DMR1 Dungeon Master Screen
DMR1 Dungeon Master Screen
3%
, :. .
i
L
t
n \
-
tL
! -4
ittack Rob Table (All Monsters)
-
..10 .,.
11
., ._
12 13
./
16
." .,
17 18 i5
o in it i? 15 16 17 I$
-5 -A -L u
8 + to9
,1 20 20 20 2( !O 21 22 23 26 27 28 25: 30 30 30 30
02 19 20 20 2( !O 20 21 22 25 26 21 28 30 30 30 30
12 I3 14 > 16 17 18 19 2( !O 20 20 20 21 !2 23 24 2I 26
11 12 13 k 15 16 17 18 1' !O 20 20 20 2c '1 22 23 24 25
4
3
23+ t o 2 5 14 15 16 ' 18 19 20 20 20 20
13 14 15 , 17 18 19 20 20 20
0
0
9
8
7
20
Note:
* Misses only on a natural 1. Add the numbers shown to the total damage done by the attack
DUNGEONS 81DRAGONS is a registered trademark owned by TSR, Inc. 01993 TSR, Inc. All Rights Resewed.
I A& R d l s Bble (All Charactn)
I
clan & Level
C.ZD F" DH"' 19 18 17 16 15 14 13 12
Armor CLPIS Hit
11 10 9 8 7 6 5 4 9 2 1 0 I
21-24 16-18
T
D
-- -
11.9.or 7 number needed to turn ruccedully
automatic turn, 2d6 Hit Dice of undead
automatic Destroy. Zd6 Hit Dice of undead
-
D + * automatic Destroy. 3d6 Hit Dice of undead
D I automatic Destroy, 4d6 Hit Dice of undead
Weapons Table
Bludgeons:
Blai klack
Club
tirmmrr, Throwing
thrnmer. War
Mace
Sraff
Turt h
Id2 15 20
ld4+1 65 70
ld4+2 200 185
ld4+1 200 275
I
(c) Clerics may use this weapon. Druids may.
too. if they can find a form of this
weapon with no metal or stone parts.
II
I
(m)Missile weapon; never uscd as a melee
weapon
(n) A net's cost and encumbrance are based
.. .
on its size. Nets cost 1 SD Der sauare
foot of surface area and have an
encumbrancc of 1 cn per square foot.
Medium net (6' X 6') would cost 36 sp
(3.6 gp) and have an encumbrance of
36 cn.
1-1 This wcapon can be thrown. but is only
rarely used this way; only characters ai
the Expert or greater level of weapon
mastery can throw this weapon in
combat.
(5) This weapon has special features; read thi
weapon description.
(t) This is a hand weapon that may also be
thrown.
(v) This weapon may be set vs. a charg.
(w) Magic-uscrs may use this weapon at the
DM's discretion.
HH This weapon can be uscd either
onehanded or two-handed. Used
twwhanded, it operates similarly to
two-handed weapons (i.e., the wicldc
cannot use a shield when using the
weapon this way). However, a charact
using this weapon, even in its
two-handed srylc. docs not
automatically lose individual initiativ
Halflings and other small races can u!
this weapon.
2H This weapon requircs two hands for use.
The wielder of thc weapon may not u
a shield and always loses individual
initiativc to characrcrs not using a
two-handed weapon. Halflings and
small races cannot use this wcapon.
S Small wcapon
M Medium weapon
L Larec weawn
~~
I
Hillldescrtlbrokcn terrain V i normal
Mountainlswampljungle ' 1 2 normal
lcelglacier '/z normal
* Raads allow travelers to ignore every tcrrain
muction
2
scroll will kno& evenone upcon- Sow DMs also @e to use empty roams as possible en-
will awaken first and be gone by counter areas for wwduring monsters. To do thia, the
e to. In this version of the ,adven- P M rollq,a d10 whenthe m y enters a room t b t daus
leading into this first room will be not already have a monster in it. @I a roll of 1, the PCs
, w the partys only recourse will have stumbled across a wandering monster. This is a
well as a way home, in,time good method to keep a more powerful party sn its toes.
