34
Companion Game Adventure The Endless Stair wood TSR, Ins. DUNGEONS DRAGONS, DED. PRODUCTS OF YOUR IMAGI NATI ON, and th e TSR logo are trademarks owned by TSR Inc. PIIODVCTI OF OUR IY.GI*.T,OW~-

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Com panion Gam e Adventure

The

Endless

Stair

wood

TSR,

Ins.

DUNGEONS DRAGONS, DED. PRODUCTSOF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR Inc.

PIIODVCTI

OF

OUR IY.GI*.T,OW~-

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Q

Companion-Level

Modulle

Ed

Greenwood

edits:

"Elminster" Green wood

elopment and Editing: Chris Christensen

Art:

Graham Nolan

N.

Lindau

Dennis Kauth

im

Clarke, Andrew Dewar, Ian Hunter,

(of course)

1 )87

TS R Inc. AU Rights Reserved. Printed in U.S.A.

&

DRA GON S , D D, P R O D U C T S OF YOUR

N A TI O N , a n d the TS R logo are trademarks owned by

in

the United States by Random

and in Canada by Random

House

of Canada, Ltd.

regional d istributors. Dis-

in the United Kingdo m by

TSR

UK) Ltd.

laws

of

he United

of America. An y reproduction or other unauthorized

use

of

or

anwork contained herein is prohibited without the

ss written permission of TS R Inc .

, Inc. TSR UK Ltd.

B 756 The Mill, Rathmore Road

Geneva Cambridge CB14AD

53147 United Kingdom

TM

TSR, Inc.

PRODUCTS

OF

'IOUII

I MA GI NA ~ ON'

0-88038-390-9

TABLE

OF CONTENTS

INTRODUCTION

. . . . . . . . . . . . . . . .

C H A P T E R 1: D A E LZ UN 'S R E S T . . . .

C H A P T E R

2 :

To

T H E W I ZA R D 'S

o n

C H A P T E R 3: T H E T O M B OF T H E C H

C H A P T E R

4:

T H E E N D L E SS S T A I R A:

E N D I N G T H E A D V E N T U R E

. . . . . . . .

APPENDIX:

Ne w Spells . . . . . . . . . . . . . . . . . . . . . . . . . .

New Magical Items . . . . . . . . . . . . . . . . . . .

New Monsters .......................

PLAYING AIDS

M a p 1 ..............................

Map11 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

M ap 111 .............................

Prerolled Characters . . . . . . . . . . . . . . . . . .

Rand om Encounter Table

. . . . . . . . . . . . . .

Subtable: Rar e Monsters . . . . . . . . . . . . . .

Com bined Mons ters Statistics Table . . . . .

Non-Player Characters . . . . . . . . . . . . . . . .

M a p

IV

. . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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HOW

TO

RUN THIS A

me

End l e ss S t a i r is for four to six characters

oflevels

15

to 20, and is designed for use with

the D P

Comp a n i o n S et .

Some of these

characters must wield or con trol magic i f the

adventurers are to succeed-or survive. Th e

hng-sealed tomb of the Chetromar, a Magus o f

e

reat power, has been opened-by one who ,

I’

seems, paid for the act with his life-and

tile treasures of the Cheiromar await the

strong and daring. The player characters

(PCs) are not the only seekers after this ma-

eic. . .no r is what they seek unguarded

The

End l e s s

S t a i r is divided into four ma-

jor sections. It is essential that the Dungeon

Master (DM) read the entire adventure be-

fi xe play bey ins, and it is recommended that

each section be reviewed as the players ap-

proach it. for much o f the success of this ad-

venture depends upon the mood established

by the

DM

in his or her desc ription of the set-

ting and events. All the boxed texts are to be

c a d aloud to the players at the moment of the

corresponding encounter. Any other infor-

mation concerns the DM only.

