxexs trek beside the lake in gioups of five in howdahs (-2 cover adventurer of a beautiful, leaf-shaped
they will bestxuck byaparticulaxlyviolent - see BP6O) on 2 mastodons; 10 garls amulet of carved crystal (value - 4ooOgp
tempest pxoduced by 4 water elementals (with spears) on foot, and 4 sabre-tooth each). In a future era (see Bronze and Iron
and 5 air elementals.T h e storm will last for tigers. These will wait on the valley - page 13), these amulets will help identify
3d10 minutes, during which time the floor and engage the adventurers once the adventurers as the “legendary heroes”
lashing of wind and waves will inflict ihe they get past the wall. of old.
IN T H E BEGINNING (areas 4-7) ‘9
Since, nearly 3000 years ago, the party on the anvil of the world in the company of After a few moments:
eliminated the threat of the now-extinct strangers wielding white bronze” (refer-
garls (see In the Beginning - page 6), the ences to the dwarves’ island and the party f

humans and elves of Aelos have developed with their steel equipment). He expects the The door is opened by an an olive-
the rudiments of civilization (magic, liter- Oracle of Kol to tell him the way to the skinned man wearing a plain grey
ature, agriculture and the working of anvil, while the strangers, according to the tunic and carrying a wooden bowl
bronze). While the elves remained in their prophecy, will join him “when least full of figs. Silhouetted by the pale
beloved forests, however, the restless expected”. light outside, he halts in mid-stride
humans moved out onto the plains and and shouts “Captain Selios! Come
beyond, some of them becoming bold On Kol, the Oracle will present the captain quickly!”
seafarers. and the party with a cryptic prophecy
which will guide them west over the sea
Far to the west, on an unexplored island (see Voyage to the West - page 1 1 ) to the Hearing the crewman’s shout, Captain
known as the Anvil of the World, a island where Diemlak lives and the dwarves Selios will appear after a few moments and,
hephaeston named Diemlak (see New are hiding (see Anvil of the World - page once he realises that “the strangers” have
-
Monsters Pull-out Sheet VII) had been 11). When the Forge of Power is restored to arrived, he will greet the adventurers with
waiting for the first dwarves of Aelos to the dwarves, it will be time for the par ty to the hospitality befitting long-lost brothers
emerge. Diemlak was guarding a Forge of leave (see The Dwarves - page 12). and sisters. In private, he will explain
Power (CPSO), a gift for the dwarves with about the prophecy which is guiding him
which they would become the founders of to Kol and which has led him to foresee the
iron smithcraft. The Oracle of Kol adventurers’ arrival. “Fate decrees it,” he
will insist, “and binds your destinies with
T h e oards were determined that iron- It is dawn, and the Deltara is a few miles mine”.
working should be developed only by from Kol:
humans, and so become a mundane art. A
year ago, just before the dwarves reached The Oracle
the surface, an oard agent came to the The elven hut blurs, and the muddled
island, posing as a messenger of the scenes from the tapestry in the old Kol is a pleasant, wooded island about a
Immortals. By the time the dwarves man’s cottage back on your own mile long and half-a-mile wide (n.b. it is
emerged, the oard had convinced Diemlak world swirl around you once more, not shown on any of the module maps).
that they were impostors. Diemlak drove accompanied by the shrieking T h e venerable old woman known as “The
the dwarves back into their tunnels and whistle. Chaos reigns, perhaps for a Oracle” and her dozen female servants live
now, with the oard, guards the Forge second or an age, who can say? Then in an austere building of white stone on a
against the “false” dwarves. the world becomes clear again and bluff overlooking the harbour.
the noise fades.
When the Deltara arrives at the deserted
The Adventure T h e room has the appearance of a quay, Selios will stride eagerly up the path
ship’s cabin, and is rocking gently which leads to the building, calling on the
The adventurers will arrive in this era on from side to side. This, along with party to follow. He will, however, order the
board the ship Deltara (see Voyage to the the creaking of the ship’s timbers, the crew to remain on board the ship until he
West - page 11). The ship’s captain is cry of gulls and the tang of salt air tell returns.
Selios, a rich, middle-aged human mer- you that you are at sea. In the centre
chant. Although clearly a human, Selios is of the cabin stands a cask, and on it a The Oracle will be waiting for her visitors
very short and stocky, with a long beard. plate of fish and an open wine bottle. in a throne-like chair, half hidden by
A brass lamp swings on a chain from shadows at the far end of her stark audience
Selios is sailing to the island of Kol to settle the ceiling, illuminating a star-chart chamber. She will greet each visitor by
a prophecy madeat his birth; thathe would pinned to the bulkhead. name and then, without being asked,
never find rest until he had been “reforged recount the following:
10 FORGE OF POWER (The Oracle of K o l )

__- -
--____
~
“Hark, wanderers older than time. The vision is unusual since it does not Inside the cyclops’ cave is a wooden chest
Hark, bold captain whose brothers induce fear and the phantoms can move as containing a scroll of truth (see CD51) and
await. Hark, for I speak. far as the edges of the reef (a range greater a large jewelled talisman (value - 20,OOOgp).
than normal). In addition, although the
“Westward sail the silent sailors, west- howl has its usual effect (Le. inducing
ward are the men who drown no more, hopelessness) at ranges u p to 90 feet, it can (iii) Shadow-Ship
westward is the shepherd, and west- also attract any creatures within hearing (if
ward sighs the song. For many days they fail a saving throw vs. Spells - only At dusk, the Deltara will be attacked by a
and four the anvil awaits.” one saving throw is needed). Crewmen large sailing ship manned by 40 shadows.
attracted by the howl will attempt to steer T h e ship is made of the same shadowy
After this she will slump into an uneasy the ship onto the reef. They will succeed in material as its crew. It is non-corporeal,
sleep. If the visitors do not leave at once, the this so long as they outnumber the other and any normal creature attempting to
Oracle’s servants will emerge from a side crewmen (any men incapacitated by the board i t will fall through into the sea. The
chamber and ask them to leave. Selios has party are not counted). shadow-ship can move at 180 feetiround i n
no desire to tempt fate and will be eager to any direction (irrespective of the wind). It
set sail westwards as soon as possible. If the ship strikes the reef, it will suffer has 140 hull points and AC 7, but can only
Neither the Oracle nor her servants will be 50-80 (40+ld4x10) hull points of damage be harmed by magical means.
able to provide any further information. and the vision will be able to attack.
T h e shadow ship has a good chance of
In the centre of the islet is a cairn covering surprising the Deltara (1-5 on ld6), and
Voyage to the West the grave of a sea-captain. In the grave are a will ram it. This will do no damage, but the
jewelled belt (value - 5000gp)and matching bows of the shadow-ship will merge into1
There is n o real need for a map of the seas armband (value - 5000gp). T h e right hand the Deltara’s hull locking the two vessels8
west of Kol, and the DM should use the of thecaptain’s skeleton still bears a ring of together. Until the shadow-shipis destroyed
following encounters as desired and in any water walking (BD44). (see below) contact with i t will cause the
order during the voyage, regardless of the Deltara to lose ld6 hull points of damage
exact course followed by the ship. T o add Note: For the sake of simplicity, the DM per round from rotting and warping;
interest to the voyage the DM may make use may choose to find the number of crewmen timbers, fraying ropes, and so on.
of storms, calms, mists and so on. failing the saving throw vs. Spells by
rolling ld6+4 for every 10 crewmen (and After the ramming, the shadows will floai.
rolling for the remainder separately). across to the Del tara and attack (they suffer
The Deltara no penalty while boarding). Once the
T h e Deltara (see Map BI) is a cross between shadows are all destroyed, their ship will,
a galley and a sailing ship (see EX43), (ii) The Shepherds like them, vanish without trace.
designed for trade rather than war. It is 100
feet long with a beam of 20 feet, 100 hull T h e Deltara will come in sight of an island
points, a capacity of 100,000cn and a crew of grassy hills with small patches of (iv) Ships’ Graveyard
of 90 men. Its armour class is 8 and its woodland. It is almost circular, about 3
movement rates are 15/72 miledday and miles across, and has many sandy bays. T h e Deltara, becalmed and surrounded by
75/120 feethound. The oars are used only mist (visibility 200 feet) drifts into a reef of
when the wind drops, and are worked by The island is home to 2 cyclops (a male and seaweed-shrouded rocks littered with
the crew. Selios is both captain and female) who live in a large cave in a wood wrecks of ships. Here, the ship will be
navigator. near the centre of the island. If the attacked by the guardian of the reef - a
adventurers come ashore, they will soon -
huge bone golem and 400 skeletons (the
T h e crew are efficient mariners, but will encounter the cyclops’ flock of 60 giant crews of the wrecks).
only fight in self-defence and will be very sheep. If the flock is attacked or disturbed,
reluctant to go ashore on strange islands. the 12 giant rams (males) will fight to T h e golem will rise menacingly from
protect the females and young, and there is beneath the surface, wade towards the
a 40% chance of the flock stampeding Deltara, and attack with its tridents.
Ocean Encounters (No Maps) towards the intruders. Unless they are Meanwhile, the skeletons will emerge from
silenced, the bleating of the sheep will the wrecks and swim to the ship. About 300
(i) Siren Song attract the attention of the two cyclops. of them will cling to the boat and its oars
like a web of bones while the others
During a slight squall, the Deltara will The cyclops are stupid, aggressive and scramble u p the sides to attack. Those
come in sight of a low, rocky islet (about 50 threatening, but will only attack (using clinging to the boat will not fight but must
feet across and 300 yards away). Waves can clubs and rocks) in self-defence or if their be hacked or smashed off (or Destroyed by
be seen breaking over a jagged reef which sheep are attacked. If near death, the female clerics) before the ship can continue.
extends about 150 feet from the rock in all cyclops will secretly curse the party. The
directions. O n the islet are what look like DM should make a secret saving throw vs.
seven harpies, and a wailing song may be Spells for each party member. Those who Anvil. of the World
heard drifting across the water. However, fail will make all attacks at -2 to hit from
the inhabitants of the rock are actually the then on (even after passing through the T h e Deltara will come in sight of the Anvil
phantoms of a vision and the song is the Nexus). Each victim must be cured of the of the World at dawn, 4 days after the last
vision’s howl. curse individually. encounter on the Voyage to the West see -
FORGE OF POWER (Voyage to the West) 11
page 11).It is visible 24 miles away, and even
1 If seriously threatened, Diemlak will flee to 5. Oard’s Chamber
from this distance, the glint of the brazen the Forge of Power (area 4), using a wall of
doors of Dienilak’s lair (areas 1-6 - see Map iron to cover his retreat. Hanging on one wall of this chamber is the
B3) may be zieen. Just as the adventurers oard’s time travel mirror (see Oard Devices
first sight tlie island, Diemlak will be In the Forge, Diemlak will join the oard - Pull-out Sheet VIII). Apart from this, the
warned of the*irapproach by his ‘Watchers’ (armed with a ray glove and two fireball room contains only simple wooden furn-
(see area 1). gems) and its 2 robot tigers (amber golems). iture: a bed, a table and a chair.
The robots will attack the adventurers on
T h e island ics rocky and barren, with no sight, while Diemlak and the oard fight
sound but tlbe wind. Most of the coast from a distance. Diemlak will not flee and, 6. Dwarven Tunnels
consists of hi1:h, rugged cliffs, but there is a if forced to fight hand-to-hand, will use
large bay on Ihe eastern side which offers a both his sword and fist. T h e dwarven tunnels divide and twist
sheltered harlbour (see Map B2). Although repeatedly as they descend into the depths
he is frightened, Selios will be keen to The oard is disguised as a normal human of the mountain.
accompany t he adventurers ashore, and wearing robes. It will fight until seriously
will order the crew to stay with the ship. threatened and then flee down the dwarven
tunnels. If it manages to elude the party,
the dwarves will capture it (see The
Beset from the Air Dwarves - below). There are several ways in which the
dwarves may learn of the arrival of the
The adventui‘erswill see no signs of life on adventurers and the defeat of Diemlak:
the island un til they are about a mile from 1. The Watchers
Diemlak’s lair (areas 1-6).Then, a flock of 2 - if the oard flees into the tunnels, the
chimeras andL 16 harpies will fly out from The burnished bronze doors of Diemlak’s dwarves will eventually capture and
their hidden nests on the top of the lair (see Map B3) are each 40 feet high and intenogate it,
mountain to attack the adventurers, while 15 feet wide. They are guarded by 2 bronze - if the adventurers explore the tunnels,
another 15 hairpies detour around to attack golems which stand on either side. These they will be observed by hidden dwarven
the ship. If t he adventurers are unable to are Diemlak’s ‘Watchers’, and can see all sen tries,
help defend t he ship, the DM may assume hidden, invisible and ethereal objects and - if the adventurers do nothing, sentries
that the crevrmen will all be killed in 6 creatures. will eventually investigate the sounds of
rounds for th e loss of one harpy. Once the battle from the Forge (area 4).
crew are all dt:ad, the surviving harpies will The golems will attack in self-defence, or if
join the otheics in their attack on the party. anyone approaches to within 100 feet of the It will take very little (the sight of a dwarf
doors. adventurer or the body of Diemlak, for
example) to convince the dwarves that the
Diemlak’s Lair (see Map B3) adventurers should be greeted as friends
2. Entrance Hall and liberators. Once the dwarves are
T h e chamber’s of the hephaeston’s strong- convinced that Diemlak is overcome, the
hold are shoiwn on Map B3. T h e ceilings This grand chamber has six stone pillars, entire clan will come u p from the lower
are all 40 f iret high. Diemlak has not each a statue of a female giant. The levels and take possession of the Forge of
blocked off t he tunnels leading into the jewellery (earrings, necklaces and brace- Powei. In celebration, the dwarves will
mountain, ir1 the hope that the dwarves lets) adorning these statues is real and of hold a feast, with the adventurers as
will return anid give him theopportunity to enormous proportions (values - 500gp, honoured guests.
finish them cI f f . ZOOOgp, and 1500gprespectively per statue).
Soon after the feast, the party will begin to
As they enter the entrance hall (area 2), the feel that i t is “time to go”. On board the
adventurers Mrill encounter the hephaeston, 3. Diemlak’s Chamber Deltara (which will temporarily reappear
Diemlak wh o will be ready for them, should it have been lost or abandoned
thanks to thc3 vigilance of the ‘Watchers’ This is an ostentatious room with frescoed earlier), the cabin will be exactly as it was
(area 1). With Diemlak are 7 rock living walls, containing a huge bed and a large when the party arrived and, as soon as all
statues whicl1 will attack the adventurers bronze coffer. Inside the coffer are large- the adventurers are assembled in it, they
fearlessly. sized items of jewellery (total value - will be taken through the nexus to a later
40,00Ogp), and a hammer +4 (talent: era of Aelos (see Bronze and Iron - page 13)
Meanwhile, 1Diemlak, will attack with his deceiving - see CD58). and the next part of the adventure.
sword and special abilities. T o begin with,
he will coricentrate his attentions on If he survived, Selios will become a firm
characters wiearing metal armour, using 4. Forge of Power friend of the dwarves (who will jokingly
his metal he;iting ability on them, or else refer to him as being “half dwarf” because
lifting and di‘opping them by levitation. If Diemlak has built a large and impressive of his statule) and will be invited to live
any of the characters seems to have a chamber around the dwarven clan relic. with them if his crew are dead and he
particularly affective weapon (madeof iron Any dwarf in the party will recognise the cannot return to the east. If he was killed,
01 steel), Die mlak will attempt to disarm Forge a i once, and even the non-dwarves Selios will have died as a hero not a
him or her by using his metal heating will be able to tell that it is an object of merchant. Either way, he will have fulfilled
power. great power and worth. his destiny.
12 F O R G E O F P O W E R (Diemlak’s Lair: areas 1-6)