Whenever a wandering monster encounter a ~ ~dur ~ r s
ing the first part of this adventure, the DM should mll
the table below. A different wandering monster table
be used in the second part of this adventure.
e of this adventure, the charac-
ters will a n f r o rous monsters. When such en- Roll td8 Monrter
counters occur
1-2 Fire Beales
3-4 I Giant Centipedes
5 Carrion Crawlers
; hp (hit points); MV (movement 6 Gelatinous Cube
bf attacks); THACO (see below); 7 Giant Scorpion
icted ptr attack); Save as (what the 8 Crab Spiders
is based on); NIL ( m d e rat-
, X P (experience rewarded for Statistics for these monsters are described in the R
ster); Treasure (how much treasure Bobk foutld id the D e Game boxed set.
monster needs
THACO is 19 and its targets kC is
to roll a 16 or better to hit the PC
DMs use the THACO method be-
er than consulting a complex chart
4
walls themselved to protect the
statement t
anyone c$ming ou
I d within, With a
5
I;
Rooml: Entance Boom 2: Cloak Room
useless. t
this A m . Th ifurn$ure &d cu&ns are decayed and
!
6
I'
I
3
Room 4: The Barracks
This area was the larder. Most of the food has long
since gone bad, though some of the ale in the kegs re-
mains drinkable a d a few of the sealed boxes contain edi-
ble dried wit and rations. A wine raqk also lies hidden
underneath a few old sacks in the northwest comer; if
they rummage enough to find it, PCs can salvage four
bottles of gDod wine that will fetch up to 20 gold pieces
each on thk open market.
For every additional turn a character spends searching
this are4 the PC finds three days worth of iron rations for
one person. If PCs do this, however, the DM might want
to roll for wandering monsters. To do this, roll a d6. If
you roll a 1,'a wandering monster appears, attracted by
the commotion. The monster attacks the PCs at the end
of the round.
8
The scraped-out hollow holds a small pouch with three
pearls, worth 250 gold pieces each, a gold ring worth 200
gold pieces, and a magical Dagger + 1.
H 9
ine the chair at the head of the table, The books in this library address a variety of topics,
most of them esoteric. If the PCs spend a full turn exam-
ining the books, they notice a significant section on di-
mensional travel. One of these books contains a piece of
parchment with the word Karameikos scrbwled upon
it and underlined several times. Beneath this word is a
map, depicting the Grand Duchy of Karameikos, identi-
cal to the map of Karameikos found in the Rules Cyclope
dia. If the DM does not have the Cydopcdia, the PCs do
not find this map.
If a PC successfully examines the bookshelves for secret
doors, or if the party searches the library for another full
turn, the party discovers a space on the crammed shelves
for one slim volume. (The party will find this at the spot
where the secret door appears on the map.) If the PCs
slide the book 7 7 Art
~ OfAiwy from Room 18 into this
slot, a five-foot section of bookshelf rotates and reveals the
bed chamber beyond.
The books to either side of this spot are false, and do
not budge. Asticles placed these books to permamently
mark the correct spot for his cckey.
10
Asticles jailor would occasionally murder guests
whom Asticles believed dangtrous, or merely inconven-
ient, to him. The jailorused the items here as tools in his
foul trade.
ed bed rests against the wall to
itewashed walls are now faded Room 12: The Prison
The door to this area is locked, but not trapped. Once
the PCs open the door, read the following.
11
PC who removed the ring of keys The skeleton does not animate, but the PCs wal p d
pit filled with sharpened spikes. bly assume otherwise. If a PC enters the cell to take tl
t points of damage from the fall and bracers, tell the player that one skeietal %and sudden
points of damage from the spikes. If moves. Moments later the patiy sees a &t SMtrry aw(
o the PC when the hook slid up, from undernedth the hzhd-where it had been 'sleepb
ake a Save vs. Paralysis or fall. into until scared away by the PC's entry- eat
cters may climb out of the pit nor- .-
should give the party a good scare?
1 resembles the next, all 10' x 10' Room 13: A Venveful Spirit
doors and rough stone walls. The
set iron bar8 y-elded together, allow-
into cells without opening doors.
ates each cell, but nothing else. chest. Additionally, a rickety table and chair stand)
against the far wall, while. a ring of four keys k s t s upon
left-hand (northern) wall of this cell is the table. A skeleton lies cdapsed against tlse right
p. Condensation drips down the wall, hand wall, with a broken sword, clutched in death, be-,
puddle on the floor. The straw here is side it. Dark brown stah cover the h e r part of the
wall and much of the noor undernearb the skektob. *,
just to the north of this cell cause the
The brown stains arc actually dried blood, the last d
hand (northern) drifi of (his cell the life that leaked out of the evil jaitor, Naazird, wh#l
straw on the floor of this cell ap- Farolas struck him a death blow.