The Setting

Thi s adven ture is designed to fit into an on-

going campaign. It can be introduced into

play any time the PCs are traveling overland

together for more than a day’s journey,

through fairly extensive rocky, forested re-

gions. Th e area in which play will take place

lies on a road far from large cities and at least

a

day’s ride from any large towns, in fairly

rugged terrain that discourages travelers

from casual exploration.

For those cam-

paigns set in the D8rDm game world intro-

duced in the E x p e r t S e t , it is recommended

that Daelzun’s Rest be located on a road

somewhere in the Principalities of Glantri, at

least four days’ ride from Glantri City.

Player Characters

A selection of eight prerolled Characters is pro-

vided in this module for those who do not have

characters of the requisite levels- or do not

wish to use those they do possess-for this mod-

ule. Particulars

of

the characters may

be

freely

modified by theDM and players if desired, but

11 is suggested that the overall level o f power o f

the characters and the amount, i fnot the precise

type o f defensive magical items, be retained for

maximum enjoyment of the adventure. The

presence

of

at least two magic-users in the party

of adventurers is essential.

Random Encounters

Random encounters occur only when the

F’Cs are journeying through the woods be-

tween the inn, the tomb, and the Endless

Stair. A single Random Monster Encounter

Table covers all random encounters. Note

that if Lathkoon

or

Zelazel are alive and fol-

lowing the PCs, they may well take advan-

tage of an y serious battle the PCs get involved

in to launch a simultaneous attack of their

own-but will not themselves appear

or

en-

gage the P Cs directly, employing other crea-

tures as described in their N P C descriptions.

DM

s Background

Some twenty years before the events of

2 7 ~

End l ess S ta i r , the great mage, Cheiromar

breathed his last. In accordance with a pact the

old Magus had made with his ally, the Magist

Halazar (himself now dead) and the Cheiro-

mar’s apprentices-Luthkoon, Zelate,

UCthom

and Shaleen-were sent out into the world , each

with a new spell from the Cheiromar’s library,

and each with a minor item o f protective magic

from the Cheiromar’s own accumulated trea-

sures. H alazar then laid the Cheiromar’s body

to rest in the latter’s Seat of Power, a hidden

place that held much magic too powerful to un-

leash carelessly-notably the unmovable Seat

of Power itself, and an imprisoned Eater of

Magic. Ha laza r then set magical constructs to

guard the Seat and the Stair which led to it, and

sealed the Cheiromar’s empty tomb. H e left a

message there that would direct wizards o f suf-

ficient power not to hunger after the Cheiro-

mar’s magic for the wrong reasons and to deny

that very magic to casual plunderers, incompe-

tent novices at magery, and in particular to the

more unscrupulous of the Cheiromar’s appren-

tices, Lathkoon and Zelazel. Halazar then de-

parted, taking with him he Cheiromar ’s copius

magical research notes (including, most nota-

bly, the method of summoning and imprisoning

Eaters of Magic) and ongoing experiments and

certain powerful magical items, as his agreed-

upon payment for this service.

The Cheiromar’s suspicions regarding the

characters and scruples of his apprentices were

correct-the lawful Ulthorn and Shaleen mar-

ried, and worked together in unambitious

peace, furthering their studies and powers

slowly but soundly-but Lathkoon and Zelazel,

both working independently, proved to be cold-

blooded individuals interested in furthering

their own wealth, power, and influence at any

cost-and rose quickly in the arts of magic

while at the same time making themselves

so

hated and feared that no one would willingly

deal with them. They became lonely wander-

ers. Both thought of the Cheiromar’s magic,

and both explored the tomb (its defenses slew

Zelazel’s

own

apprentices, the source of the vi-

sion in the first chamber of the Tomb), and

tested the defenses of the Seat of Power.