--
IN THE BEGINNING -Main body: 15 gads (bows and spears, (ii) RUINED VILLAGE:
d6+4)in howdahs (-2 cover) o n 3 mastodons; 1 vision: AC 0; H D 12***;h p 73; MV 40’ (within
Non-Player Characters 5 gads (bows and spears, d6+4) on 5 small villagej; #AT 8 clubs; D 5-8 (d4+4); Save C12;
rocs;an oard (ray glove and 2 fireball gems) ML 12; AL C; x p 3500; THACO 9; CD35.
ELVES (spells at DM’s discretion - see page 6) on a large roc; 10 garls with 3 sabre-tooth Notes: Fear (range 120’, automatic for creatures
tigers. of 3 or less hit dice, others save vs. Spells);hit
1 adult elf AC 7 (leather clothes); H D 1”; h p 5; only by magical weapons; Howl (range 90’.
MV 120’(40’);#AT1 spear;D 1-6;SaveEl;MLS save vs. Spells or cry for ld10+10 rounds);
(10 with leader); AL N; THACO 19; BD30. 7. GARL STRONGHOLD (page 9) immune to charms and cold, if a “T” results
- Airborne: 6 gads (bows, d6+4)on small rocs. from a cleric’s attempt to turn, and the
-
Halliani leader: AC 7; E6; hp21; MV EO’(40’); - Wall guards: 30 garls (bows & spears, d6+4). phantom makes a successful saving throw vs.
#AT 1 spear; D 1-6; Save E6; ML 11; AL N; - Beast handlers: 10 garls (bows & spears, d6t4) Spells, then the cleric must save vs. Spells or
THACO 17; EX18. in howdahs (-2 cover) on 2 mastodons, 10 be paralysed for 2-12 rounds.
garls (spears, d6+4) and 4 sabre-tooth tigers.
Joahyn and Kertigen: AC 7; E3; h p 10 each; - Women: 40 female garls (spears, d6+4). 1 ghost: AC -2; H D 14””””; h p 47; MV 90’ (30’);
MV 120’ (40’);#AT 1 spear; D 1-6; Save E3; ML 9; - Leaders:3 oards (ray glove and 1 fireball gem #AT 1 touch/l gaze; D Age 10-40 yrs/paralysis;
AL N; THACO I9;.EX18. each) and a robot tiger. Save Special; ML 10;AL N; xp 5150; THACO 8;
- Slaves: 60 humans. CD32.
HUMANS Notes: +2 or better weapons to hit; immune to all
spells except those affecting evil; ectoplasmic
1 human villager: AC 7 (leather clothes); F1; h p Monster Statistics net (forms in 3 rounds, save vs. Spells or be
4; MV 120’(40’); #AT 1 spear; D 1-6;SaveF1; ML drawn into the ethereal plane); magic jar;
9; AL N; THACO 19; BP28. 1 oard: AC 0; HD 7***; h p 43; MV 120’ (40’); gaze (paralyse for 2-8 rounds, 60’ range, save
#AT Variable; D By weapon; Save D10; ML 11; vs. Spells); has saving throw vs. “D” results.
-
Teb magic-user:AC 7; MU4; h p 10; MV 120’ AL L; xp 1650 THACO 13; New Monster.
(40’); #AT 1 stone dagger; D 1-4; Save MU4; ML Gear: weapons (see above), plus image amulet, (iii) NIGHT STALKER
9; AL N; THACO 19; EX10. speech bracelet and protection belt (see Pull- 1 odic (possessing a treant body): AC -4;
out Sheet VIII). H D 16”**”; h p 40; MV 60’ (20’) (24 miles during
-
Hobe leader:AC 7 (leather clothes); F4; h p 20; Note: immune to ESP and charm spells; +4 vs. daylight); #AT 1 branch; D 1-12 + poison; Save
MV 120‘ (40’); #AT 1 spear; D 1-6; Save F4; ML mind-affecting spells. F16; ML 12; AL C; xp 5150; THACO 7; CD37.
10; AL N; THACO 17; EX10. Note: Spells (darkness, silence 15’ radius, cause
1 garl: AC 7; HD 6; h p 37; MV 120’ (40’); #AT 1 disease, animate dead, finger of death - at
weapon; D By weapon +4; Save F6; ML 9; AL N; 16th level); pur-ple aura (20’ radius, save vs.
-
TABLE 1 AVERAGED DAMAGE xp 275; THACO 14; New Monster. Spells or 1 level drain); animate 2 trees (as
treant); +2 or better weapon to hit; immune
INFLICTED PER ROUND BY GROUPS OF
10 ELVEWHUMANS VS. AC 1 large roc: AC 2; HD 12; h p 57; MV 60’ (20‘), to 1st-3rd level spells; spoil food, potions etc.
480’ (160’) flying; #AT 2 claws/l bite; D 1-8/ (range 30’); sense invisible; animate leaves
Below 1-8/2-20: Save F12; ML As rider (otherwise 9); (see below):
AC 8 7 6 5 4 3 2 1 0 - 1 AL L; xp 1100; THACO 9; EX55.
4 animated leaves: MV 30’ (range 1 mile); #AT 1
Thrown 1 small roc: AC 4; H D 6; h p 38; MV 60’ (20‘), 480’ (surprise 90%);D Save vs. Spells or be drawn to
(range in yds): (160’) flying;#AT2claws/l bite; D2-5 /2-5/2-12; the odic; THACO 16.
Save F6; ML As r ider (otherwise8); AL L; x p 275;
THACO 14; EX55. (iv) CROCODILES:
3 giant crocodiles: AC 1; HD 15; h p 61 each;
1 mastodon: AC 3; HD 15; h p 75; MV 120’ (40’); MV 90’ (30’); #AT 1 bite; D 3-24; Save F8; ML 9;
#AT 2 tusks or 1 trample; D 2-12/2-12 or 4-32; AL N; x p 1350 each; THACO 8; EX47.
TREANTS (including Fferttig) Save F8; ML As rider (otherwise 8); AL N;
xp 1350; THACO 8; EX49. (v) SLITHERING MENACE
1 treant: AC 2; H D 8”; h p 48; MV 60’ (20’); #AT2 10 giant leeches: AC 7; H D 6 h p 39 each; MV 90’
branches; D 2-12/2-12; Save F8; ML 9; AL L; 1 robot tiger (amber golem): AC 6; H D IO”; (30’); #AT 1 bite; D 1-6 (automatic drain after
THACO 12; EX56. h p 56; MV 180’ (60’); #AT 2 c l a w d l bite; hit); Save F3; ML 10; AL N; x p 275 each;
D 2-12/2-12/2-20; Save F5; ML 12; AL N; THACO 14; EX52.
x p 1600; THACO 10; EX50.
GARL ENCOUNTERS Note: detect invisible (60’ range); hit by magical (vii) HUNTING TRAP:
weapons only; immune to sleep, charm etc., 3 giant rattlesnakes: AC 5; H D 4*; h p 28 each;
Encounter Summaries and all gases. MV 120’ (40’); #AT 2 bites; D 1-4 + poison ;Save
F2; ML 8; AL N; x p 125each; THACO 16; BD37.
1. CALLAFAE (page 6)
13 gads (spears: d6+4; fire bombs: 2d8 - save vs.
Dragon Breath halves) mounted on 13 small OTHER ENCOUNTERS Tundra/Mountain Encounters (page 9)
rocs, led by an oard (ray glove and 3 fireball
gems) mounted on a small roc. Forest/Swamp Encounters (page 8) (i) WILD HERD:
4 male gorgons and 6 female gorgons: AC 2;
(i) BIG CATS: H D 8”; h p 42 each; MV 120’ (40‘); #AT 1 horn or
GARL WAR PARTY (page 8) 5 sabre-tooth tigers: AC 6; HD 8; h p 54 each; 1 breath; D 2-12 or petrification; Save F8; ML 8;
- Advance guard 6 gads (bows and spears, MV 150’(50’); #ATZclaws/l bite; D 1-8/1-8/2-16 AL C; xp 1200 each; THACO 12; EX51.
d6+4) and 1 oard (ray glove) on 7 small rocs Save F4; ML 10; AL N; x p 650 each; THACO 12; Note: immune to petrification, charge for
with 4 sabre-tooth tigers. BD27. double damage.
Pull-out Sheet ZI (In the Beginning) 0 May 1985, TSR Inc.
(ii) FORBIDDEN F R U I T 5. T H E TEMPEST (page 9) 6. T H E HIGH PASS (page 9)
2 frost salamanders: AC 3; HD 12’; h p 71 each; 4 water elementals and 5 air elementals: AC 2; 25 snow apes: AC 6; HD 3+1; h p 17 each; MV 90’
MV 120’ (40’); #AT 4 claws/l bite; D 1-6(x4)/ HD 8; h p 45 each; MV air - 360’ (120’), water - (30’); #AT 1 club/l hug; D 1-6/2-12; Save F3;
2-12; Save F12; ML 9; AL C; x p 1900 each; 60’ (20‘); #AT 1; D 1-8; Save F8; ML 10; AC N; ML 7(11); AL C; x p 50 each; THACO 16; CDJ6.
THACO 9 EX55. x p 650 each; THACO 12; EX49. Note: suipxise on a 1-4.
Note: immune to cold; all creatures within 20’ Note: inflict 1-8 extxa points of damage on 2 giant snow apes: AC 4; H D 10; h p 59 each;
suffer 1-8 points of cold damage per round opponents in the watei or flying opponents, MV 90’ (30’); #AT 1 club/l hug; D 2-12/2-2!4;
from the extreme cold which the monsters respectively; cannot pass protection from evil SaveFlO;ML8(11);ALC;xp900each;THACO
radiate. spell effect; vulneiable to dispel magic. 1 0 CD36 (modified).

FORGE OF POWER -
Non-Player Characters 60 giant sheep (inc. 12 giant rams): AC 7; HD 6; DIEMLAKS LAIR (page 12)
h p 32 each (males), 20 each (females/young);
CREW O F T H E DELATARA MV 240’ (80’); #AT 1 butt (males only); D 2-12; Hephaeston (Diemlak): AC -2; H D 25+**”;
Save F3; ML 7; AL N; x p 275 each; THACO 14; h p 130; MV 120’ (40’); #AT 1 weapon/l fist or 1
Captain Selios: AC 7 (inc. Dex. bonus); F8; EX46 (modified). weapon + special; D 4-40/3-30 or 4-40 + speci.al;
h p 42; MV 120’ (40’); #AT 1 short sword; D 1-6; Note: If panicked, may (40%chance) stampede Save F25; ML 12; AL N; x p 15500; THACO 3;
Save F8; ML 9 (11 with the party); AL L; towards the disturbance, causing 3-30 points New Monster.
THACO 15: EXlO. of trampling damage to all in their path Note: Hit only by +2 or better weapons;
(automatic hit). immune to fire, mind-affecting magic, and
90 crewmen: AC 9; F1; h p 5 each; MV 120’ (40’); spells of 1st and 2nd level; can heat iron
#AT 1 short sword or 1 short bow; D 1-6; Save Fl; objects (2-12points of damage/round) or use
ML 9; AL N; THACO 19. (iii) SHADOW SHIP (page 11) levitate o n them; can create wall of fire once
40 shadows: AC 7; HD 2+2*; h p 15 each; MV 90’ pex day.
(30’); #AT 1; D 1-4 f drain 1 point of Strength for
T H E ORACLE OF KOL (page 10) 8 turns; Save F2; ML 12; AL C; x p 35 each; 7 rock living statues: AC 4; H D 5+; h p 27 each;
THACO 17; BD36. MV 60’ (20’); #AT 2 squirtsof magma; D 2-12/1-1~~
Oracle & 12 servants: AC 9; NM; h p 2 each; Note: Unaffected by sleep, charm etc.; need Save F5; ML 11; AL C; x p 300 each; THACO 115:
MV 120’ (40’); Save NM; ML 7; AL L. magical weapons to hit. BD32.

DWARVES (page 12) 1 oard: AC 0; H D 7*+*;h p 43; MV 120’ (40’); #AT


(iv) SHIPS’ GRAVEYARD (page 11) 3 ray glove shots or 1 fixeball gem; D 2-7/2-7/:!-7
70 adult dwarves: AC 5; D1-9; h p 5-45; MV 60’ 1 huge bone golem: AC 0 HD 24’; h p 140; or 6-48; Save D10; ML 11; AL L; x p 1650;
(20’); #AT 1 battle axe; D 1-8; Save D1-9; ML 10; MV 180’ (60’); #AT 2 2-handed tridents; D 1-20/ THACO 13; New monster.
AL L; BD29. 1-20 (or 1-4 hull points each attack); Save F16; Gear: ray glove, 2 fireball gems, image amulet,
ML 12; AL N; xp 6000; THACO 3; EX50 protection belt (see Pull-out Sheet VIII).
(modified). Note: immune to ESP and charm spells; +4 W.
VOYAGE TO T H E WEST Note: only hit by magical weapons; immune to mind-affecting spells.
sleep, charm, hold etc., gases, fire, cold and
(i) SIRENS’ SONG (page 11) electrical attacks. 2 robot tigers (amber golem): AC 6; H D 10”;
1vision: AC 0; H D 12*++;h p 73; MV (40’); #AT 7 hp56; MV 180’(60f);#AT2claws/lbite; D2-121
short swords; D 1-6; Save C12; ML 12; AL C; 400 skeletons: AC 7; H D 1; h p 4 each; 2-12/2-20; Save F5; ML 12; AL N; x p 1600;
xp 3500; THACO 9; CD35. MV 60’ (20’); #AT 1 weapon (various); D 1-6; THACO 10; EX50.
Note: Need magical weapons to hit; immune to Save F1; ML 12; AL C; xp 10 each: THACO 19; Note: Hit only by magical weapons; immune to
charms and cold; if a “T” results from a BD37. sleep, charm etc., and all gases; detect
cleric’s attempt to turn, and the phantom Note: immune to sleep, charm etc. invisible (range ..60’).
makes a successful saving throw vs. Spells,
then the cleric must save vs. Spells or be
paialysed for 2-12 rounds; howl - at long ANVIL OF T H E WORLD 1. T H E WATCHERS
range, save vs. Spells or be drawn to the 2 bronze golems: AC 0; HD 20**; h p 100 each;
vision - at range u p to go’, save vs. Spells or BESET FROM T H E AIR (page 12) MV 240’ (80’); #AT 1 fist + heat; D 3-30 + 1-10;
cry for ld10+10 iounds. 2 chimeras: AC 4; HD 9’*; h p 44 each; MV 120’ Save F10; ML 12; AI, N; x p 4300 each; THACO
(40’), 180’ (60’) flying; #AT 2 claws/3 heads + 5 ; EX50.
breath; D 1-3/1-3/2-8/1-10/3-12+3-18; SaveF9 Note: only hit by magical weapons; see hiddrn,
(ii) T H E SHEPHERDS (page 11) ML 9 AL C; x p 2300 each; THACO 11; EX47. invisible, etheieal; immune to sleep, c h a m
2 cyclops: AC 5; H D 13’; h p 70 each; and hold spells, fire and all gases; anyone
MV 90’ (30’); #AT 1 club or 1 rock (range 200’); 31 harpies: AC 7; HD 3’; h p 19 each; MV 60’ scoring damage on the golem with a n edged
D 3-30 or 3-18; Save F13; ML 9; AL C; x p 2300; (ZO’), 150’ (50’) flying; #AT 2 claws/l short weapon suffers 2-12 points of damage from
THACO 11; EX47. sword + charm; D 1-4/1-4/1-6; Save F6; ML I ; spurting fiexy blood (negated by a successtul
Note: Female can curse. AL C xp 50 each; THACO 17; BD31. saving throw vs. Death Ray).