But much like the bloodstains, traces of the jailor's
urs because the wall is not actu- wickedness remain. One round after the PCs ewer. W
d by a grey ooze, which attacks chamber, mist rises out of the skeleton and rapidly c&t
lesees, taking on the form of a brutish human mala. This
is Nazzird, hdd here by his evil and nawitramformed imm
&&"HD,3*; hp 15; M V 10'(3?); #AT a wraith. He attacks the party immediately.
' 7 ~ D m g2d8Save as F2; ML f2;AL N;
sure ni Wraith' (1): AC 3; HD 4**; hp 19; M V 120'
(80') flying; #AT 1; THACO 16; Dmg ld6 + energy
drain; Save as F4; M L 11; AL C; XP 175; ?keasurc
set with garnets, encircle the skeleton's silver or magical weapons-and'dilver wea
damage. The PCs should already have magical andor sil-
he bars of this cell have been bent so far ver weapons, but if they do not, the DM" should change
or small human could squeeze through the broken sword to a usable silver one and allow one of
much that the creature could have done the characters the chance to grab it'before the wraith at-
live. tacks.
red this former minotaur for one of his The keys on the ring fit the three cell doors and the sin;
Lents and held it prisoner here but died gle outer door to the jail. The chest is locked, but not
Ler of Farolas before he had the chance. trapped. If a PC examines the sword, secretly roll a check
rentually starved to death, not quite able to see if the PC has shccessfully 'detected secret doors. If
s of his cell in his weakened condition. so,the Pc has discovered a fifth key hidden in *e sword's
The bracers w fit a very large human and could com- hilt. This is the key that opens the chest."
0
gold pieces each on the open market.
12
d the treasure that the jailor secrltly The damp, slick floor surface considerably compliGates
guests'' he murdered for,Astides: the battle for the PCs.Every time a tentacle from the car- ,
some wom , a pouch holding 300 gold pieks, a rion &w&r strikes a PC,the character must Save vs. Pa-
ralysis 6r fall into a pool. If this occurs, roll a d6: oh a roll
of 1-3,thePC falls into the southerh pool; on a roll of 4-6,
the PC falls iilto the northern poril'.
Due to its low center of gravity and many legs, the car-
I rion crawler needs no such saving throws: it will not slip.
'
chamber, made of iron rather &an One additional giant leech resides in *e northetn pool
the touch. The party can see a hint (its companion in the southern pool already killed by
e doors and the surrounding stone Chanibrin). If a PC falls into the xiorthem pool, that leech
sed iron doors here because he feared attacks. The pools are' only three feet deep, so PCs may
m the moisture and stick the doapE attack normally, except for dwarves and halflings, who at-
unlocked. W e n the PCs open the tack at -2 because of their short stature. Roll surprise
noqally &r both sides of the fight.
C 7; HD 3 + 1 * ; &p 16; M V When the PCs enter the lab, read the fdlowhg.
0 17; Ilmgpualy&orlfhit
AL N; XF' 75; Tkeasure nil.
pant I: m*
I ]
14
ce it was destroyed during the mage's ics of the whirling stairs and lodge something sturdy .
but the renegade mage did locate the (perhaps a desk leg) under the bottom step, jamming ther.* ~
I
monsters after numerous failed at- If the PCs gaze into the Dimensional Pool, read the fol-
the PCs could analyze the mechan- lowing.
air;**
15
ence by achieving one of the goals of the adventure,
though it remains up to the discretion of the DM whether
in the reflection! Some of the trees to award it or not.
you, and a strange rock formation Finally, a DM may also give a character experience
001. A red cloak lies by the waters points for exceptional roleplaying. This is also discretion-
ary, but a good rule of thumb is to limit the bonus to 5 %
of what the PC needs to gain a new level. An example of
exceptional roleplaying would be a Lawful character who
risked his own life to save an imperiled friend in an act of
great heroism.
that the two pieces of cloth they
It is possible that, after granting experience points, one
r come from this cloak.