failed to win past ithe guardians, crafted sp

cally to foil them; both were enraged, and

returned often over the intervening years t

tempt the Endless Stair. Those magics that

can nullify, wear down,

or

destroy they

dealt with-but several remain that they ca

(yet) overcome without aid, and

so

they w

the Endless Stair, hoping that someone

breach the defenses for them, but afraid tha

magic w ill then be gone before they can sei

Ulthorn, too, often thought of the Ch

mar’s tomes and items of power ove r the y

wishing to control certain ones (notably the

inet

OfMinish‘ng and the tomes) to streng

the isolated land that he and his mate

serve. Finally, just prior to the events of

End l ess S ta i r , he judged himself ready to o

come the defenses of the Cheirom ar’s tomb

Seat of Power (for he alone of the appren

knew something of his master Algahund’s

with Halazar), and journeyed thence-whe

he was slain by the vigilant Lathkoon whil

ploring the tomb. (None of the locals know

Cheiromar’s apprentices by face or name-ju

that he had a few, and that they left after A

hund’s death.)

Adventure Sections

Daelzun’s Rest:

Th is roadside inn is full

tailed

so

that it may be used by the DM

other settings ancl adventures; but any in

which a cozy and relaxed atmosphere

vails may be substituted from an exis

campa ign. It is here that the PCs learn o

adventure that awaits them, and (if ne

sary) are coe rced into undertaking it.

To the Wizard’s Tom b: The trek through

wild woods to the tomb of the Cheiro

should prepare the PCs for danger; its se

ity should be adjusted by the DM acordin

the strength of ithe party. Tension wi

heightened later if helpful po tions and sc

have already been used.

The Tomb

of

the Cheirom ar:

Adventur

the underground passages and cham

where the Cheiromar was supposedly la

rest by his ally, the wizard Halazar, will

the PC s to the Endless Stair.

The Endless Stair

and

the Seat

of

Power:

Endless Stair ascends nowhere, as far as an

who has not dimbred it can see-and many

have tried have been found dead on the gro

beneath it. This eerie magical constru

stands alone in a clearing in the woods; i

PC s decide to leave well enough alone, it is

gested that a combined attack from Lath

and Zelazel immediately occur, forcing the

to battle the dangers on the Stair.

2

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HOW TO

RUN

THIS

ADVENTUR

The Stair leads to the Seat of Power. In this

of chambers the Cheiromar once

he controlled. Ifthe PC s reach this before

are

slain

or

forced to flee

from combat, one or both

will

surely attack at

this point to gain the magical tomes and trea-

sures for themselves-and they will know ex-

actly what these treasures

are

and how to use

them. Th e last of the ex-apprentices, Shaleen,

will

only come into play if she believes the P

responsible for Ulthorn’s disappearance (s

will

learn from the locals of his death, and t

scene at the tavern), whereupon she

will

foll

the PCs to gain revenge.

nel, wife of the innkeeper and mistress of

charm person,

magic

missile

x2,

sleep/

invisibility, Locate obiect, wizard lock/dispel

hold person, protection fr om normal miss iles/

s e g remove curse, w iza rd eye/hold mon-

Eldahil is an agile huntress who is willing

e hired for guiding

or

adventuring. She

woods

thoroughly, and

is

skilled in

se o f her bow .

Jabban is a traveling merchant dealing in

and ironmon gery. H e has 3 12 gp hid-

wagon, and a purse of

e owns two horses

containing 16 bolts of good cot-

e: 1 cp/3 yards), and crates of cast

5

sp per item). H is wife is dead of a dis-

ars back, and his son Or van ac-

Taleth is a mercenary

of

grim and weath-

will claim considerable

e will be willing to hire on with the PC s for

day, plus board, and a bonus of 1

gp

if

Gordel

i s

a Curate traveling to answer a

ill help to defend the inn, de-

d to by the PC s

Daelzun, and will (for fees) heal PCs

Jamith is a lady of minor wealth, recently

ed, w ho is traveling overland to join

household. H er husband died as a

lt of injuries suffered n a fall from horse-

Jamith bears with h er a coffer o f gems

(total value: 6220 gp), well hidden,

he will not willing ly revea l its existence.