Sewynne: AC 5; C22 (druid); h p 52; MV 120’ KILLERS BY 7 Kolmede master thieves: AC 5 (leather +
(40’); #AT 1 magical staff; D 4-9; Save C22; Dexterity bonus); T16;hp39each; MV 120’(40’);
ML 10; AL N; THACO 6. 1 oard: AC 0; nu I - ~ - ;h p 43; M V IZU’ (4u); #AT 1 dagger ;D 1-4 + poison; Save T16; ML. 9;
Gear: leather armour +2, staff of the druids. #AT 3 ray glove shots; D 2-7/2-7/2-7; Save D10; AI, C; x p 2300 each; THACO 13 (melee), II 1
ML 11; AL L; xp 1650; THACO 13; New (thrown, inc. Dex. bonus), 9 (backstab).
Monster.
SEARCH FOR HEORLBOLD (page 14) Gear: ray glove, protection belt, image amulet IRON DRAGON (page 16)
2 large wyverns: AC 3; HD ll*; h p 62 each; -
(see Oard Devices Pull-out Sheet VIII). 20 elite Kolmede troops: AC 2 (plateand shleld!);
F5; h p 25each; MV 90’ (30’); #AT 1 swotd; D 1-8
MV 120’ (40’), 300’ (100’) flying; #AT 1 bite/l Note: immune to ESP and charm spells; +4
sting; D 3-24/1-8 + poison ;Save F6; ML 11;AL C bonus o n saving throws vs. mind-affecting +2 (Str. bonus); Save F5; ML 10; AL N; x p 1’75
xp 1900 each; THACO 10; EX57 (modified). spells. each; THACO 15 (inc. Str. bonus); EX10.

0 May 1985, TSR Inc. Pull-out Sheet III (Forge of Power/Bronze and Iron)
1 robot (small drolem): AC -2; H D I6*****; MUM Steading: D i s h ; Economy: Fishing
h p 85; MV 120’ (40’); #AT 2 claws/l bite + Warlord: Liana - F13, I N t l , WI+2
breath; D 1-10/1-10/11-20 (d10+10) + poison; (miserable; irritable; forgiving)
Save F8; ML 12; AL N; x p 6100; THACO 7; Each has two weapons made of bronze (“below- Officers: Name level - 2%;Ave level - 5
CDSI (modified). average” quality), wears leather armour and Blood enemies: None
Note: see invisible (range - 60’); immune to carries a shield (AC 6). All training will have Warriors: Training - 4 weeks (1 month together);
mind-affecting spells (sleep, hold, charm been done with their respective warlords. Missiles - 30%(lange over 100’ - 25%);Magical
etc.); immune to spells of 3rd level or less; Abilities - 2%; Spell Use - 3%; Ave movement
only harmed by + I or better weapons; breath Steading: Cei rowa; Economy: Farming rate per tuin - 120’ (12 miledday).
cloud ( ~ O ’ X ~ O ’ X ~ O ’ )3 times/day - save vs. Warlord: Adger - Fl6, IN+I, C H t 2 Current BFR - 51; Troop Class - Below Average
Dragon Breath or die. (imposing; aloof: venrreful)
- I
BR - 75; 260 warriors.
Officers: Name le vel - 2%; Ave level - 7
1 oard: AC 0; H D 7***; h p 43; MV 120’ (40’); History: 3 victoriles Steading: Twar kan; Economy: Farming
#AT 3 ray glove shots or 1 fireball gem; D 2-7/ Blood enemies: T‘warkan
._ . Warlord: Iduna - F17, IN+2, CH+3
2-7/2-7 or 6-48; Save DIO; ML 11; A L L ; x p 1650; Warriors: Training - 1U Weeks (3 months to-
I”

(dishevelled; thoughtful; egoist)


THACO 13; New Monster. gether); Missiles - 50%(range over 100’ - 50%); Officers: Name level - 4%;Ave level - 7
Gear: ray glove, 3 fireball gems, protection belt, Magical Abilities - 2%; Spell IJse - 2%; Ave History: 2 victories
image amulet (see Pull-out Sheet VIII). movement rate per turn - 120’ (12 miledday). Blood enemies: Cerrowa and Kanstaz
Note: immune to ESP and charm spells; +4 vs. Current BFR - 77; Troop C:lass
- - Average Warriors: Training - 15 weeks (4 months to-
mind-affecting spells. BR - 109; 450 warriors. gelher); Mounted - 50%; Missiles - 30% (range
over 100’ - 30%);Magical Abilities - 4%; Spell
Steading: Kanstaz; Economy: Herders Use - 1%; Ave movement rate per turn - 120’
THE WAR (pages 15-16) Warlord: Hildric - F17, WI+2 (12 miledday).
(1 ough-looking; mol ose; trusting) Current BFR - 94; Troop Class - Good
KOLMEDE FORCES Officers: Name level - 1%; Ave level - 5 BR - 154; 360 warriors.
History: 2 victories
T h e Kolmede forces are o n average first level. Blood enemies: Twarkan and Xygmis Steading: Xygmis; Economy: Farming
They are equipped with two good iron weapons Warriors: Training - 6weeks (2 months together); Warlord: Vidkun - F15, C H t I
and wear chainmail armour. Mounted - 100%;Magical Abilities - 1%; Spell (overweight; jolly; blustet ing)
Use - 3%; Ave movement rate per turn - 240’ Officers: Name level - 2%; Ave level - 5
ADVANCE GUARD (riding horses; 24 miledday) History: 1 victory
Commander: Theodric (F16, IN+l, CH+2) Current BFR - 59; Troop Class - Fair Blood enemies: Kanstaz
Officers: Name level - 1%; Ave level - 4 BR - 83; 320 warriors. WarriorxTraining-9 weeks (3months together);
History: 6 victories/l rout. Mounted - 100%;Magical Abilities - 2%; Spell
Warriors:Training - 20 weeks (20 with leader)/] 1 Steading: Harrades; Economy: Hunting Use-2%;Avemovementrateperturn-120’(12
months together; Ave movement rate per turn Warlord: Damon - F13 miles/day ).
- 120’/12 miles per da- (shifty-eyed barbarian; antagonistic) Current BFR - 64: TrooD Class - Fair
Current BFR - 111; Troc Officers: Name level - 3%;Ave level - 6 B1
BR - 123: 200 warriors. History: 1 victory/l lout
Blood enemies: Dergadar S1
Warriors: Training - 12 weeks (3 months to-
MOUNTAIN FORCE gether); Missiles - 100% (range ovei 100’ -
Commander: Rickard (F15, WI+1, CH+I) 100%);Magical Abilities - 2%; Spell Use - 3% steading will be defended by women, children
Officers: Name level - 1%; Ave level - 4 Ave movement rate per turn - 120 (12 and old warriois (avetage level - 0). A typical
History: 4 victories. miledday). group of defenders 1s desciibed below:
Warriors:Training - 20 weeks (19 with leader)/lI Current BFR - 71; Troop Class - Average
months together; Missiles - 50% (range over BR - 103: 240 warriors. Weapons: 1 bronze weapon earh (“bel ow-
100‘ -50%);Ave movement late per turn - 90’/9 average” quality)
miles per day. Steading: Vernatz; Economy: Herders Average AC: 7 Leader: F8
Current BFR - 107; Troop Class - Excellent Warlord: Elmira - F15. IN+2. WI+2 Officers: N o name level; Ave level - 2
-. . -
BR - 129; 1000 warriors. (foppish Warriors: lraining - P weeks (with leadei);
Officers: Name l e Missiles - 20% (range over 100’ - 20%); Spell
History: 3 victorif Use - 2%.
MAIN FORCE Blood enemies: N Current BFR - 18; Troop Class - Untrained
Commander: Stengar (F18, INt2, CH+2) Warriors: Trainii., ~ ._vvLc.L1 ,. IIIvLILIIa LcI- BR - 22; 350 warriois.
Officers: Name level - 1%; Ave level - 3 gether); Mounted - 100%; Missiles - 100%
History: 5 victories/l rout (range over 100’ - 100%);Magical Abilities -
Warriors:Training-ZOweeks(l9with leader)/]] 1%; Spell Use - 1%; Ave movement rate per DWARVEN CLANS
months together; Missiles - 30% (range over
100’ -30%);Ave movement rate per turn - 90’/9
turn - 240’ (24 miledday).
Current BFR - 88; Troop Class - Good - 1 1 . . .
O n avterage tne awarven warriors are 1 s t level.
miles per day. BR - 142; 200 wariiors. Each Iias two weapons of “excellent” quality
Current BFR - 109; Troop Class - Excellent and A(C 4. All training has been done with the
BR - 131; 1600 wairiors. Steading: Dergardar;
- . . - . - Economy: Farming iespecl ive clanmasters.
Warlord: Aasts - k15, LH+2
I__

(well-groomed; foigetful; diplomatic) Stronghold: Jalndrup


SEA FORCE Officers: Name level - 2%; Ave level - 6 Clanmaster: Cradok - D12, IN+2
Commander: Philo (F14) History: 1 victory (distrusts elves, honest, friendly)
Officers: Name level - 1%;- v L ILvLI - _I Blood enemies: Harrades Officers: Name level - 2%; Ave level - 4
History: 3 victoties/l rout. Warriors: Training - 1 1 weeks (3 months History: 2 victories
Warriors:Training-20weeks(19withleadei)/ll together); Missiles - 20% (range over 100’ - Warriors:Training- 9 weeks (3months together);
months togethei; Missiles - 40% (range over 10%);Magical Abilities - 1%; Spell Use - 2%; Missiles - 50%(rangeover 100’ - 25%);Magical
100’ - 40%);Ave movement rate per turn - 90’/9 Ave movement rate per turn - 120’ (12 Abilities - 2%; Ave movement rate per turn
miles per day. miledday). - 60’(6miles/day).
Current BFR - 102; Troop Class - Excellent; Current BFR - 72; Troop Class - Average Current BFR - 95; Troop Class - Good
BR - 124; 1200 warriors. BR - 96; 440 warriors. BR - 125; 320 warriors.
Pull-out Sheet IV (Bronze and Iron: The War) 0 May 1985, TSR Inc.

____
Stronghold Nopsfalt THE ELVES OF ERYDALL Stronghold Er ydall
Clanmaster: Stoid Brightblade - D12, IN+3, Clanmaster: Cerywnll - E10, IN+2, W I t I , CH+2
CH+I The elven troops are, on average, fit st level, and (helpful, brave)
(moody, vain, difficult to win over) they are all spell casters. Each has two bronze Officers: Name level 6%;Ave level - 7
~

Officers: Name level - 6%; Ave level - 7 weapons (“below-average”in quality),and each History: 1 victory
History: 10 victories (mostly vs. giants). has a missile weapon. Their aveiage armour Warriors Training - 12 weeks (3 months
Warriors Training - 20 weeks (11 months class is 5. All training has been done with the together); Mounted - 50%; Missiles - 100%
together); Missiles - 50% (range over 100’ - clanmast1 (lange over 100’ - 100%);Magical Abilities -
30%);Magical Abilities - 2%; Ave movement 10%;Spell Use - 100%;Ave movement rate per
rate per turn -60’/6 miles per day. If asked, turn - 120’/12 miles per day.
Current BFR - 152; Troop Class - Elite missile U I U L ~ L l l c LvIcLJ - p x v v A u L u
llUlllall Current BFR - 103; Troop Class - Excellent
BR - 200; 150 warriors. they are led by an elven player character. BR - 191; 400 warriors.