or more of the PCs might be able to go up in level. Start
these characters off with their new levels when you begin
11 will also reveal strong enchantments the second part of this module. Remember, though, that a
PC can gain no more than one experience level per ad-
venture, so if a character has earned enough experience
points in Part I to rise two levels, the PC loses the excess
experience points and starts Part I1 of this module one
ce that so troubled Farolas and
er the construction of Hearth-Home point shy of the new level. Since Part I1 is considered a
as a means it. Farolas feared that Asticles or an- separate adventure from Part I, the character may
gain another level upon completion of that section.
port some hideous creature or
to destroy the pool, he set the
This marks the end of Part I of this adventure: The
w Chambrin, they must immerse Escape. In Part 11,the PCs track Chambrin into the wil-
. The waters are four feet deep, and derness of the Grand Duchy of Karameikos, thus begin-
transport to work the character must ning their adventuring careers in the D&D@ game
Known World!
16
his module uses the rules and con- Immediately following the section on weapons mastery
Ru(cr C'lopclia. The module also is a section entitled ''General Skills!' This section explains
clarity the new rules for the how beginning PCs may choose skills not directly related
t have the Cjclopdia, simply to their particular adventuring class, such as dancing, or
D&D game rules normally. navigation.
new concepts from the C'b~diB the Just as in our world, where people learn skius not directly
before starting the second part of related to their jobs, adventurers can learn skills not related
Mastery, General Skilh, and to their adventuring dasses. This does not mean these skiis
do not come in handy during an adventure!
of the C'lqbedk At the beginning of Skills are attached to particular abilities (such as Dex-
will find the heading " Flscrpon Mas- terity or Wisdom), and players roll a d20 whenever mak-
ves human PCs the option of us- ing a skill check. For example, if a PC with a Strength of
gain further expertise in a 14 has the skill Endurance (a Strength-based skill), the
of the character's repertoire, player would need to roll a 14 or less on a d20 to succeed.
ot to learn a totally new weapon. The C+ ' ia explains general skills in full.
must first train with someone who has Before starting this part of the module, the DM"'
should decide how to handle general skills. First, general
e DM wishes, the characters skills are optional, so the DM may choose not to use them
aster after compkting this at all in the campaign. A second option is for the DM to
allow the players to choose general skills for their PCs pri-
cond option. 'hm to the or to starting the second part of the adventure. If the play-
ers do this, the DM should encourage them to select skills
appropriate to the backgrounds of their characters.
Finally, the DM can to wait until this adventure is fin-
ished before allowing players to pick general skills for
ilities gained by weap- their characters.
y read through the The third new concept for players and DMs is the abili-
ty check. This is a quick and easy way to determine if a
character succeeds at a particular task. Like general skills
checks, the DM or player simply rolls a d20 and compares
also creates more numbers and it to the character's ability score. If the number is equal to
d players to keep track of during or less than the ability score, the character succeeds. A
may well decide to slowly introduce character with a Strength of 12, for instance, would need
first search out a to roll a 12 or less to succeed at a Strength Check. In a
way, every general skills check is an ability check.
DMs use ability checks to determine if a character suc-
ceeds at tasks that otherwise don't have scores applied to
them. For instance, a player might roll an Intelligence
Check to see if the character remembers an elusive piece
of information, or roll a Dexterity Check to see if the
character keeps his footing while fighting on a slippery
ledge.
Chambrin plans on summoningan ald ally, as well as and
parlaying with e r n e pstcrltid Ilewlmcsl,fby w e d the
cr;vstds), and use them to rdly an artny,th&tcaa WMuer
Thuador Rift. " " ' ,. I (
, *
Wandering Monsters I >
,- /I: I I i
2. Ah, Wilderness!
Once the PCs pick up Chambrin's trail, the party will
be embarking on a whole new form of adventuring-
outdoor exploration! Exciting encounters can happen
everywhere, not just in dark dungeons. The wilderness,
and even towns and cities, provide their own unique
20
Harpies (5): AC 7; HD 3; hp 15 each; M V 60(20);
flying 150(50); #AT 2 claws+ special; THACO 17;
Dmg ld4; Save as F6;M L 7;ALC; XP 50;Treasure
see beiow.
-
grass suffers a 2 on at@& rolls
erity adjustment to armor class.
t to fme themselves from the grab
the PCs action for that round.
only 5% if the character has a
r every point over 12, add an-
other 5 % to the (for instance, a character with an
chance). Characters who fail to
again the next round.
n 1
Below you sprawls a scene of horrible devastation.