Tosta

is

a loyal servant of the La dy Jamith,

‘ISprotecting her on her journey. H e will

er expenses from his purse of 66

g p ,

will

enture, but will help defend the inn

it.

Jamith’s p rotection will be his

The Ex-Apprentices

Much of the action in this adventure results

from the activities of La thkoon and Zelazel.

DMs may wish to make the two weaker

or

more p owerful to match the strength of the

PCs-but it is more exciting to eliminate Ze-

laze1 from play and keep Lathkoon, rather

than weakening both mages overmuch. If

this is done, it

i s

recommended that Zelazel

comes upon the scene too late, after the

events of the module, and uses his arts to

identify and pursue the PC s, trying to wrest

any magic they have gained from them at a

later tim e. Shaleen could also end up pursu-

ing the PC s; the powers, aims, and personali-

ties of all three ex-apprentices are given

herein to aid such continuing play.

LA T H K O O N

Chaotic 24th level Wizar d

S 13 Weapons:

wand

of

cold

(12

I 18

charges),

d a g e r

+3.

w 12

D 16 Armor:

ring of protection +3,

Co 16

ring offire resistance.

Ch 14

H P

80

A C 4

Appearance: Lathkoon is of middle age; his

hair is going white at the temples.

It

is other -

wise jet black, long, and he is bearded, with

glittering red eyes. This, and his sharp fea-

tures, give him a hawk-like appearance. H e

wears robes of unadorned black, and high

black boots.

Other Magical Items Carried: Lathkoon

wears a

Diadem of Disenchantment

(see New

Ma gica l Items appendix), and carries at his

belt a

scroll

of

trappinf

in a bone tube a,

potion

o j

speed

in a metal flask (marked with a drawing

of a foot on the cork stopper), and two

potions

of

healing

in metal flasks. H e will not hesitate

to use these; he has more magic cached in the

woods.

Lathkoon was the eldest of the Cheiro-

mar’s apprentices. H e is cold-blooded, pa-

tient, merciless, and should be played as

such. H e has cast a

war nins trumpet

spell on the

ground around the endless Stair, which will

warn him if anyon e approaches it when he is

otherwise occupied, and a second

trumpet

on

his cache (see below).

Lathkoon has been d iligently watching the

tomb and the Endless Stair, so he knows

the PCs’ activities throughout this modu

H e will direct his gargoyles to attack the P

while they journey through the woods to t

tomb, attacking when they reach the lake u

less the party encounters a random mons

first-he prefe rs to attack the party while th

are engaged with another foe. La thkoon hi

self will watch from concealment, trusting

a

teleport

spell to escape if discovered (he w

teleport

to a cache he has hidden in the wood

If party members try to find or search

Lathkoon, he will attack immed iately if th

leave the Stair to do so; if they have not y

reached the Stair, he will try to draw them

it and disappear, hoping they will believe

climbed it,

Lathkoon has prepared against his

own

dea

with

a

contingmy

spell

that

will

remove his

mains to a faraway place where an ambitio

cleric has agreed to cast a

rake

deadjidlyand a

reall

upon Lathkoon (and if that fails, arran

with other wizards for his cloning) in return

certain magical items, several thousand piec

of gold, and the secret of Lathkoon’s magi

control of gargoyles-which of course only

magic-user can use, something Lathkoon w

reveal to the cleric at that time.

Lathkoon’s preparations and magic

strength make him effectively fearless. H e

confident of his ability to defeat Zelazel, a

will pro ceed calmly and callously to whit

down the strength of the PCs, and achieve h

aims. Typically, La thkoon carries the follo

ing spells:

charm person

x3,

mafic missile

(each spell casting nine missiles, at differe

targets if

so

desired)

ldetect invisible, E S e inv

ibility

x2,

levitate, phantasmal force, web/d is

magic

x2,

fire ball

x2,

hold person, protection3

normal missiles

(which he will cast upon hi

self before any combat)lcharm

monster, dim

sion door, ice storm, polymorph other, curse, wiz

eye/animate dead, control gargoyles, teleport

x

anti-mafic shell

x2,

disintegrate, jlesh to sto

create normal monsters

(Lathkoon prefers to u

this to create bears-or, if he needs flying s

vitors, stirges),

power w ord stun, reverse gr av

statueflorcefield

x2,

power word blind x2lheal

(for use on self),

meteor swarm, prismatic wal

Cached M agic : I n his cache in the wood

Lathkoon has a

wan d of negation

(16 charge

a

wand

of

lightning bolts

(2

charges), his sp

book, in the form o f a book leaf (cf.