- ISLAND OF SORCERERS -
The Guesthouse (page 17) 8 invisible stalkers: AC 3; HD 8+; hp 42 each; Note: Front eye - anti-magic ray (I. 60’ );
MV 120’ (40’); #AT 1 blow; D 4-16; Save F8; Eye 1 - charm person ( I . 120’);
Sfar: AC 7 (ring of protection +2); M5; hp 13; ML 12;AL N; xp 1200 each; THACO 12; EX52. Eye 2 - charm monster (r. 120’);
MV 120’(40’):# A T 1daeeer: D 1-4: Save M5 1+2k Note: Surprises on a roll of 1-5(on ld6). Eye 3 - sleep ( I . 240’);
Eye 4 - telekinesis ( I . 120’, up to 500cn);
Eye 5 - flesh to stone* (1. 120’);
Valley of Webs (page 18) Eye 6 - disintegrate (r.60‘).
Eye 7 - cause fear* (I. 120’);
2 gargantuan black widow spiders: AC 2; Eye 8 - slow* (r. 240’);
HD 24+;hp 96 each; MV 120’ (40’), 240’ (80’) on Eye 9 - cause serious wounds* (I. 60’);
Njort (steward): AC 9; C11; hp 38; MV 120’ (40’); web; #AT 1 bite; D 8-48 + poison; Save F12; Eye 10 - death spell (r. 240’).
#AT 1 sling +l; D 2-5 (ld4+1); Save C11 (+3 ML 11; xp 6000 each; THACO 3; BD38 & CD32.
wisdom bonus); ML 10; AL L; THACO 14.
Spells: The Luminance (page 20)
First Level: cure light wounds (x2),light (x2)
Second Level: know alignment (x3),silence 15’ 1 oard leader: A C 0; HD 7*+*; h p 56;
radius atarwart buaraians (page IY) MV 120’ (40’); # A T 2 force blasts; D 2-1EY’
Third Level:continual light, cure disease,locate 2-12; Save D10; ML 11; ALL; xp 1650;THACI3
object Phlorella (elf librarian): AC 0; E10 (attack rank 13; New Monster.
Fourth Level: create water (x2), cure serious E); hp 40; MV 120’ (40’);# A T 1 staff of striking; Gear: blaster tube, image amulet, protection
wounds D 2-12; Save E10; ML 11; AL L; xp 3700; belt, speech bracelet (seePull-out Sheet VIII).
Fifth Level: create food, truesight THACO 11. Note: immune to ESP and charm spells; +4 vs.
Gear: leather armour +2; displacer cloak (EX63), mind-affecting spells.
20 retainers (servants): AC 9; NM; hp 2 each; staff of striking (12 charges - EX62), 600gp.
MV 120’ (40’);#AT/D Nil; SaveNM; ML6; ALL. Note: wisdom bonus t 2 , dexterity bonus +3 8 oards: AC 0; HD 7***; hp 43 each; MV 120”
Spells: (40’); #AT 3 ray glove shots or 1 fireball gem.
8 wizard impostors (aards): AC 0; HD 7***; hp 43 First level: magic missile, charm person (x2) D2-7/2-7/2-7or6-48;SaveDlO;ML 1I;ALL;xp
each; MV 120’ (40’); #AT 3 ray glove shots; Second level: mirror image (x2), web 1650 each; THACO 13; New Monster.
D 2-7/2-7/2-7; Save D10; ML 11; ALL; xp 1650 Third level: dispel magic, haste, clairvoyance Gear: (each) ray glove, 1 fireball gem, image
each; THACO 13; New monster. Fourth level: charm monster, dimension door amulet, protection belt, speech bracelet (src‘
Gear: (each)image amulet, ray glove, protection (x2) Pull-out Sheet VIII).
belt, speech bracelet (seePull-out SheetVIII). Fifth level: cloudkill, wall of stone Note: immune to ESP and charm spells; +4 vs
Note: immune to ESP and charm spells; +4 vs. mind-affecting spells.
mind-affepi n ~ ~r n ~ l l r 10 elf guards: AC -2; E6; hp 29 each; MV 90’ (30’);
#AT 1sword +2 or 1 bow (with arrows +l);D 4-11 1 small gold dragon (summoned with rod of the
or 2-7; Save E5; ML 11; AL L; XP 550 each; wyrm): AC -2; HD 7**; hp 30; MV 90’ (30’), 240”
Teeth of t THACO 14. (80’) flying; #AT 2 clawdl bite; D 1-6/1-6/3-21:
Gear: (each) plate mail t1, shield +1, sword +2, Save F7; ML 12; AL L; xp 1250; THACO 13;
2 lesser djinnl: AL 3 ; HLJ l t r - ; np 40; IVIV YU’ 20 arroyws +1,4OOgp CD52 & BD28 (modified).
(SO’), 240’ (80’) flying, 120’ (40’) whirlwind + Note: Str. 1>onus+1, Dex. bonus +2. Note: Need magical weapons to hit; brealh
special;#AT 1fistor 1 whirlwind; D2-16or2-12 Spells: weapons - cone (90‘xSO’) of fire or CIOLICI
t special; Save F14; ML 12; AL C; xp 850; First Level: magic missile, sleep (50‘x40’) of chlorine gas.
THACO 12; EX48. Second level: invisibility, mirror image
Note: Need magical weapons to hit; can use the Third Level: dispel magic, hold person Giofenes: AC 5; M24; hp 42; MV 120’ (40’);
following 3 times per day each: #AT/D Nil; Save M24; ML 9 (12 while hypno-
- form whilrlwind (takes 5 rounds to form; tised); AL L.
cone, 70’ tall, 20’ dia. at top, 10’ dia. at base; Gear: ring of protection +4, wand of secret door
inflicts 2-12 points of damage to all in its location, quill of copying
path; sweeps aside creatures with less than 2 Spells:
hit dice - unless they make a saving throw vs. HD 6; hp 38 each; MV 120’ (40’); #AT 1 fist; First level: read languages, read magic (x3)
Death Ray) D 2-8; Save F3; ML 12; AL N; xp 275 each; Second level: detect invisible, locate object,
- create illusions (affect sight and hearing; no THACO 14; CD33. mirror image,web
need to concentrate) Note: Immune to sleep, charm, hold and all Third level: haste, hold person
- assume gaseous form gases. Fourth level: -
- become invisible Fifth level: hold monster
-create metallic objects (up to lOOOcn wt. I beholder: AL u (Doayyz (rront eye)/i (eye Sixth level: -
- temporary) stalk);HD ll*****; hp body 50, front eye 20, eye Seventh level: create normal monsters, lore (x2)
- create soft goods or wooden objects (up to stalks 12 each; MV 30’ (IO’); # A T 1bite + special; Eighth level: polymorph any object, power word
lOOOcn wt. - pexmanent) D 2-16 t special; Save M11; ML 12; AL C; xp blind
- create food and drink (as C7) 5100; THACO 1 0 CD28. Ninth level: maze
0 May 1985, TSR Inc. Pull-out Sheet I/’(Island of Sorcerers)
THE ENTRQPY BUBBLE Maintenance robot (obsidian golem): AC 3; 11. Hologram Studio (page 23)
HD 6; h p 30; MV 120’ (40’); # A T 1 fist;
Oards and their Creations D 2-8; Save F3; ML 12; AL N; xp 275; 1 oard (armed with ray glove) and 29
THACO 14; CD33. hologram images (#AT 2 laser shots; D 1-4/
Oard: AC 0; HD 7***; h p 43; MV 120’ (40’); Note: Hit only by magical weapons; 1-4; THACO 18 but treat all targets as AC9
#AT Variable; D By weapon; Save D10; immune to sleep, charm, hold and all - adjusted for Dexterity).
ML 11; AL L; xp 1650; THACO 13; New gases.
Monster.
Gear: weapons (see below), plus protection Power robot (iron living statue): AC 2;
belt and speech bracelet (see Pull-out HD 4’; h p 32; MV 30’ (IO’); #AT 2; D 1-8/ 12. Breeding Tanks (page 24)
Sheet VIII). 1-8+ special; Save F4; ML 11; AL N; xp 125; 1 oard (ray glove) and 4 talaks.
Note: Immune to ESP and charm; +4 vs. THACO 16; BD32.
mind-affecting spells. Note: Immune to sleep, charm and hold 25 proto-humanoids (mud golems): AC 9;
spells, and all gases; any metal weapon HD 8’; h p 40 each; MV 90’ (30’); #AT 1
Oard leader: AC 0; H D 7***; h p 56; (including magical weapons) striking hug; D 2-12 + smothering (2-12 per round
MV 120’(40’);#AT2forceblasts; D2-12/2-12; the robot will become stuck unless the automatic); Save D10; ML 12; AL N;
Save D10; ML 11; A L L; xp 1650; THACO wielder makes a saving throw vs. Spells. x p 1200 e a c h ; T H A C O 12; C D 3 3
13; New Monster. (modified).
Gear: force blaster, foice-field belt (see Note: Movement unaffected by chemical in
Pull-out Sheet VIII). ENCOUNTER SUMMARIES tanks; hit only by magical weapons;
Note: Immune to ESP and charm; +4 vs. immune to sleep, charm and hold spells
mind-affecting spells. 1-8. Outposts (pages 21-22) and all gases.
Each has 6 oards (armed with ray gloves
Talak (troll): AC 4; H D 6+3*; h p 30; and 1 fiieball gem each).
MV 120’ (40’); #AT 2 h a n d d l bite; D 1-6/
13. Foundry (page 24)
1-6/1-10; Save F6; ML 10; AL N; xp 650;
2 foundry robots (equivalent of bronze
THACO 13; EX56 (modified). 9. Hounds of Chaos (page 22)
golems).
Note: Regenerate 3 hp/round 3 rounds 12 spectral hounds: AC -2; HD 5**; h p 24
after being injured, cannot regenerate each; MV 150’ (50’); #AT 1; D 2-12 +
injuries from acid or fire. special; Save F5; ML 12; AL C; xp 425 each;
THACO 15; CD36. 14. Robotics Lab (page 24)
Security robot (amber golem): AC 6; Note: Crealures bitten must make a success- 1 oard leader (armed with a blaster tube),
HD IO*; h p 56; MV 180’ (60’); #AT 2 ful saving throw vs. Spells or begin to 2 normal oards (armed with ray gloves), 2
claws/l bite; D 2-12/2-12/2-20; Save F5; fade (over 24 hours) - a dimension door power robots (iron living statues) and a
ML 12; AL N; xp 1600; THACO 10; EX50. spell will restore them. combat robot (small drolem).
Note: Hit only by magical weapons;
immune to sleep, charm, hold and all
gases; detect invisible (60’ range). Chemical Plant (page 23)
Purple chemical (green slime): AC always 15. Laboratory (page 24)
Combat robot (small drolem): AC -2; hit; HD 2**; h p 16 each; MV 30’ (IO’); #AT 12 oards, armed with ray gloves, flasks of
H D 16*’***; h p 85; MV 120’ (40’); #AT 2 1; D Special; Save D10; ML 12; AL N; xp 5 chemical (range 10/30/50; inflicts 2-24
claws/l bite + breath; D 1-lo/]-10/11-20 each; THACO Special; BD31 (modified). points of damage; dissolves wood and
(ldlOt10) + poison; Save F8; ML 12;AL N; Nore: Only harmed by fire or cold; dissolves metal in I round) and a ray cannon (1 shot
xp 5150; THACO 7; CD31 (modified). cloth 01 leather instantly, metal and per round; 2d10+10 points of damage;
Notes: See invisible (60’);immune to mind- wood in 6 rounds; contact with flest ireats all targets as AC3).
affecting spells (sleep, hold, charm etc.); causes transformation into slime in 1-4
immune to cold, all gases and spells of rounds.
3rd level ox less; only harmed by +l or
better weapons: breath cloud ~ O ’ X ~ O ’ X ~ O ’ Yellow chemical (black pudding): AC 6; 16. Central Control (page 24)
(3 times/day - save vs. Dragon Breath or HD IO*; h p 60 each; MV 60’ (20’); #AT 1; D Qartanaq (oard master):AC -5; H D 10’”;
die). 3-24; Save D10; ML 12; AL N; xp 1600; h p 70; MV 120’ (40’); #AT 2 energy bolts;
THACO 10; EX46 (modified). D 2-12/2-12 + stun; Save D10 at +5; ML 12;
Foundry robot (bronze golem): AC 0; Note: Only killed by fire; other attacks AL L; xp 3000; THACO 10; New Monster.
HD 20**; hp 100each; MV 240’ (80’); #AT 1 divide it; disolve wood or metal in 1 Note: Immune to ESP and charm; +4 vs.
fist t heat; D 3-30 + 1-10; Save F10; ML 12; turn. mind-affecting spells.
AL N; xp 4300; THACO 5; EX50. Gear: Energy screen mantle, plotection
Note: Hit only by magical weapons; 10. Guard Room (page 23) belt (see Pull-out Sheet VIII).
immune to a11 gases, fire and sleep, 1 oard leader (armed with a blaster tube), 3
charm and hold spells; anyone hitting normal oards (armed with ray gloves) and 3 6 oards (armed with ray gloves and 1
the robot suffers 1-12 points of damage security robots (amber golems). In the next- fireball gem each), 5 security robots (ambe1
from spurting hot lubricant (negaled by door barr acks: 4 oards jwi th r ay gloves) and golems) and 4 power robots (iron living
a saving throw vs. Death Ray). 4 security robots. statues).
Pull-out Sheet VI (The Entropy Bubble) 0 May 1985, TSR Inc.
GARE (Caveman)
Armour Class: 7
Hit Dice: 6
Move: 120’ (40‘)
Attacks: I weapon
Damage: B y weapon +4
N o . Appearing: 10-60
Save As: Fighter 6
Morale: 9
Treasure Type: M
Alignment: Neutral
XP value: 275

Garls are very primitive humans, more world of ;?e.os (see rv.1 the Rteginning - pagy
primitive even than the neanderthals (see 6), garls learned how to use fire and how IO
BD34). They are 10 feet tall, stupid and make and use very large spears and bows.
aggressive, and have only a crude language. Because of their great strength, galls inflict
an extra 4 points of damage from a
In their natural state, garls do not know successful hit with one of these weapons

Gar1 treasure will nearly always be in its


natural state (nuggets of precious metals
and uncut gems).

Armoi

Hit Di
Move:
At tack
Dama!
1
No, AI
Save A
Moral1
Treasblr; 1 y p ~ . J ~ C L L U LIJCC U C L U W I
Alignment: Lawfu!1 No. Appearing: I (I)
XP value: 1650 Save As: Fighter 25
Morale: I 1
Oards are man-sizec1, humanoid creatures Treasure Type: F
who derive their Fbower from mundane Alignment: Neutral
technology and scietice. They are not born, XP value: 15,500
but are grown in sper i a l “breeding tanks”.
. ..
Furthermore, their bodies are only part
. .hephaeston
A
. 1s a giant-sized humanoid
flesh and blood, with the remainder being creature (18-25feet tall) with a skin of
composed of machinery, electronic circuits flexible iron which gives it an armour class
and so on. As a result, most oards are nearly of -2, and immunity to blows from
identical in appearance. Their similarity is weapons of less than +2 enchantment.
enhanced by the one-piece overalls which These creatures are immune to any spells
they wear. Outside their own era, oards will or magic affecting the mind, and to all first
usually be disguised by their holographic and second level spells. They are also A hephaeston’s special abilities are its
screens (see below). Details of some oard immune to all forms of fire. follows:
devices, including their appearance and - levitate iron or steel objects (as the
value on the characters’ home world, are A hephaeston will normally weild a huge second level magic-user spell (BP41),
given on the next page. iron weapon (usually a sword or an axe) but double speed and no need to
and attacks with it once per round. In concentrate; range - 120’)
Oards are highly magic resistant and have addition, the creature can either attack - heat one iron or steel object u p to 700cn
the same saving throws as a dwarf of level with its fist or use one of its special abilities weight within 100’ to red heat for 2-5
10. Since parts of their brains are artificial, (see below). If the fist hits with a roll of rounds. Contact with such an object
oards are immune to ESP and all forms of 18-20, the hephaeston has grabbed its will inflict 2-12 points of damage per
charm, and have a bonus of +4 on saving opponent (3-30points of damage) and will round (halved by a successful saving
throws against mind-affecting spells such throw the victim to the ground (5-30points throw vs. Spells).
as feeblemind,confusion, phantasmal force of additional damage - halved by a - create a wall of iron once per day (as the
(plus any other illusions or phantasms), successful saving throw vs. Death Ray) at sixth level magic-user spell (CPZl),bun
and any hold spells. the end of the round. only lasts 3 turns).
0 May 1985, TSR Inc. Pull-out Sheet VZZ (New Monsters)
Some of the many oard weapons and Protection Belt. This device surr,,,,,, =lll.b Mirror. These enable the
devices are desciibt,d below. Although oaid with a permanent, protective foice oards to move from their empire back
these pieces of eqLiipment ate techno- field. The field is similar to the barrier through time into the history of Aelos. The
logical, their piopert . --
ipsran - - -- - __ - - - - __
- hedesrrihpd in- createdbvashieldspellexcept
, - that theoaid cost in energy is enormous, however, and
,c .-:-;1..*.
L L l l l l J “I
-..
3 1 l l l l l a l lllagical effects. For the gains an arlmoui class of 0 against all so only a few oard agents can be sent.
purposes cIf the game, the powers and attacks. In addition, the barrie r gives Furthermore, the devzck allow only one-
effects of oa td technology should be tieated piotection ecquivalent to peimanr’nt pro- way travel, which means that the otat-ds
in the sani e way as the cort esponding tection from 1normal missile, resist <:oldand cannot retuin to their own time throu g h
spells. exceuc as suecitieu 1’11 inuiviuuai
.I-. 3 3. .3 1 ---:-. I?:--
resisL Lire --
wells. Finally, the fie1d has a thedevices.
C;2ses. limited anti-gi*avity power which allows
rnl
the oard to levictateat will for a total 01u p LO I nese
1 . 1
aevices nave Lneir own noiogt aphic
1 . 1 1

Clard devices are con trolled and powered by 6 turns per day screens which may be used to disguise them
Nleans of wires which plug into the oatds’ as something else. A time travel device’s
bodies, and are tuned to their individual Speech Bracelet. This is a two-way com- screen ceases to function if all the oaxds
users. No magic, nor any other means will munication device with a iange of 50 miles. who passed through it ate dead.
give characters full use of these devices,
although a wish spell m i g h t (DM’J dis-
cretion) allow 1-4 uses. Since they are not
magical, oard devices will not be shown u p
by detect magic spells. Unlike the casting
of a spell, an oard’s use of a technological
power is not ruined by being disturbed.

Image Amulet. This device creates a


permanent, holographic image around the
oatd which allows the oard to make itself
look like any humanoid u p to 10 feet tall.
T h e screen also changes the appearance of
the oard’s clothes (e.g. to look like furs) and
equipment. There is no saving throw for
those seeing this technological illusion,
but a truesight spell, for example, would
enable the caster to see through it. T h e
screen stops working at once if the oard is
killed, revealing the creature in its true
form.