What was once a village lies before you, but qearly the
entire town appears torched, ransacked, or destroyed.
Clearly, a fire of incredible intensity raged ,through
part of this area, leavFg little standing in its wsike. On
the western half of town, odyi a scant handful of build-
ings remain, and the eastern half appears to have fared
only slightly better, with buildings smashed instead of
burned. Everywhere, s p l i n t e d wood, shattered glass
and random debris lie strewn on the ground.
d
As you pew closer, you can make out skeletons and
:I
bodies heaped in govetal places dong the street. Some-
thing unimqginably fearsome must have occurred
here, though it looks as if several months have since
passed. New crops can be seen growing wild in the sur-
rounding fields, and some grass has even taken root on
the main street. Amid the carnage, no living creature
appears to stir below.
A. The Inn or F e Nyvern gold, but asked him many questions about the village.
23
pant II: th I_. .&
This was d nond's Pottery Shop. If the PCs enter C. Baildon's Mercantile
several destroyed counters
ottery. The stairs to the sec- This large building housed the general store. Double
any PC entering the store doors once covered the large doorway. Now, shreds of
ay pot balanced precariously at the top burlap flap at the windows and doorway, doing little to
block anyone- or anything-from entering.
t this pot here as a crude trap for anyone
o the village. Whenever 100 pounds or If the PCs enter this establishment, read the following.
ost step, the entire staircase
at least halfway up the stairs will take
falling damage. In addition, any PC
steps must make a Dexterity Check or
e from falling debris.
the normal manner. To avoid
are specifically avoiding the
that they take the normal
air to reach the pottery.
This store once contained an amazing array of goods,
s, the pot tumbles off the
but virtually all are gone thanks to the orcish looting.
the crash. If PCs avoid the trap and Still, if the PCs spend two turns searching, or a PC suc-
the pot, it will fetch only 10 gold
market (cheaply made despite its nice cessfully detects for secret doors on the back wall, the par-
ty discovers what little treasure is left here.
the orcs left it behind) and weighs 20
A small section of the back wall in the main room slides
rying the pot will need to take extra
re it does not break in transit (such back to reveal a hidden niche. In this niche, the merchant
Baildon kept personal monies and items waiting to be
24
pant 11: the ctMs
customers. The niche contains 500 When the PCs pass or approach this large one-story
nd ring (worth 350 gold pieces), a building, they hear several deep, gravelly voices in heated
checked cloak (worth 10 gold piec- argument, The voices belong to two ogres who unearthed
TC Riding (see Cycllopcdia for infor- a hidden cache of ale kegs. If any PC speaks ogrish, the
magic item). If the Cyclopdk is not PC hears the two ogres arguing over how the three kegs of
should substitute a potion from the ale should be divided. Otherwise it just sounds like some
incoherent shouting and growls.
If the PCs make any significant noise (yelling, fighting,
etc.) the ogres investigate. Upon spotting the party, the
brutish creatures attack, hoping for more treasure.
When the party reaches the font, the PCs sees both
tiers filled with water. The upper tier only contains col-
lected rain, but the lower tier contains a specially blessed
water. Anyone of Neutral alignment who touches this wa-
ter takes ld4 hit points of damage, while anyone of Cha-
I
otic alignment takes 2d4 hit points of damage. If a Lawful
25
tastes) refreshing. The chest contains numerous town records and smral
sely, tell the player to maps. One of the maps displays the Grand Duchy of
4 penalty. A successful KarameiLos, and c l d y resembles the color map of
notices one of the stone roses Karameikos in Appendix 1 of the Cycroprdio (the one
on the petal reveals a secret found by the players docs not have hex liner on it).
rtment mav also be found bv A second map shows the area around the village of By-
water. Sketch a rough copy of map #2 in this module and
e petal ana reacn the compart- it to the PCs. Be sure to omit the numbered encount-
inside the fountain, putting a t mdmap key!
If the DMwishes, other maps may be found in this
t holds a vellum scroll rolled inside a chest. These maps could show other areas of the Known
. The scroll contains three clerical World. The DM might even throw in a mysterious trea-
15 Radius, and Nsuiralixe Poison. sure map to inspire another adventure in the Known
a new, fourth-level clerical spell. Look World after the PCs have completed this mission.
cloopbdia for information on this spell
er spell if the Cycloopbdia is not availa- 4. Waylaid!