Book

Marvelous Magic, page 46) containing

spells-consider Lathkoon to have all know

3

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MON-PLAYER CHARACTERS

-

spells of the first three levels, plus

warning

trumpet and control gargoyle ((

niodule), and just those listed

above, plus

contingency

and

levels 4-9. For hose not poss

cn,FMarvelous

M@,

the Book-

_

_ _ _ _ _ _ I

a leaf-shaped metal brooch (Lathko on’s is of

e’ectru m) that upon command turns to a spell

book; this time has a maximum capacity of 6

spells, can only be damaged by m agic of 4th

level spells or stronger, has 50 hit points, and

takes only half damage if the wearer saves

vcrsus the mag ical attack in question- and

can also turn back again upon command.

Lathk oon also has another potion of healing

(cures 2-7 hit points of dama ge) in his cache.

By means of his control gargoyle spells,

Lathkoon controls 12 gargoyles. Left to

themselves, they will attack any creatures

they see that they think are weaker than

them selves (such as humans)-but Lathkoon

is mind-linked to them, and can at will con-

centrate to see through the ir eyes and direct

their physical activities (with precision) him-

self, in any round he does not cast a spell,

Lathkoon can also command them to attack

specific creatures , and then turn his attention

elsewhere, and the gargoyle(s) in question

will do

so,

fearlessly, fighting until they or the

target is slain; they are not in telligen t enough

for fea r to overco me La thkoo n’s orders unless

they somehow sur vive a battle they are losing

for three turns or more.

Lathkoon will use his gargoyles to attack

the PCs in the tomb

or

ust after they emerg e

from it; he

will

prefer to employ charmed and

created monsters to attack the PCs on their

initial trip to the tomb, and is not adverse to

allowing Zelazel to d o most of the harrying

here , using his own beasts to follow the PC s

and preven t them from turning back.

Lathkoon is fully aware of all of the Ch eiro-

mar ’s magic (although he does not know pre-

ciesly how the Seat of Power works-if

pressed, he will rush to it, hoping he can de-

feat the PCs with it, but this is a gamble he

would prefer not to take and he does not

know precisely where the

dart

of death, gem

of

magic missile reflection,

or

buttons of blasting

are

to be found, bu t does recall (correctly) what

each item looks like and its location.

L,athkoonwill dart into the Cabinet of Minis-

trring if he has

to,

but will prefer to teleport

away, if sorely pressed by the PC s in the Seat

of Powe r com plex; see Zelazel, for details of

use of the Cabinet. Lathkoon will do what-

ever necessary to defeat the PC s as long as he

will su rvive and Zelaz el won’t be left with an

unhampered chance

for

the magic.

ZELAZEL

jetailed in this C haotic 22d level Wizard th;

S

14 Weapons: Staff of Hea ling, two

I

18

daggers +3.

W

12 Armo r: Rin g of Protection

+

2,

as memorized,

essing the Book sill

hold monster,

of

m

c T . ~ n f

c

mprplv

D 13 Amulet vs. Crystal Balls

C o 18 andESP

Ch 10

H P 92

A C 6

Appearance: Zelazel is tall, well-pro-

portioned, and haughty of visage, with curly,

sandy-colored hair and faintly ye llow, nearly

colorless eyes (which darken when he is an-

gry). Zelaze l wears purple robes.