Ray Glove. This is a small gun incor-


porated into a glove. It can file three laser
blasts per round, each being the equivalent
of a magic missile (range - 150’, damage
- ld6+1 etc.). Unlike magic missiles, the
laser blasts do not hit automatically. The Value and Appearance of Oard Devices
oard must roll to hit as is using a normal
missile weapon (range 50/100/150) but all Uards do not have treasure as such, but one end. It could be used, for example,
targets are treated a5 armour class 9 (minus their devices and equipment are exquisitely as a case for storing scrolls (value -
any dexterity bonuses and pluses of magical made from plastics, metals and crystals. In 500gp).
armour). T h e pistol can be used in melee the adventurers’ own world, these objects - Fireball gems have the appearance of
(tteat as short-range missile fire). would be regarded as very fine, unusual short, hollow gold wands with large
jewellery or adornment, and so have gems mounted at the end (value - 400gp
Blaster Tube. A tubular device which can corresponding values: each).
fire two blasts of force per tound. Each - A protection belt looks like a beautifully
blastcoversanarea lofeetwideand 120feet - A n image amulet looks like a gem- decorated girdle (value - 600gp).
long. Any creature within the area will encrusted, gold filigree amulet on a - Oard clothes appear to be made of
receive a forceful blow equivalent to a 20- silver chain (value - 8OOgp). exceedingly fine but hard-wearing silk,
foot fall onto a hard surface (2-12 points of - An oard ray glove looks like a gauntlet embroidered with minutely detailed
damage). T h e damage is halved by a of incredibly fine chain mail, decorated patterns in precious metals (value -
successful saving throw vs. Dragon Breath. with gold filigree and a large, elongated 2OOgp pet suit).
gem o n the index fingex (value - - A speech bracelet looks like a delicately
Fireball Gem. A tiny, self-propelled bomb 60%~). wrought bracelet (value - 40Ogp).
which is the equivalent of a fireball (range - A blaster tube is a ornately inlaid, - A time travel mirror looks like a perfect,
- 240’, area of effect - 40’ diametei sphere), transparent cylinder (about 3 inches full-length mirror set in a gold fratne
inflicting 6d8 points of damage. wide and 18 inches long) open only at (value - 6000gp).
Pull-out Sheet VZZZ (Oard Devices) 0 May 1985, TSR Inr.
Nearly 500 years ago, the adventurers A Bars
rescued the newly-emerged dwarves and so
brought the craft of working iron and steel By C I I ~ U I I I I I I~I U I I I ~ I I L I I U C ~~ I I Uputting Sewynne’s summoning ceremony taker
into Aelos (see Forge of Power - page 10). non-human clans to the sword, the Kol- place at Bara, the dr uidic shrine deep in the
T h e dwarves did not share their secret, mede tribe has grown into an empire. Now, forest (see Map C).
however, and the technology of humans only the isolated land of Arqwen (see Map
and elves progressed no further than the C) remains outside the empire’s dominance. The Summoning
use of bronze. Arqwen is the home of humans, elves and
dwarves, and is the birth-place of the Sewynne has assembled the druids’ high
Such a state of affairs did not suit the halflings in Aelos. Here as elsewhere, the council to witness the summoning of the
purposes of the oards. From their point of tribes and clans are fragmented - easy prey “Lords of Wood and Fire”. When the
view, the “progress” of humanity had for an imminent Kolmede invasion. Nexus brings the adventurers to the shrine
halted, the power of magic was undim- at the height of the ceremony, no-one will
inished and, worse still, druids were All too aware of the danger, Sewynne, have any doubts that the legendary heroes
growing in power as leaders of the faith leader of the druids in Arqwen, has failed have returned:
amongst the people. in her every attempt to unify the tribes. She
has but one hope: the legendary “Lords of
To rectify the situation, oard agents entered Wood and Fire” who, many years ago, Once again the world seems to spin
this era several decades ago, and sought out saved the elves and humans from the “ape- around you, your vision blurs and a
the human tribe in which the influence of men” (garls) and the dwarves from the shrill whistle fills the air.
magic and the ascendent druids was “iron giant” (the hephaeston Diemlak).
weakest. To this tribe, the Kolmedes, the These heroes could unite not only the Eventually your surroundings be-
oards gave the secret of mundane iron- humans, but also the elves and dwarves. come still and clear. You are in a
working. dim, rock-cut chamber with its far
T h e Lords of Wood and Fire are, of course, end hidden in shadow. Its contents
With their superior weapons and the the adventurers. Their exploits are remem- are strange yet familiar: a table-sized
guidance of the oards, the Kolmedes were bered well by the long-lived elves and slab of grey rock before you, a jug
able to dominate the tribes around them. dwarves but the humans have passed the and some fruit arranged neatly on it,
As the Kolmedes grew in power, they began tales through many generations and they a basket of fire-flies hanging from
to conquer their neighbours ever more have become fiagmented legends. Some the ceiling, and panels of deeply-
swiftly, since the human tribes were split humans even doubt that the “Lords of incised carvings on the walls.
by feuds, and had little contact with the Wood and Fire” actually existed. In a final
isolated elven and dwarven clans. effort to unite the people of Arqwen T h e air is heady with the smell of
against the Kolmedes, Sewynne has decided honey and, as the whistling fades,
The druids of Aelos had always steadfastly to attempt to summon the ancient heroes. you hear the distant sound of mel-
refused to become involved in the petty odious chanting. Then, from the
fighting between the tribal warlords and, darkness, a figure in a green robe
by not taking sides, had acquired a The Adventure approaches, raises her hands to you
reputation for impartiality and honesty. in greeting and says:
Their refusal to become involved in warfare 1’he adventurers will arrive d. u r i.n.g
prevented them from ever gaining any real Sewynne’s summoning ceremony, but i t is “Greetings Lords of Wood and Fire!
power or influence over the proud warlords, the Nexus which brings them here and not You are come in answer to my
however, and the druids’ pleas for unity her magic. In order to save Arqwen from summons. Scorn now upon those
were ignored even in the face of the destruction at the hands of the Kolmedes, who say you are but legends, phan-
Kolmede threat. the party must unite the peoples of the land toms by which mothers comfort their
and lead them in the war against the infants. Fear not, and follow me, the
T h e tribes stood proud but alone... and invaders. This will require the use of the circle awaits to welcome you.”
were crushed. Mass Combat rules (CD12-17).
B R O N Z E A N D I R O N (Bara: The Summoning) 15

. ____-___ ______ _ _ _ _ _ _ _ _ ~~ I-
~ ___
The robed figure is Sewynne. She will lead Brief descriptions of the characters of the “neutral” ground which the warlords will
the party to the far end of the chamber various wai lords and clanmasters are given accept). If a council is callrd, i t will take 6
(which is 20 feet wide and 60 feet long) and with the details of their followers (see Pull- days for the warlords to assemble. In any
then along a rock-cut passage which slopes Out Sheet IV). negotiations, the druids will help the pa7 ty
gently u p to ground level, emerging in the as fai as possible.
centre of a circle (100-foot-radius) of 30 tall.
elegant trees in a foiest cleaiing (over 300 Halflings T h e DM might wish to make some of the
feet across). It is night-time and the sky is warlords easier 01 hatder to convince, or
rich with stars. The pait y should meet the halflings of else make them susceptible to diffeient
Aiqwen s#eon after arriving at Bara, and kinds of peisuasion. One, for example,
At the foot of each tree stands a member of while stillI in the company of the druids. might accept the wold of the diuids, while
the dr uid’s cit cle. When the par ty emei ges, another might be imptessed by a powerrul
I 1 . 1 will
me aruias .,a 1 ’
cease cnancing anu2 xwynrie
0 TL-
IIIC
L-IC1
Ildlllings live secretly in the wood- display of magic. Eventually, however, the
will proclaim the adventurers as being the lands, and have no settlements or leaders. adventurer s should be successful in gaining
“Lords of Wood and Fire”. As yet, they have no Crucible of Blackflame the suppor t of the tt ibes.
(CP31). They are rarely, if ever, seen by
Then, without further cetemony, Sewynne most of the human population, but are on
and her entourage will alert the adventurer s good tet ms with the druids and elves. They Dwarves
to the threat facing Arqwen from the have no legends concerning the adventurers
Kolmede Empire. They can only speak of it and will cooperate with the party for the T h e two tribes of dwarves in Arqwen are
in general terms since they do not know sake of their love of Arqwen and friendship described on Pull-out Sheet IV. They live
any details of the Kolmedes’ plans, but it is with the druids. in the mountains at the strongholds of
clear that the fragmented tribes of Arqwen Jalndrup and Nopsfalt (see Map C). Since
are no match for the Kolmedes. Only the The halflings will not fight in the war, but the humans occasionally trade with the
Lords of Wood and Fire, they will insist, they will act as spies, providing the party dwarves, they know where the under-
can unite the tribes and piepare them for with general information about the sizes ground sttongholds are and will tell the
war... and movements of the Kolmede forces. party if asked.

When first encountered, the halflings will Both clans of dwatves will be very sus-
The War Looms be able to tell the party that the Kolmede picious of the patty (even if it includes any
armies are already on the march across the dwarves). They know how, 470 years ago, a
Uniting the Tribes and Clans great uninhabited wilderness south of group of heroes won the Forge of Power
Arqwen, and will reach the Telinatt (see page 10) for their forebears, but no
This part of the adventute provides exten- mountains on the southern borders of amount of persuasion will convince them
sive scope for role-playing, since the Arqwen in about 7 weeks. that “magical hocus-pocus” could have
adventurers will have to deal with many caused the heroes to be re-born.
non-player characters in order to gain their During the preparations and the war itself,
cooperation. If desired, however, these the exact amount of information provided
negotiations may be dealt with relatively by the halflings is u p to the DM, although Search for Heorlbold
mechanistically in order to concentrate on the party should be well informed of troop At length, one of thr dwarves will remember
preparing for and running the war (seeThe movements during the wat itself. An that Heorlbold, a venerable, reclusive
War - page 15). exception is the Kolmede Sea Force (see dwarf was alive when the historic events
page 16),which the halflings will not learn took place and would be able to recognise
In the case of the human tribes (see Human of until it lands. The halflings’ information the adventurers.
Tribes - below), the characters will be able gives no bonus on combat resolution (see
to benefit considerably from the mediation 016). T h e dwarves know that Heorlbold lives in
of the druids who will confirm that the a silver mine at the end of a narrow pass (see
adventurers are the “Lords of Wood and Map C) with eight of his kinsmen (all level
Fire”. Human Tribes l), but have not seen him for 3 years.

If the player characters do not think of it T h e eight human tribes of Arqwen and T h e reason why the miners have been
themselves, somebody (probably a dt uid) their warlords are described on the Pull-out unable to reach theii kinfolk is that 2 large
will suggest, early on during their attempts Sheet IV. The warlords guard their indepen- wyverns have taken u p residence in a cave
to unify Arqwen, that the adventurets seek dence jealously but recognise the threat overlooking the pass. These will attack the
out and win the support of the dwarven posed by the Kolmede Empire and will adventurers as they pass beneath their cave.
and elven clans. agree to requests (from the druids or the T h e cave contains a cache of 25 gems (value
party) for a temporary alliance under the - lOOOgp each) and a leather bottle con-
T h e demi-humans of Arqwen feel as loyal party’s leadership if they can be convinced taining 3 doses of a potion of speech (see
to the land as do the humans and share that the adventurers are the legendary CD50).
their fear of the Kolmedes. The elves and Lords of Wood and Fire.
dwarves have little, if any, contact with the Heorlbold will be very grateful if the
humans, however, and must be found and The adventurers may visit the warlords adventurers remove the problem of the
won over separately by the party (see individually at their respective steadings or wyverns and will willingly accompany
Dwarves - below, and Elves - page 15). else call a council a t Bara (the only them to the strongholds where he will
14 BRONZE A N D IRON (The War Looms)

- - -- -~
confirm that they are who they claim to be. Combining Armies Equipment
At this, the dwarves will give their support
in the war against the Kolmedes. To improve their chances against the T h e humans and elves ate aimed only with
Kolmedes, the tribes and clans must be btonze weapons. These should be regaidd
unified into effective armies. This will not as being “below-avetage”, giving a baw
Elves simply be a matter of reorganising the value of zeio in the Equipment Factor off
available troops into the optimum forces, the BFR (see CD12).
The single clan of elves in Atqwen is since the authority of the NPC leaders and
described on Pull-out Sheet V. The elves the enmities existing between the various T h e dwarves of Jalndtup will offer to
live in the tangled depths of the Erydall groups must be considered. In addition, the provide iron weapons of “good” qualiiy
Forest. Neither the humans nor the dwarves characters will have to take careful account (see CD12) foi the humans. They have a
know where the elven stronghold is, but of the time which will be taken for the stoteof 1000weaponsandcan make 120pet
the halflings will be able to guide the party troops to muster in their own strongholds week, as long as they remain in their
there. and then travel to meet their allies (see sttonghold.
Movement - page 16). During the pre-
The reaction of the elves to the party’s paration, i t should save time if the troops
request for support depends on whether the go to their rendezvous in groups of less Battle Ratings
adventurers received (and still have) the than 50 (see Troop Movement - CD16).
bracelets from the elves at the end of the T h e descriptions of the tribes and clans o n
first adventure in Aelos (see The Parting Pull-out Sheets IV-V include “Current
- page 9). If the adventurers do not have the Dwarves and Men Battle Ratings”. These are intended to
bracelets, the elves will agree only to - Dwarven and human forces will agree to serve as guidelines during the preparation,;,
“consider the matter” and will ask the combine into armies, but no clan or and it will almost certainly be necessary to
par ty to leave the forest. The elves will, in tribe will allow itself to be split u p into recalculate them after the preparations are
fact, join in the war against the Kolmedes, different armies. completed.
but will mobilise their forces only after the - No human tribe will fight alongside a
first battle between Arqwen a n d the “blood enemy” (i.e. a tribewith which it
Kolmedes. has long been at war - deiails of blood The War
feuds are given in the tribal descriptions
If the elves are shown the bracelets, they on Pull-out Sheet IV). The war between Arqwen and the Kolmedes
will instantly accept the adventurers as - There is no enmity between dwarves should be run using the Mass Combat
being the heroes of their legends and give and men, but dwarves will not join (“War Machine”) rules (CD12-17). It is u p
their support at once. forces with elves (see below). to the DM whether ox not to use the
- No warlordorclanmasrea will submit to optional rules (CD15-17).
the authority of another. This means
Preparing for War that combined armies must be com-
manded by player characteis. Even so, The Invasion
In ordet that they can plan for the wai NPC leaders will insist that all orders to
ahead, the adventurets will need at least their warriors are passed through them. The Kolmede army is divided into four
some knowledge of the geography of - The human and dwarven warriors can forces - three land forces: an advance
Arqwen. T h e druids know the land well be ready to leave theii homes 2 days after guatd, a main force and a mountain forcr;
and will describe it to the characters. To being ordeied to do so by their leaders. and one sea force - which are described on
simulate this infoimation, the DM should Pull-out Sheet IV.
give the playeis a copy of Map C (omzttzng Elves
the markers showzng the attack routes of - The elves will agree (if asked) to divide The Kolmede armies are commanded by
the Kolmedes). Although the diuids will their strength amongst the human human generals, but the Emperor, whose
aid the adventuters by providing infor- armies (in groups of 100 or more) so otders these generals follow, is little more
mation and mediating with the human long as any elves not with their clan- than a puppet of the oards. Each army will
warlords, on no account will they take pat t mastet are commanded by an elven have at least oneoatdobserver amongst the
in the war itself. player Character. commander’s entourage, but the oards will
- Elves will not seive alongside any take n o direct action in the battles,
Organising, training and equipping the dwarves. preferring to act “behind the scenes” (see
tribes and clans in preparation for war will - Elven warriors can be ready LO leave Iron Dragon - page 16).
not be an easy task since there are several their stronghold the day after receiving
factors to be considered (see below). the order from their clanmaster.
Invasion Plan