The tower is located two full days of travel north of By-
G. Town Hal water. The PCs must spend at least one night in the wil-
i
derness.
The remains f this building sit just beside the Castel- If you are using wandering monsters in this module,
lan River. Cu ntly, several giant crayfish (identical to remember to check for encounters during any night the
the giant crab entry in the Cychopbdk)are dragging de- PCs spend in the wilderness. If the party does not post at
bris from the wn hall into the river to fortify their least one PC on watch at all times during the night, wan-
underwater ne . One of the crayfish pulls a small chest dering monsters will automatically surprise the P C s and
toward the wat . When the PCs approach, roll surpsise get one free round of attack before normal initiative. If
for the crayfish d tell the players to do the same. Then the PCs do post a guard, the PC on guard must roll for
read the follow g. surprise normally. P C s asleep at the start of a battle must
take one full round to awaken and grab weapons.
Also remember that only the PC on guard will have the
re of the small river lie the burned benefit of armor; most m o r , except for maybe leather, is
uilding. Moving around the debris much too uncomfortable to wear while deeping!
fish, easily 8 long! The crayfish When the PCs are approximately two miles from the
ng large chunks of debris towards ruined tower, read the following.
small wooden chest.
Giant Crayfid
f
the river as so0 as two of their number are killed, drop-
ping everythin n their grasp, including the chest.
60(20); #I
: AC 2; HD 3; hp 16,15, 15,12; MV
pincers; THACO 17; Dmg 2d6; Save
spring flowers are just beginning to bloom.
Suddenly, a cloaked figure pushes out of the bushes.
The figure limps and wears a cloak spotted with
brownish-red stains. He looks down the path in your
direction and then waves frantically at your group. It
as F2; ML .LN;XP 35; Treasure see below. looks as though he is beseeching your aid.
26
p a t II: zhe chase
is completely hidden undef Once thc PCs defeat the o r a , nothing fiwthar stands
canbexnadeout. Ifthepar- between them and their final canfromtatb8witbcham-
at theyve discovered the am- brin. The DM should not d.fOr, w d e r j n g monsten
the hooded figure, the ambushing from here on out.
y. Only roll normal initiativesin
5. The R&edRDwer.,
e one additional trick up their
an orcish shaman, a monster
eric. Chapter 14 of the Cycbfiedia
full. Monster spdlcastm
f monsters unexpectedly
es and add new spice to
end of the module and The tower is 50 in diameter. Except for a 15-wide sec-
sive injuries by now. If tion of the southern wall, the walls still protect the first
t want to give the PCs a story. The southern section has collapsed completdy
break and allow th Chambrin is currently on the f & floor. Bebre jour-
to catch an orc or two
1
27
'first of the A k h t CvstaxS to summon bargr, a gargoyle lurks in the shadows past the firu, The
original mage who lived h u e bound the creature to serve
ves, Chambrin is busy attempting the master of the tower which, by defat&, now happens tu
of two nearby orc tribes. Chambrin be Chambrin. The oliginal mage also instruaedtht beaxt
orcs' services through promises of to never attack spelleastera as a safeguard against the
then lead the orcs and the creature turning on him.
This now beneffis Chambltin, of course, but it also ben-
efits any spellcaster (magic-user, cleric or elf) in the party,
and alert players might notice the creature will be unabk
has made arrangements with the orc to defend itself against these types of opponents. It leaps
ut to retrieve the magical talisman that into battle on the first round of combat and matacks all
the Dimensional Pool, and his plan will non-spellcasting PCs relentlessly.
knows where he can find the talis- C h d r i n , for his part, and will keep
ead there next. tween himself and the party while he cants his s p d s to his
PCs take precautions to keep quiet, best advaatage. He is a cunning and seasonedjopponent
who has survived many battles. \I '
If the PCa decide to wait outside t h c i t m r rather than
he notices the PCs. approach, a large black form circles in for a ianding &et
about 15 minutes. This is the wyvern, Malice. Unless
PCs have hidden themselves, Malice apotg the party and
immediately shrieks B warning to Chambrin as she dives
to attack the PCs.
If the P c s head inside and attack Chambrin i d
ately, Malice arrives and enters the fray during the eEdcrad
round of combat. '
If defeat appears certain, Chambrin vaults onto &e
wyvern's back and attempts to flee. It takes one r o d far
him to reach the wyvern's back and one round fok'the
moment to notice these things be- beast to become airborne. If P C s have already slain the
wyvern (a sure sign that Chambrin will retreat) the mage
attempts to cast spells such as C l o d d l and Growth of Plants
to buy himself the moments he needs to escape.