Other Ma gica l Items carried: In a pouch at

his belt, Zelazel carries three carefully

wrapped

eggs of wonder.

The y can be thrown

up to

60‘

and from each will appear (in the

order that they will be used by Zelazel; he

does not, of course, know the contents) a

mountain lion (cat) of 16 hp; a giant racer

snake of 12 hp; and a wolf

of 9

hp. Zelazel

also carries at his belt three potions of

healing

and a potion of reedom.

Zelazel knows that Lathkoon is about and

has carehlly avoided him, but has spied upon

him often by means of a Wizard Eye; Zelazel

will know when the party sets out. H e will begin

to methodically

kill off

any

locals

with them by

means of his servant creatures, saving his bone

golem for later confrontations (at the foot of the

Endless Stair,

or

in the Seat of Power).

Zelazel will directly observe the PCs from

the time they leave the tomb onwards by

means o f a succession of wiz ard eye spells. He ,

in particular, fears fighting men, and will em-

ploy his war-dogs in attacks upon them, try-

ing to reduce the party o f adventurers to its

spellcasters whereupon he w ill direct them to

harry the clerics, and if those are eliminated,

any elves), whom he is confident he can ove r-

come in the Seat of Powe r with the aid of the

Che iroma r’s magic-after the PC s have run

the gauntlet of the magical guardians.

Wh en Zelazel appears in person, he will have

visited

his

cache and

e

armed with the follow-

ing items from his cache: a helm oftelefithx a po-

tion ofeth eality , and a button ofblartirq (cf. Seat

of

Power key, #7), command word “Zuelhavatar.”

H e

will

also cast immunity on himself.

Zelazel has always worked “in the shadow”

of Lathkoon, and if he discovers Lathkoon to be

the stronger, he will withdraw. H e will try to

time his arrival

in

the Seat of Power (watching

via his wizard eye spells),

so

that Lathkoon bears

the brunt of combat with the PC s. I f Zelazel can

make it to the Seat of Power while Lathkoon is

fighting the PCs , Zelazel will use it, as soon as

he can, to cast h i s

own

destructive spells at

Lathkoon, whom he fears and hates fa

m

the PCs.

Zelazel’s memorized spells are:

d

tgic missile

x3,

each spell casting ni

es, at different targets if so desired)

-.-zp/detect invisiblq invisibility, knock,

web x2/fly, haste, lightning bolt x3lcharm

conftcsion, control bats (described in thi

ule),

dimension do,q wizard eye/cloudki

wall, teleport x3lanti-magic shell

x2,

dea

wall of iron/power word stun

x2,

statue/p

any object, travel/ini munity, shapechange.

Cached Ma gic : In his cache, Zelaz

helm

of

telepathy, a button

of

blasting, th

tions of

healing,

16 reams of parchmen

quill ofcopying, a potion of ethereality, an

of 210

gp.

H e fears losing his spell b

Lathkoon, and has not brought the

him to this vicinity; a

speak wit h the dead

laze1 is the only way to find their

abouts. If the PCs do

so,

the DM

locate them somewhere, guard ed, in k

with the campaign.

As mentioned previously, Zelazel k

the Cabinet of Ministering , and will m

of it if necessary. If either Lathkoon or

bolts into the Cab inet during combat, t

should note the fo llowing: the Cabinet

open when a

being

within is being atten

and when the creature emerges it is al

can et fly with spells, items,

or

weapo

Cabinet cannot ‘be bound, locked,

locked, spiked, wedged,

or

webbed s

such attempts will appear to work, but w

ply fall away when the Cabinet is open

within.

The Cabinet is of wood, but h

strength of steel (AC 2), and can absor

points of damage before disintegratin

damaged, it will explode violently, vap

any being within and any beings wit

(all gain a save

vs.

Dragon Breath at

avoid death; i f successful, they mere l

4-24 points of damage, and are stun

1-4 rounds and flung violen tly awa y fr

explosion , up to sixty feet distant), an

ing a Vortex to the Elemental Plane of

another plane, at the D M ’s option).

within the Cabinet able to dimension

teleport can do so fi-eely to escape such

but use of

apass-wall or

similar spell wi

the Cabinet to explode.