Time Leadership and Training Even as the adventurers arrive at Bara (see
page 13), the Kolmede land fotces are
Time is short, and the DM must keep Since combined forces must be led by a already on the move a c t a s the great plains
careful track of passing days both before player character, the adventurers must which separate Kolmedia from Arqwen. It
and during the war. The party’s arrival at decide who will command which foice and is these forces of which the halflings will
Bara (see T h e Summoning - page 13) is how much time they will spend tiaining have warned the adventuters (see T h e
taken as Day 1. wiih their troops. Halflings - page 14).
BRONZE A N D IRON (The W a r ) 15
T h e forces of Kolmedia are committed to a Winning Iron Dragon
simple plan for the invasion of Arqwen.
The generals are experienced soldiers, and Any individual Kolmede force will be T h e adventurers are told by the halflings
will be able to adapt to changing circum- defeated if it suffers 50%01more casualties, that a small squad of Kolmedes are
stances to a certain extent, but their orders and will attempt to join up with its nearest, bringing u p a “huge iron dragon” to
from the Emperor were very explicit and undefeated ally. If a force is routed, d100% reinforce one of their armies.
they will try to stick to the plan as far as of its survivors make their way to the
possible. The level of variation is at the nearest, unrouted Kolmede force, while the T h e DM may ariange matteis such that the
discretion of the DM. remainder will make their way home. adventuieis can sneak behind the enemy
forces and attack the “dragon” befoic it
T h e aim of the Kolmedes is simple: to The entire invasion force will be defeated reaches its destination. Alternatively, the
overrun and subjugate Arqwen. The in- and will attempt to retreat home if the diagon and its escort could be dealt with
vasion plan is correspondingly simple, and Main Force is routed, or if the invasion during a battle (see “Chaiacter Heioics”
may be described in terms of the objectives force as a whole suffers 50%or greater losses - CD16).
of the four Kolmede forces: (including troops returning home, i.e. 2000
or more troops). The tribes of Arqwen will The “diagon” is actually a robot made by
agree to harry the retreating Kolmedes, but the oards (it is the equivalent of a small
Advance Guard will go not go beyond the area covered by drolem except that it cannot fly), and its
This fast-moving force enters the south- Map C. escoitconsistsofanoard(armedwithaiay
eastern comer of Map C on Day 40. Its glove and three fireball gems) and 20 elite
mission is to test the strength of Arqwen Molmede troops.
resistance by sweeping around the eastern c
side of the Telinatt mountains, ahead of
the main force (see below). It will penelrate Killers by Night
into Arqwen until its troopsare reduced by
50%(or i t is routed), at which point it will For tne purposes 01movemenc, me awarves In an attempt to eliminate some or all of
retreat and attempt to rejoin the main of Arqwen treat mountain areas as “hills” the leaders of the Aiqwen forces, the
force. and hills as “clear”. The elves tieat Kolmedes will send a group of killers into
woodland areas as “cleai”. The Noibiigga an Aiqwen camp to attack the adventuiers
Pass is not a “naiiow defile” and all
Main Force marked riveis are “deep water” (see CD14).
Following on the heels of lhe advance
guard (entering Map C on Day 44), General (iillIltXl W l l l l d lay g1UVt.l dllU I ~UllllndC

Stengax intends to penetrate deep into master thieves. T h e killers will have no
Arqwen with the main force, destroying all trouble avoiding any NPC guards or
settlements i n his path (Ceriowa, sneaking through the camp to reach their
Twarkan and Kanstaz). From Kanstaz he --r---- -- victims. ITnless the
._______l. ..._adventurers
~ ~ . . are them-
. ~ . ~ ~~~ ~

will march on Xygmis where he intends to .cconimodating800 people, and has 24000 selves on guard, the Kolmedes will auto-
join his force with Commander Philo’s sea ’people-days” of provisions (e.g. enough matically gain surprise.
force. o feed 800 people for 30 days). In the
lbsenceof troops, these strongholds will be
Lefended by women, children and old victory
Mountain Force varriors. Details of a typical group of
This force will entei the southern edge of Lefenders are given on Pull-out Sheet IV. After the Kolmedes have been driven fi-om
Map C on Day 45, and attempt to cross the
Telinatt mountains into Arqwen via the
~ . . . . . . . . ^ . .
The Kolmede toices will not be able to tind
...
Arqwen (see Winning - above), the char-
, , c
acters will nave several weem oerore me
. , ~ 1

Norbrigga Pass. Once across the moun- the elven OT dwarven stroncholds durinp. Nexus draws them back to the under-
tains, it will attack Vernantz and then ground chamber at Bara and transports
sweep north to join the Main Force. If them forward in time again (see Island of
driven back in the pass, i t will withdraw Sorcerers - page 17). Before they leave, they
and join the Main Force by moving u p the will be heaped with praise and honour by
eastern side of the mountains. the tribes and clans of Arqwen, seemingly
Commanding the vaiious toices ot Aiqwen enless feasts will held, and bards will sing
will probably occupy the attention of the long into the nights of the great victories of
Sea Force player characters faiily fully during the the Lords of Wood and Fire.
T h e purpose of I he sea force is to strike into war. Even so, the adventurers may wish to
Arqwen by the “back door” so as to take a mole personal involvement (see T h e party will also receive many rich gifts
outflank the defenders. The force will land, “Chaiacter Actions” - CD16), in which case and a share of the spoils of war. These will
without warning, one hex south of Distis the DM may use the two incidents desciibed comprise jewellery and gems to the valur of
on Day 55. From here they will advance on below. These may be used as desired, and 6O,OOOgp,plus the following special gifts: a
Distis, followed by Dergadar, Harrades and may involve a:I1 or only some of the battle axe +4 (from the Jalndrup dwaives),
then Xygmis, where General Commander adventurers. In addition, the DM may a suit of banded mail +3, reflective (CD56)
Philo hopes to join forces with General allow for other actions against the enemy
~
(from the Nopsfalt dwarves) and a longbow
Stengar’s Main Force. forces. +3 (from the Erydall elves).

16 BRONZE A N D IRON (Victory)


It is millennia since the war between
Arqwen and the Kolmedes re-asserted the T h e chamber of the druids’ temple
powers of magic on Aelos. Since then, both The Nexus will biing the party to the dissolves into the whirl of flashing
human magic usen and elves have grown guesthouse on Talah just as the eight images a n d the piercing, high-
in power and, over many years, have impostors are gathered there. The adven- pitched shriek. When your senses
gathered together the fruits of their tureis must overcome the impostors, enter clear, you find yourselves in an
researches in the Bibliotheca, an under- the Bibliotheca, defeat the oards waiting at elegant, hexagonal chambei. In one
qround library on the remote island of the Luminance, and release the hypnotised wall is an open, lancet window
Talah (see Map DI). wizards. through which you can see the russet
orb of the sun, setting beyond a
Elves and magic users come from all over The situation will be complicated by the placid ocean. In a tree beneath ihe
Aelos to consult the library, and LO use the presence on the island of innocent NPCs window, a nightingale is singing,
Luminance (a magical artifact in the form (lhe guesthouse staff, a wizard’s assistant and the scent of jasmine drifts in on
of a shimmering throne, housed securely at and the Bibliotheca guards) who are the gentle breeze.
the core of the library - see page 20) as an aid unaware of the oards’ presence and who
to the solution of specific problems. T h e will noimally oppose ag<qessiveacls by the The chamber itself is lit by a glowing
Luminance also sustains the powerful, party. gem hanging from the ceiling, and
magical defences of the island, which has a bench fixed to the wall opposite
include a magical barrier around Talah T h e existence of the Luminance’s magical the window. The remaining four
through which normal magical travel is barrier and the absence of any ships on the walls are decorated with frescoes of
impossible. island should be sufficient 10 prevent the fabulous beasts. On the bench are a
party from going anywhere else on Aelos crystal vial full of red liquid and a
T h e oards’ time-travel mirrors have enabled during this adventure, but if necessary, the golden dish of black powder.
them to by-pass the barrier and to go DM should strongly discourage the party
straight into the chambers housing the from attempting to do so. A trapdoor in the centre of the floor is
Luminance. Here, in the helpless state open, and a slight, robed figure, his
which the Luminance induces during mouthagape, isstaringat you froma
meditation, wizards using the artifact have The Guesthouse ladder leading u p into the chamber.
been hypnotised and are held captive by the
oards. Oard impostors (disguised by image The guesthouse on Talah stands on a low
amulets to look exactly like the wizards) hill above a natural harbour, and provides I ne tigure IS >tar (see 1 ne HumanS - page
have left the Bibliotheca in place of the lodging for those who come to the island in 18), the absent-minded assistant of the
prisoners. These impostors have learnt search of knowledge from the Bibliotheca. wizard Giofenes. Sfar has been sent by his
from the wizards how to imitate them in eWhile staying at the guesthouse, visitors “master” to fetch the vial of liquid (three
voice, gesture and so on, but cannot, of are cared for by the 20 retainers (servants) doses of a potion of elasticity - CD49) and
course, use the wizards’ magical powers overseen by the sleward Njort. There are the black powder (powdered platinum .
and must rely on their own technological currently nine guesls: the eight oard value 5000gp) from the bench.
weaponiy. impostors (disguised as wizards) and Sfar,
the assistant of one of the wizards (see The When Sfar sees the adventurers material-
By systematically replacing the most power- Humans - page 1 ising, he will, at first, think that they are
ful wizards from all over Aelos, the oards some form of special illusion and will need
intend to undermine the power of magic of convincing otherwise. Once he realises his
the era. So far, eight wizards have been Calm Before the Storm mistake, Sfar will apologise to the “lords,”
overcome and replaced by impostors who for his intrusion in a flustered manner and
are now gathered at the island’s guesthouse T h e Nexus will take the adventurers into a will try to gather u p the vial and powder
(see below), waiting for a ship which will small ioom at the top of the guesthouse and leave the room as soon as possible. If
take them off to different parts of Aelos. tower (see Map D2): the adventurers ask him to stay, he will
I S L A N D OF S O R C E R E R S ( T h e Guesthouse) 17

~ 1~ ~ -~~
become increasingly insistent that his Luminance (see area 15) so as to engulf the such powerful magical creatures. They
master is waiting. “Peihaps,” he will island in a violent tropical storm. The would comment, however, that the Biblio-
stamniei, “y-you would care t-to ioin the stoim cannot be affected by a weather theca’s elf guards (see Stalwart Guardians
others in the r-re-fector control spell and will persist until the - page 19) would not be powerful enough
oards in the Luminance are finally to unleash it. They do nDt know about the
overcome. defences of the Valley of Webs.
Nsn-Player Charaf
Giofenes will also be commanded to
When the party arrives, the eight impost()r activate Ithe Bibliotheca’s outer defences Valley of Webs
wizards are assembled with Njort in tkle (see Valle:y of Webs - below).
I-efectory (see Map D2) for dinner. Tlle T h e main entiance to the Bibliotheca is at
oards have taken on the identities o f tkle the head of a narrow gulley, 50 feet wide,
wizards Giofenes, Haff, Dracatpol a n d .Je TheImplostors Strike 100 feet deep and 300 feet long. Although
Kwill (males), and Vocessa, Alowel, Pentd- the gulley will appear to be bareandempty
11 n.. llcalLng
L
,
..
.
.: of the adventurers’arrival, the when the party arrives, it has hidden
ibair and Horolia (females). They will
recognise the adventurers on sight (they oard commander will order the impostors defences which have been activated by the
have been well briefed for Lhe mission) but to eliminate them. The impostors will hypnotised wizard Giofenes at the comm-
will make no move against them (except in attack at once if their true nature is revealed and of the oard leader (see area 15).
self-defence). Instead, they will invite the or if the party sets out for the Bibliotheca.
party to join them at the meal. Otherwise, the oaids will wait for a good Any characters approaching the Biblio-
opportunity (DM’s discretion, but prefer- theca’s main entrance will be attacked hy 2
As soon as possible, one of the impostors ably when the party is split up) to attack. gargantuan black widow spiders which
will secietly warn the oard commander in will rush out from narrow, concealedcaves
the Bibliotheca (Map D3, area 15) using a on either side of the gulley, 30 feet up from
speech bracelet. The oaid commander will Teeth of the Storm the ground.
quickly take action (see The Storm Breaks
- below). If the adventurers overcome the impostors, Just before the spiders rush to attack,
the oard commander will ordei the captive thousands of sticky, web-like strands will
hypnotised wizards to launch a surprise shoot out from the rock walls on either side
T h e Humans attack on them in the form of 2 lesser djinn of the gulley. All characters inside the
(unleashed from magical items) and 8 guiley will be impeded by the strands
Sfar, Njort and the retainers will answer invisible stalkers (summoned using spells). (movement rate halved) and ihose who fail
questions about the island and/or the a saving throw vs. Magic Wands will be
Eibliolheca, but have no idea that anything If the attack takes place outside the completely enveloped (the equivalent of a
is amiss there, or that the wizards are guesthouse (e.g. while the party is on its web spell). T h e spiders can move along the
impostors. They have never even heard of way to the Bibliotheca), one djinni (invis- strands as easily as along their own webs.
oards, and have no knowledge of the ible and hidden in the trees) will try to The strands will vanish after 6 tuins.
characters’ past exploits (the “Lords of distract the adventurers by creating illus-
Wood and Fire” have been forgotten). Sfar ions (e.g. an attack by 25 manticores), while T h e chitinous hides of the spiders are
has noticed a change in his master’s the other djinni (in whirlwind form, but covered with plates of gold and studded
character, but would only concede this if concealed by the storm) and the invisible with gems. These have been enchanted so
questioned directly on the point. stalkers sneak up on the party to attack. as to give the spiders an armour class of 2,
and the equivalent protection of permanent
Njort is used to having unexpected guests. If the attack takes place in the guesthouse, resist cold and resist fire spells. The gold
Although the apparent ariival of the party the party will quite likely be taken un- and gems are worth a total of 9OOOgp per
by magical means (in spite of the island’s awares, since the djinn (in gaseous form) spider, but their enchantment is broken
defences) will baffle him, he will conceal can bypass and open any baried doors or when the spiders are killed.
his surprise, welcome the newcomers, and shutters LO let in the invisible stalkers. As
allocate them guest-rooms (see Map D2). the djinn assume whirlwind form before
attacking, they will disguise the distur-
If a fight develops between the party and bance this will produce by flinging open
the impostors, the retainers will flee and some doors or shutters (as if blown open by T h e information in the Bibliotheca (see
hide, Sfar will support his “master.”, arid the storm) and letting in the wind. Map D3) is contained in countless books
Njort will oppose whichever side seemed to stored in nine galleries. Each contains
him to havestarted the fight. Both Sfarand The invisible stalkers have been ordered to works relating to one level of magic-user
Njort would help the party if previously attack only the adventurers. If a stalkei spells, and the galleiies are arranged in
convinced that the wizards are impostors. succeeds in killing a character, it will ordei of ascending spell level (from 1st to
return to its own plane. 9th in areas 5-13). Beyond the fuithest
gallery is the Luminance (see page 20).
The Storm Breaks
Aftermath T h e rock of the mountain enclosing the
Immediately after being notified of the After the battle, both Sfarand Njort (if they Bibliotheca is rich in lead and so prevents
par ty’s arrival, the oard commander will survive) would deduce that the Ribliotbeca ethereal movement (see GD18),and blocks
order the real Giofenes to manipulate the is the only possible source on the island for the spells ESP, clairvoyance and so on.
18 I S L A N D OF S O R C E R E R S ( T h e Bibliotheca)