. '
1 ntly an amber-colored crystal of Gargoyle* (1): AC 5; HD 4**; hp 20; MV 9Q' (30')idly-
c r of the flames. ignoring the in- ing 150'(50'); iyAT4; THACO 16; Dmg ld3/ld961d6/
tense heat ld4; Save as F8; ML 11; AL C; XP 175; 'Ifiaatlre
nil.
28
:vel F . ,,\, M., Jt+, brin accordisg to the rule4 in &# ,* Wlneaxde-
signing Chambrin, the DM should take into aceovnt t&
strength of the party as a gague of how powerful to make
Chambrin 80 that he will present a suitable challenge. t 1
If the f C s defeat Chambdn, they have cause to c e k
brate! Not only have they saved Thunder Rift and gained
valuable experience, but Chambrin has a nice assortmept
of treasure the party can talqe a8 a reward. . .i
If thq party successfully defeats or captures C h b r i n
the PCs should receive an additional 5,000 experienl;c!
points, in addition tqall else, as a ban evhg thk
adventures main goa (7
(2d6/30charges), backpack,
flask, dagger (ld4).
DM might consider removing the gargoyle4frpm tha cn-
125 gold pieces each), 1 N- counter, or hplding off on the WYVOWL e v a l until thb
a Potion of Fire Resistance, a fourth or fifrh quqd.
of Protectionjom Ekmntals,
Normal Missiles
Fourth Level:
should be sure
and items. Thi
eounter success
29
hailed from the Known World, the vived their "apprenticeships" in T h u n k Rih, d ' w e
fully returhed backhome. The m- ready to explore a more formidabl6'workt! Once &t$
o m is mainly intended frjr PCs from have explored the Known World for a while, the DM
ideas on using the Dimmtiavlp PoeP to might want to allow the party members to return 5u1 h&
however, can be used by ah DMs. roes to Thunder Rift. (After d,Orarm still owes cgdh
feated Chmitlrin, the party still filces one of them a gem!)
have no wdy ko get back to Thunder For a start in the Known World, tho DM might wantto
to the pond where they first tn- steer the party toward the port of Specularum (in K d -
find that the only thing pond meikos). This busy city is located to the southwestf a d i d
return, the PCs wiil need to discover a good place to find information and adventure; allow a
P6d;or a talisman for the Bmensional friendly NPC tell the PCs that Specularum is a guod place
to learn of anything, from the mundane to the mystid.
nds for the PCs to return to Thunder The DM might also tell the players that the city of Specu-
allow *hethem te Md such a talisman larum is st-d aml cfrcted on one of the m a p k m d
? P' r during the adventurn. L
ay find it mdre exciting to ledve This module can be used to start the PCs on a t n
own World, since it contahs nearly campai@ that focuses on their scat+& for B way h a
for exploration. The PCs'have sur- Remembcr, life itself should be an advetlrurt ford
V
I
on that location, and
in ita waters, until the
31
THE CI
511
OF HOME DELIVERY!
DUNGEON MASTER'"
SCREEN
Including the
Escape from Thunder Rift
Adventure Module
by Teeuwynn Woodruff
This new DUNGEON MASTER" Screen puts the most important combat and
encounter tables a t your fingertips1 Don't slow down the action by searching for
numbers; keep them in front of you all the time with this handy, easy t o read
screen and reference guide. An indispensable game ald t o Dungeon Masters for
all levels of play!
Also included, the Escape from Thunder Rift adventure leads the heroes into a
dark dungeon where they may discover a gate between the valley of Thunder
Rift and the World of Mystara. Escape from Thunder Rift is designed to take
both players and their Dungeon Master from the introductory D&D@'gamerules
to the more challenging D&D Rules Cyclopedla. Fun for experienced and novice
players alike, this adventure takes four to six heroes from 5 t h to higher levels of
Play.
Introduces players to the village of Bywater from the best-selling D&Dw Novel.
,, The minted Sword
Can be used without the Thunder Rift accessory
Introduces wilderness and town adventuring to novice players
For use with either the DUNGEONS & DRAGONS@'Game Box or the D&D Rules
Cyclopedia