Zelazel’s servitors are as follows:

Normal bats, 10 in number, 1 h

(these only appea r if Zelazel finds them

woods and em ploys his

control bats

spe

Trained war dogs, charmed period ic

well-treated, and loyal to the death (t

“norm al wolves,” but with only 1 + 2H

lazel’s all have 7 ip).

4

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NON PLAYER CHARACTER

bone golem of 46 hit points, armed with

erienced and effi-

l 19th level Magist

years, with long brown hair, green eyes, and a

petite build, Shaleen wears a brown hooded

cloak over robes and high boots of the same

color. She is soft-spoken and polite, but fearless.

Other Magical Items Carried: Potion

offorti-

tule

two

potions of

healirg,

potion

ofjire resist-

aw e, reincanzatim

scroll.

Shaleen is not par t of the ma in action out-

eapons:

s t a f l o f p ow e r daz?er t l l ; n , 4 in

thir

aArpntT l rp .

.hP

-2 2 n n p a r

later

18

16 Armo r: Displacer Cloak, Wand of

16

Enemy Detection, Scarab of

11

Protection

(8

uses left,

16 Shaleen and any P C w ill not

44

know this)

7

A demure-looking lady of middle

-rr--- -I.--

(see "Ending the Adventure"). W ife to U1-

thorn, Shaleen will come to discover what has

become o f him, fearing the worst. (Thus , she

comes with a powerful array o f mag ic.)

I f any o f the local PCs listed on the chart sur-

vive, she

will

learn of Ulthorn's death, and

will

seek to avenge it-looking for the PCs as well as

Lathkoon and Zelazel.

DMs

may well wish to

l l l l U 11 C

YY.., 'u'-,

&

* ,

use Shaleen to lead the PCs into further adven

tures; she is sworn to defend and nurture

land, as her husband was, and

is

finding it ha

going without him; she needs help.

Shaleen's spell books, and other items

magic belonging to her and to U lthorn (suc

as his spell books) remain behind at h

home; if encountered, she will have mem

rized the following spells:

detect magic, floatin

disc, light, magic missile

(a single such spell r

leasing seven missiles),

protectionfrom evil, re

magidcontinual l kh t, detect evil,

ESe

invisibili

locate objecUdispe1 mafic

x2,

fire ball,

fly,

ho

person/chan monster, dimension door, polymor

se& wiz ard eye/hold monster, teleport x3l ant

magic shell, projected imafe , stone to fle sh / reve

gravip, statue/dance, mind barrier.

e follow details oft w o groups of non-p layer characters that PC s will encounter in this adventure; the "locals" (to be encountered in the inn) an

heirom ar. It is essential that the

DM

be thoroughly familiar with Lathkoon and Zelazel before play begins-and th

se two be p layed as aggressively and intelligently as player-character adventurers. All NPCs in this adventure are human.

Rest NPCs * = local inhabitant, @ = armored)

Class/

e Profession Sex HP Level Special

THACO AC AL M

Staff

enel

jar*

Intel*

ness*

wmel*

or*

in*

19

here for

a short

time.")

5

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CHARTER 1: DAELZUN’S REST

Th e Rest is a large and busy inn, because its

proprietors offer good value for the money

and because it is the only shelter and source of

supply for goods from afar in the area. It

serves as a gathering place f or local trappers,

woodcutters, prospectors, and hunters. I ts

taproom is a warm, relaxed place, due largely

to the physically-imposing retired warriors

who run the inn ((thus, brawling and bullying

i s discouraged), all of whom possess rugged

good humor and hail-fellow-well-met friend-

liness. Jokes and songs fly thick and fast, en-

couraged by the innkeeper (Daelzun, of

course), his two “hands,”Beldar and Tonnil,

and four serving girls

(Jhaness

and Leelae, Be-

Itlar’s daughters; and Irimae and Daerimel,

7brmil’s daughters). Weapons are permitted

in the inn (as this is wilderland country), and

visitors of all races and creeds are welcom e.