- ___I____ _______._________-____
Stalwart Guardians 2. Guard Room Guards

The non-player character guardians of the This contains tables, chairs, training equip- Magic users or elves of sufficient level for a
Bibliotheca are the elf Phlorella and 10 ment, books (non-magical) and other gallery are safe from the monster guards o f
elven guards. They know that the storm is pastimes (dice games etc.) used by the the gallery, and can even command the
produced by the Luminance, and have guards while on duty. obsidian golems (see below) not to attack
assumed that it is an automatic response to other creatures. Unless otherwise instruc-
an attack. They believe, therefore, that the ted, :he monster guards will attack any
Bibliotheca is in danger and they will be 3. Barracks other creatures entering the galleries.
reluctant to admit anyone.
Here are lockers containing the guards’ Each gallery is guarded by 5 0bsidia.n
When the party reaches the Bibliotheca, the personal possessions (including jewellery golems. These will no: leave their respective
outex door (to area 1) will be barred. etc., to the value of 5500gp in total). There galleiies and can pass through the trapped
Phlorella will be in the entrance hall (area are also ample supplies of food and drink. areas (see below) without triggering them.
1) with half of theguards. Theother guards
will be in the guardroom (area 2). The final gallery (area 13) is guarded by a
4. Phlorella’s Room beholder in addition to the golems. Al-
If the party makes any aggressive move though the beholder will not attack magic
(including attempting to break in), any This is furnished considerably more com- users of level 21 or greater (thoseable tocast
negotiations (see below) will cease and the fortably than the barracks. Stored in 9th level spells) it will ignore orders not I O
elves will fight using every means at their cupboards and hanging on the walls is attack other creatures.
disposal. The elves will try to fight a Phlorella’s collection of books and sou-
running battle with the party through the venirs from her past adventures (including
outer chambers and galleries. This will valuables worth 11,OOOgp). Wards
expose the adventurers to the monsters and
traps guarding the galleries (see Guards The galleries contain many wards (traps).
and Wards - below). Phlorella will not Galleries (Areas 5-13) Magic users or elves of high enough level
venture beyond the fifth gallery, nor theelf foxagallery will notactivateany of its traps
guards beyond the third. The galleries have ver y similar decoration; (although they may be harmed by the
mosaic floors (showing magical symbols), effects of traps activated by somebody else).
If the adventurers can avoid fighting the plain green walls and ceilings, and heavy,
elves, they may be able to explain to them ornate, brass bookracks. The gallery of 7th All the traps in the galleries are magical
(despite the heavy door separating the two level spells (area 11) consists of a winding and are activated by creatules entering the
groups) about the impostor wizards. If the corridor, and the 9th (area 13) has many 10-foot-square areas shown on Map D.T
party can provide both the bodies of the small rooms opening onto a corridor, with Each trap may be triggered any number of
oards (Phlorella could see these using a books in only the largest of these. The times, and cannot be found or disarmed by
clairvoyance spell, for example) and the rooms’ shapes are not really significant. thieves. For the purposes of dispel magic
testimony of Njort as evidence, the adven- spells and so on, the traps are treated a s
turers will be admitted. The elves will be The Books having been set by a 30th level magic user.
shocked by the wizards’ disappearance, and The books in the galleries are not spell
conclude that something is amiss in the books. They are tomes which describe in There are five kinds of ward (indicated by
Luminance. They will urge the party to minute detail the origins, uses, effects, the letters a-e). When triggered, each will
investigate the matter, and will escort them purposes and meanings of spells. The affect all creatures in the trapped area as,
past the defences of the first five galleries. books are very complex and detailed, and it described below (most of the effects allow
They do not know how the inner galleries would be difficult for player characters to saving throws):
are defended, and will not enter them. gain any useful information from them in
the time available. However, the DM may (a) Flesh to stone (negated by a successful
use the party’s visit to the Bibliotheca as an saving throw vs. Turn to Stone).
The Outer Chambers (Areas 1-4) opportunity to bring useful information, (b) Feeblemind (affects only elves and.
spells and so forth, into the campaign. For magic users - negated by saving throw
These chambers provide accommodation example, player characters might be able to vs. Spells at -4).
and other facilities for Phlorella and the elf discover the “local” variants of spells used (c) Power word blind (no saving throw).
guards. on the elemental planes (see CD20). (d) Polymorph any object (the victims are
polymorphed into metal bookends -
1. Entrance Hall negated by a saving throw vs. Spells -4).
Guards and Wards (e) Hold monster (negated by a saving
This chamber is large and plain, except for throw vs. Spells at -2).
the following words which are inscribed The defences of each gallery are designed to
round the walls in magical script: be generally safe for any magic user ox elf
capable of casting spells of the level with Vortex Shaft (area 14)
‘‘-&*dWk which the books in the gallery deal, but to
deter any other Creatures. Thus, for ex- The passage from area 13 opens out onto a
ample, Phlorella (a level 10elf) is safe in the small balcony at the top of a vertical shaft
first five galleries. 500 feet deep. The shaft is filled with a
ISLAND OF SORCERERS ( T h e Bibliotheca: areas 1-14) 19

I _ _ _ _ _ _ _ -~ ~- -
magical, multi-coloured mist which swixls Victims are unable to move around without Je Kwill (male, level 23), Vocessa (female,
like a vor tex and reduces visibility to 30 help and remain hypnotised so long as the level 22), Alowel (female, level 22), Pendi-
feet. cube is within their vision. If a cube is bair (female, level 24) and Horolia (female,
removed from view or ceases to function, its level 23). All are hypnotised and are gazing
The effect of gravity within the shaft is victim is no longer hypnotised, but falls into hypnotisinc: cubes resting: on their
much less than usual, and objects or into a light trance for 2 turns before
creatures in it will fall without injury to the xecovering fully. The trance will be broken
bottom, at a rate of 20 feet per turn. No instantly by any aggressive act against the ime
form of magical flying is possible in the creature. -out
shaft, nor will it change the rate of descent. Sheet VIII) and a large, black metal box
Even the oards’ protection belts will not The oard leader may control any one containing eight hypnotising cubes.
allow levitation here. The walls have a hypnotised creature at any given time (the
magical, glassy smoothness and it is others remain immobile). Each cube can
impossible to climb them. All magical only hypnotise one victim. All the cubes After the Storm
effects in the VOI tex are treated as 40th level will lose their hypnotising power once the
magic for the puxposes of dispel magic oard leader is killed (since they are attuned After being released from the oards, the
spells and so on. to the leader), but they retain their attractive wizards will dispiay a mixture of relief,
appearance, and could be sold for as much embarrassment (at having been overcome
as 800gp each in the adventurers’ own so easily), gratitude and, most of all,
The Luminanc VV- -U- ’l >l U . fascination with the pal-ty, its oi-igins and
mission. They will be saddened (but not
The Luminance is a powerful magical resentful) if any innocent NPCs (including
artifact in the form of a large, shimmering 15. The Oards Giofenes) have been killed by the adven-
throne. It is located at the very heart of the turers, and will offer the following help:
Bibliotheca (area 15), and defends the The dominant feature of this room is the
island by maintaining a barrier to magical Luminance itself (see above), a large, Information
travel. It can also produce effects such as shimmering throne set in an alcove in the Even while hypnotised, the wizards were
the storm (see page 18). far wall. Seated in the throne is the still able to overhear and understand their
hypnotised wizard Giofenes. The room’s captors’ conversations. From these, the
T h e main purpose of the Luminance is as a other occupants are an oard leader (armed wizards learnt about the oards’ strategy for
source of inspiration for the high-level with a blaster tube) and 8 oards (armed taking over Aelos. They will have dis-
wizards of Aelos, since spell-using char- with ray gloves and 1 fireball gem each). covered that the infiltration of the Biblio-
acters who sit in it axe able to diver t all of All the oards are disguised by image theca was the oaids’ last chance to overcome
their concentration to the solution of any amulets as obsidian golems. the power of magic, and that the oards have
problem which they may have. They constructed something called an “Entropy
become only dimly aware of events around The oards and their leader will attack the Bubble” in the oards’ own future era as a
them, and are outwardly as helpless as if adventurers on sight. One of theoards has a last refuge in case of failure on Talah. The
they had been affected by a feeblemind rod of the wyrm and will, in desperation, wizards know nothing more about the
spell. The oards hypnotised the last eight transform it into a small gold dragon to bubble, however.
wizards who came to consult the Lumi- attack the party if the fight begins to ‘go
nance by exposing them to hypnotising badly. Another oard has a staff of dispelling Magical Items
cubes (see below), while they were in this (22 charges). The oaxd leader will order If the adventurers are in need of them, the
helpless state. Giofenes to help the oaids in the fight with wizards may (DM’s discretion) give the
the party. This he will do, without moving adventurers some (2-4, perhaps) useful
Characters may resume their normal con- from the throne, by casting spells chosen magical items. T h e choice of what items
centration and leave the throne at will, but (DM’s discretion) from the few which he are available is at the discretion of the DM,
this takes a full turn to accomplish. Very still has memorised. Giofenes has a hypno- bearing in mind that the wizards are
high level wizards (level 24 and above) can tising cube resting on his lap. grateful (not stupid!). As a general guide,
exercise limited control over the island’s only items shown on the Magical Treasures
defences while seated in the Luminance tables (EX36) should be given, excluding
(but not in a trance). The oards are thus 16. Teleporter those which would have only a 1% or 2%
able to influence the Luminance through chance of occurring at random (e.g. staff of
Giofenes, one of their hypnoiised wizard In the centre of this room is a faintly wizardry, helm of telepathy) and those
captives (see area 15). scintillating column of light stretching which cannot be used by magic users.
from floor to ceiling. Anyone moving into
Hypnotising Cubes the column will be teleported to the centre Vexy soon aftei releasing the wizaxds, the
These devices are small, translucent, scintil- of the entrance hall (area 1). adventuxers will be diawn back to the
lating cubes. Any intelligent creature Nexus (in the guesthouse towex). On
peering into one must make a saving throw entering the Nexus this time, theparty will
vs. Spells (at +2) each round or become 17. Hypnotised Wizards be taken forward in time to the final
hypnotised (equivalent of a very powerful confiontation with the oaIds (see The
charm spell). The hypnosis is not a Seated on a bench along one wall of this Entropy Bubble - page 21). No books from
magical effect and cannot be removed by room are the hypnotised wizards Haff the Bibliotheca may be taken lhrough the
magical means. (male, level 21), Dracatpol (male, level 24), Nexus.
20 ISLAND OF SORCERERS ( T h e Bibliotheca: areas 15-17/After the Storm)
The infiltration of the Bibliotheca on sickly colour - adding to the oppressive creatures from the adventureis’ own world.
Talah by the oards (see Island of Sorcerers atmosphere of this place. Since the field The talaks, humanoid slaves of the oaids,
- pages 17-20)was their last chance to break glows continuouslv. there is neither dav are like trolls, and the oard robots hake
the power of magic on Aelos and so prepare n similar character istics to living statues,
the way for the establishment of their golems and drolems. The oards themselves
empire. The defeat of the oards on Talah There is no relief from the stai kness inside will be seen in their natural form, undis-
meant that the foundations of their future the oards’ buildings. The rooms are un- guised by image amulets.
reality were critically undermined. decorated, and the smooth plastic from
which the walls, floors and ceilings are The plastic fiom which all oard buildings
The oards were prepared for this possibil- made glows with the same Dale preen lieht and devices are made is as tough as steel and
ity, however, and created a refuge where as impenetrable as lead. Oard doois slide
they could gather their strength before open automatically when touched.
ravaging some other world. This refuge,
called the Entropy Bubble (although it has DM should convey to the players how alien
no connection with the Sphere of Entropy the oards’ realm is to the adventurers. T h e The Adventure
- see the the D&D@ Master Set) is the oppressively austere atmosphere of this
greatest creation of their technology and land will be repellent and disgusting to T h e Nexus will biing the adventurers into
encloses a pocket of reality which is cut off them - particularly after the beauties of the bubble at one of the oard outposts (see
from the rest of the multiverse. Aelos in its earlier eras - and the presence area 1). From heie, the adventurers can
of so much technology will tend to baffle proceed to Cijal, thecity of the oards, where
and disorient characters accustomed to the they will be able to end the oaid menace fclr
The Bubble power of magic rather than that of ever by overcoming Qai tanaq, the oard
machines. The mission of the party here is mastei, and by destroying the source of the
The Entropy Bubble is a dome-shaped field one of destruction, and the characters bubble’s energy field (aiea 16). Once this I S
of energy 30 miles in diameter (see Map should be left in no doubt that the oards are done, the bubble will collapse, and the
E l ) . It is completely opaque, and it is abhorrent to them. party will be retuined to its own world.
impossible for creatures inside the bubble
to pass through i t by physical or magical
means. Some dangerous cxeatures occasion- Oard Technology Edge of Chaos
ally break in from the chaos outside,
however (see Hounds of Chaos - area 9). Since this part of the adventure takes the 1. The Outpost (Map E2)
party into the world of the oards, it is
important toremember that the adventurers The Nexus brings the adventurers into
The Land Within the Bubble will be able to understand very little of the chamber l a in an underground oard
oards’ technology (if any) and that char- outpost near the edge of the Entropy
The land within the bubble - the last acters will not be able to use or operate any Bubble (see Map El):
bastion of the oards’ empire - is devoid of oard devices (except for the doors - see
any beauty, being the ultimate expression below). In particular, the DM should only
of their mundane ideal. It is stark and use those terms which the characteis (as The swirling chaos enfolds you
barren - a windless desert whose only opposed to the players) would understand. again as the room in the guesthouse
features are a few oard outposts spaced Thus, for example, a video screen might be fades and the air fills with a familial
around the perimeter, and the underground desci ibed as “a moving image on a wall” or shrieking wail. Though none of the
city of Cijal at the centre. The only even “a strange window”. images flashing before your eyes lasts
inhabitants are the oards and the minions for more than an instant, some are
which their technology has created. Thecreaturesandrobots which inhabit the now sharp and familiar - scenes
bubble with the oards are all products of from your past adventures on Aelos.
T h e bubble’s energy field is pale green in oard technology. Never theless, they have Therest, however, are still a mystery.
colour, and casts a pale light of the same, similar abilities (if not appearances) to
T H E ENTROPY BUBBLE (Edge of Chaos: area I ) 21

- ____ __ _ _ ~ _- -~
.__ - __
After a few moments: Desolation Video Screens

When the adventurers leave the building, Every room in Cijal has a video commun-
When the world is still once more, they will be able to see what appears to be a ication screen and, once the alarm is raised,
you find yourselves in a stark, square, huge, solid, glowing dome (the energy the adventureis will see Qaxtanaq glaring
windowless chamber. It is not a field) and a straight, smooth track leading at them fiom a screen whenever they enter a
pleasant place, for the room is bathed away from the outpost towards the centre toom. S o long as Qartanaq can see the
in sickly, pale green light, and the air of the dome. paxty, the DM should use Id8 when
is tainted by an acrid scent like checking for random encounters (below).
burning hair.
9. Hounds of Chaos T hle video screens are destroyed by 10
T h e sources of the light are the walls, POints of damage (treat as AC9, but save as
floor and ceiling, which are smooth Soon after the adventurers leave the out- D10 against magic), and for each screen
as marble. They are spotlessly clean, post, a pack of 12 spectral hounds (which desitroyed there is a 10% (cumulative)
almost unnaturally so and, apart have wandered through the energy field ch;ince that ihe video system will break
from what you take to be a door, into the Entropy Bubble from the chaos down. Thereafter, the DM should use ld20
show no cracks or joins. Set into one outside) will pick u p their trail and Eollow when checking for random encounters.
wall is a panel decorated with a them, seeking a good opportunity to
jumbled pattern of brightly-coloured attack. In the pale light, the hounds will be
shapes. T h e shapes are in constant very difficult to see, though the party will Random Encounters
motion, changing form and colour hear their thin, ghostly howling.
in time with the jangling music T h e DM should check for a random
which fills the chamber. On a shelf encounter if:
which protrudes from an alcove City of the
below the panel are a dozen or so - the party enters a previously unexplored
coloured rods and a crystal beaker of Cijal is an underground complex, located chamber (except for Specific Encounter
liquid. at the centre of the plain enclosed by the Areas - see page 23)
bubble. It is more like an industrial - the party remains in a chamber for over
Suddenly, the music stops and the installation than a city, and most of the a turn (or over 6 turns if the video system
coloured pattern on the panel clears larger chambers are filled with machinery, is inoperative - see above)
to become a window through which power generators, chemical tanks and so - the adventurers enter an unexplored
you can see a glaring humanoid face. on. Only a few of the chambers are given corridor area or return to a corridor after
individual descriptions (see Specific En- an absence of 1 turn or longer (mb.
counter Areas - page 23), the remainder longer corridors are divided into separate
T h e panel is actually a video communi- being covered by the general descriptions areas by doors - see Map E3)
cation screen, linked to a similar panel in (see Standard Features - page 23). - the adventurers temain in a corridop
the other room of the outpost (Ib) where area for over a turn (one roll per turn)
there is a squad of 6 oards (armed with ray Although it is underground, and the
gloves and 1 fireball gem each) who will see sloping lamp entrance is not conspicuous, To check for a random encounter, the DM
the party through it. After only a second or the adventurers will be able to find Cijal should roll the appropriate die (see above)
two, thecreatures will react to the intruders: easily if they follow any of the tracks which once and look for the result in the
the screen will go blank and the oards will lead from the outposts. appropriate column in Table 2 to see
burst in through the door and attack. which creatures, if any, are present. If a
number appears more than once in a
T h e alcove is a food dispenser, and the rods Inhabitants of Cijal column, then a mixed group of the
and liquid in it oard food and drink. T h e creatures indicated is present. Oards will be
rods are waxy and tasteless, and the liquid Apart from those creatures detailed in armed with ray gloves, and 25% will have
is oily. They are harmless but distasteful. specific room descriptions, inhabitants of 1-2 fiieball gems.
Cijal will be met as Random Encounters
The second chamber of the outpost (room (see below). Also included in Table 2 is a row labelled
1b) is as sparse as the first and, except for a “oard artifacts” which indicates the pre-
map (which the characters will be able to The city’s alarm (a monotonous throbbing sence of portable oard objects (in addition
understand) on the wall showing the sound) will automatically be set off during to those which any oards may be carrying)
positions of Cijal and the other outposts the first encounter between the adventurers which could be sold as ornaments or curios
(areas 2-8), contains nothing of value or of and city inhabitants, but the oards do not on the characters’ own world. There will
use to the adventurers. have any specific plans for dealing with Id6 objects, each worth d10x30gp with an
attacks since they believe themselves to be encumbrance of 5d6cn. The characters may
securely isolated from the rest of the be able to guess at the purposes of some
2-8. Other Outposts multiverse. Their system of video commun- objects but most will be a complete
ication screens, however, will allow Qar- mystery. None will be usable.
T h e other oard outposts are similar to the tanaq (the oard master) to concentrate the
fit st, and are similarly manned. The video oard forces in the parts of the city where the Random encounters can occur any number
screens allow the oards in the outposts to adventurers are. This will be reflected by of times, but oard artifacts, once removed
spot any creatures within 500 yards. the probability of random encounters. from an area, are not replenished.
22 T H E E N T R O P Y BUBBLE (Areas 2-9/City o f t h e Oards)
Most of the chambers of Cijal fall into five age on any character within 20 feet 2-4 Chemical Leak. A mass of semi-
general types, indicated by symbols on (halved by a successful saving throw vs. animate, viscous, puiple chemical equi-
Map E3 and described below. Wands at -4). valent to 5-10 green slimes (but mor,?
3-4 Random Laser. The shielding around mobile - see Pull-out Sheet VI) pouis
The large, immobile oard technological a laser breaks away, and its cutting out from a ruptuied pipe and attacks
devices which the adventurers will find in beam sweeps u p and down the walk- the adventurers.
the mechanical, power and chemical plants way next to the machine. Any char- 5-6 Burst Vat. A vat buists open, releasing a
have a bewildering variety of shapes and acters in the walkway will suffer 2d20 quantity of semi-animate, gelatinous,
sizes, all suited for different tasks. They are points of damage each round unless yellow chemical equivalent to 1-3 black
considered to have armour class 3 for the they dodge the laser (i.e. make a puddings which attacks the party.
purposes of physical attacks and are successful saving throw vs. Dragon
resistant to magic (make saving throws as a Br ea th).
level 10 dwarf). Any large piece of equip- 5-6 Hot Oil Escapes. Hot (but non-inflam- Specific Encounter Areas
ment which suffers 20 or more points of mable) oil squirts out from the machine
physical or magical damage will mal- and inflicts 2d10 points of damage 10. Guard Room
function. T h e effects of malfunctions are (halved by a successful saving throw vs.
detailed in individual cases. Dragon Breath) o n 1-2 characters The occupants of room 10a are an oard
within 20 feet. leader (armed with a blaster tube), 3 normal
oards (armed with ray gloves) and 3
V Oard Residential Chamber security robots (amber golems). They will
0 Power Plant attack any intruders on sight.
These are spartan. In addition to the
normal video screen, each contains only 3-6 Power plants are crowded with generators In the next-door barracks (area lob) ate 4
hard benches on which the oards sleep, a and other equipment which hum men- security robots and another 4 oards (with
food dispenser in an alcove, and some acingly. If a malfunction occurs, there are ray gloves). They will rush into the guard
miscellaneous objects (see Random En- two possible outcomes (determined by toom on hearing any sounds of combat.
counters and Table 2). rolling ld6):

1-3 Short-circuit.A bolt of electrical energy 11. Hologram Studio


0 Talak Pen arcs from the affected device to the
party, striking 1-4 characters. Each A device in this room can both product:
T h e talaks rest standing u p in cubicles victim suffers 3d8 points of electrical holographic images of oards and focus
shaped to their bodies. Each pen contains damage (halved by a successful saving weak laser beams in such a way that the
5-10 such cubicles and a food dispenser. throw vs. Spells). images appear to be firing them. Each
There is a 50%chance that any talaks in a 4-6 MagneticField. A temporary but power- image projects two laser shots per round
pen (see Random Encounters - page 22) ful magnetic field is given out by the which inflict Id4 points of damage each.
will be asleep in cubicles. damaged device, affecting all iron and ThelasershotsareTHACO 18, but treatall
steel objects within 50 feet. Weapons targets as AC9 (adjusted for Dexterity and
will be dragged from their wielders’ magical armour - c.f. ray glove - Pull-out
Mechanical Plant grasp (no saving throw) and thrown Sheet VIII). T h e room’s only real occupanii
across the chamber, as will any loose is an oard (armed with a ray glove) who has
Apart from narrow walkways, these rooms items of iron or steel equipment (these full control of the images.
are crammed with machines that hum may be recovered afterwards). Char-
ominously. If one of these malfunctions as acters in metal armour will be similarly The chamber will seem to contain about 30
a result of damage, the DM should deter- thrown (no saving throw) and will oards (including the real one which is
mine the result by rolling ld6: suffer the equivalent of a 40-foot fall. identical to the images) which will attack
T H E ENTROPY BUBBLE (Standard FeatureslSpecific Encounter Arras 10-11) 23

- ~- _-
- I _ _ _ _ I_ ___- -___-
the party at once. The images are similar to 14. Robotics Lab The energy srreen gives Qartanaq an
those created by a phantasmal force spell, additional armour class bonus of 5 (total
but they do not vanish when hit, and there This chamber contains a clutter of partially armour class -5) and a bonus of 5 on all
is no saving throw to disbelieve them. built xobots, robot spare parts, and robots saving throws. The eneigy screen also
Their illusionary nature will be revealed by awaiting repair. In addition to an oard aIlows him to hurI two energy bolts (range
touch, but any images which are struck by leader (armed with a blaster tube) and 2 180’) pex round. The bolts treat all targets
spells or weapons will react accordingly. normal oards (armed with ray gloves), as armour class 6 (adjusted for Dexterity if
The images cannot be harmed, and will there are three operational robots here: 2 appropriate). Any creature hit by an energy
only vanish if the oard is overcome. power robots (equivalent of iron living bolt suffersZd6pointsof damageandmust
statues) and the oaxds’ most fearsome makea successful saving thxow vs. Paralysis
robotic creation, a combat robot (the or be stunned for 1-4rounds. Any character
12. Breeding Tanks equivalent of a small drolem). They will all striking Q a r t a n a q with a hand-held
weapon must similarly make a saving
Sunk into the floor of this chamber, with throw or be stunned for 1-4 rounds.
only 5-foot-wide walkways between, are a
dozen pools of thick, bubbling, brown T h e energy screen mantle looks like a
liquid which fill the air with a sweet- heavy gold collar encrusted with tiny gems.
smelling brown mist (visibility 40 feet). iii i i i m i d u u i d w i y , a irdiii UI i i oaras It would have a value of 32,OOOgp on the
The pools axe the breeding tanks in which (armed with ray gloves) are testing a adventurers’ own world. It cannot be used
oards and talaks are created. powerful ray cannon mounted on a swivel by the adventurers.
base in the centre of the floor. The oards
The room i s occupied only by an oard will attack the adventurers on sight. Five of In the centre of the xoom is a device
(armed with a ray glove) and 4 talaks, them will use their ray gloves, but four will resembling a richly decorated, black (301-
pouring chemicals into the pools. If the thxow flasks of corrosive chemical (range umn. This is the power source f o ~the
creatures axe disturbed in their task, the 10/30/50) and three will ready the cannon Eniropy Bubble and is protected by its own
chemical balance in the pools will be to fire (this takes 1 round). force field enclosing i t in a shimmering,
affected and 25 proto-humanoids (partly- 20-foot-diameter cylinder extending from
formed oards or talaks; the equivalent of Any character struck by a flask of chemical floor to ceiling. On seeing the column, the
mud golems) will climb out of the pools will suffer 2d12 points of damage. The adventurers will feel an instinctive antip-
and attack any creatures they see. chemical will also dissolve wood and athy towards i t , and will have the urge to
corrode metal in 1 round. The oards have destroy it. This is the equivalent of the urge
T h e pools are 20 feet deep. Any creature only four flasks of chemical. to return to the Nexus which the adven-
entering a pool will be attacked by 1-6 turers felt in previous eras, since they can
proto-humanoids. The cannon can be fired once per round, only return to their own world if the bubble
for 2d20+10 points of damage. All targets generator is destroyed.
are treatedas beingarmour class 5 (adjusted
13. Foundry for Dexterity and magical armour bonuses, The field surrounding the column blocks
if appropriate) and the cannon has the passage by any creatures on both the
This chamber contains furnaces, vats of same chance to hit as its operator. Once normal and ethereal planes. It is im-
molten plastic, moulds and so on, and is ready, i t iequires only one oard to fire it, pervious to all non-magical attacks, but
very hot. Any character not protected by, but theparty willnotbeable touseitatall. has no affect on spells or spell-like effects.
for example, a resist fire spell will suffer 2 T h e Entropy Bubble generator will be
points of heat damage per round while in In a rack on a bench are six large, rod- destroved if it suffei-s 150 uoirits of inaeical
the room. shaped gemstones used for experiments damage, and the bubble will collapse:
(value - 7000gp ea
T h e room’s occupants are 2 foundry robots
(equivalent of bronze golems) which are ubble Collapses
unaffected by the heat. T h e robots will 16. Central Contrc
attack the party on sight by hurling blobs
OC molten plastic from the vats (range By the time the adventurers reach this Without a sound, the black column
60/120/200), until engaged in melee. Any chamber, Qartanaq will be waiting for implodes, seeming to suck into itself
characters hit by a blobof plastic will suffer them with an entourage of oards and first the room, and then the oards’
2d10 points of damage from its heat (no robots. With him are 6 oards (armed with entire, odious realm - leaving you
saving throw) and must make a saving ray gloves and 1 fireball gem each), 5 unharmed and floating in the midst
throw vs. Dragon Breath. If they fail, they security robots (amber golems) and 4 power of utter darkness. Slowlyand silently,
will be covered by hardening plastic, robots (iron living statues). shapes begin tomaterialiseout of the
becoming immobilised after 1 round and darkness, until you find yourselves
beginning to suffocate aftex 3 rounds. Qartanaq’s body has even more mechanical once more in the old man’s cottage
Three rounds later they will be dead. The parts than an oxdinary oard’s, being about where the adventure began.
plastic can be chipped away (in 3-8 rounds) 60%robotic. In addition to a protection belt -
by other characters with no danger to the (see Pull-out Sheet VIII), the oard master
victim, ox smashed off. Smashing requires has an energy screen mantle which sur- T h e advent urers have been transpc31 ted
30 or more points of damage (vs. AC9) of rounds his body with a protective field of back to their own woxld(seeHereand Now
which the character suffers a third. crackling energy. -It Ends - p age 4).
24 T H E E N T R O P Y B U B B L E (Areas 12-16/The Bubble Collapses)

-~-- _I_ I___ I- ~- -_


AI
Y
I
II
I

ti
I
I
r-r
I

D108JTSR, Inc. All Rights Rerwmd.


<-.:............
........
..........
...........
..........
...........

n
1
. . -.,
DWARV4N TUNNfL',
--

'1

1 5QU f W L 5 5 FT
THf $HIP DfLTAPA

,I ,

I
'1
I
h
I

"1985 TSR, Inc. All Rights Reserved.


Companion Game Adventure

Where Chaos Reigns


by Graeme Morris

Youhavebeenchosen:
Throughout the land, t h e omens of s o m e cata-
clysmic change are clear for all t o see. The
flowers are blooming out of season, fish fall
like rain, and a blue moon hangs in t h e night
sky.
Yet the danger is’not of this land, nor even
this world. Far away in the infinite planes lies
Aelos, a world of peril. A world where time
itself has
reigns.
Even the
the planes are powerless to help Aelos. Hope
rests in you alone.
Come then, journey through the swirling
Nexus, to a world beyond the stars.
You have been chosen, and Eternity

This adventure is

TSR Inc. *”‘ TSR U K Ltd.


POB 7 5 6 h e Mill, Rathmore Road
Lake Genev Cambridge CB14AD
WI 5 3 1 4 7 United Kingdom

0-88038-243-0
ISBN-394-54889-2TSRO600

111

You might also like