O n the evening that the PC s stay, the tap-

room will be fairly busy. Two pairs of locals

(middle-aged, weathered woodcutters named

.Ilrorim and Dulp.ud, and trappers Ranesk and

‘Guthtul,have been there, sitting in their ac-

customed corners with clay pipes and tan-

h ards

of

ale (refilled several times) for most of

the day (i.e., since before the arrival of the

PCs) and are

all

rough-voiced and jolly. Th e

rest of the XPCs listed earlier will arrive dur-

ing the evening. Daelzun will jovially intro-

duce himself and his “hands” and ask how he

can be of service.

After the PCs have enjoyed their evening

meal and a drink or two (they may want to

strike up a conversation with the locals (con-

sult the NPC roster). Allof the locals (marked

with asterisks on the list) will know the where-

abouts of the Lea nin g Stone, said to mark the

site of the Cheiromar’s Tomb-“a wizard of

great power, dead and gone before my time.”

Most will sum up their knowledge on the

matter, and have been there, and all will have

seen but not closely approached the only

thing of magic, or out of the ordinary, that

they know of hereabouts-The Endless Stair.

Th e Stair “goes on forever, up and up, and

kills people.” They can remember six or

seven who died there, the most recent being

Erlin, a hunter, and before that two stran-

gers, men in robes who carried nothing but a

walking-staff. N ot even Brorim will say more

at this point; none save he-and of course the

scribe Jelvarel-know more .

Th e locals will talk freely o f both the tomb

and the Stair. Both are part of the landscape,

the latter a strange spot to be avoided , but they

do not know of any active magic or evil about

them-nothing hidden or feared. There will

be a stir; the hunters Delmaster, Thelzar, and

Kuth will arrive with their usual bundles

of

pelts for trade. These w ill be shut in the meet-

ing room for later valuation by Beldar, who

handles the furs. Then they drag in a litt

ered with their folded tent, upon which l

corpse of a middle-aged man clad in rob

a cloak, wearing a gold finger-ring (a

protection f I , and a go ld cloak pin with

gil on it:

6

I

Delmaster will turn back the cloak to

the body and ask, “An yon e know this

or see him before? ”

Everyone will icrowd around, and to

will wag (“Looks like a wizard ” and

at the gold ” will be heard, with ag

nods), but there will be no nods of re

tion, except for Brorim the woodc

Delmaster and his fellows will not let a

touch the body, and as everyone in the

is staring at it, there will be no oppor

for a

PC

to do

so

surreptitiously.

One of the woodcutters gasps, “Sto

strike me It’ s IJlthorn ” Silence falls

cept for several people grunting “W

The woodcutter looks around the ro

waving his pipe. “U lthorn he called

self; said he wa:; once appren tice to ol

gahund himself ”

6

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CHAPTER 1: DAELZUN’S RE

“When was this?” Daelzun asks.

“Not

two days gone by.

I

met him in the

woods the other side of Lost Axe Lake,

just walking, and we shared some

0 ’

my

rabbit for the evening. H e had some good

black moonwine with him too. H e told me

he was bound for the Cheiromar’s tomb,

to find

all

his magic-an’ he told me that

he’d only just learned the spells he’d need

to get in.. .seems he hadn’t got ’em right,

after all. Wh ere ’d you find him ?”

T he hunter replies, “Well, t’was at the

fi,ot of the Stone we found him, all right-

lying in

a

doo rwa y that’s never been there

before, a s far as

I

know. Not a mark on

him anywhere that we could see, but he’s

dead. A nd there’s this..

.”

Th e hunter bends over and touches the

cloak pin with one finge r. Suddenly a hiss-

ing, ra sping voice speaks from the empty

air: “D ang er Turn back Shaleen.. .my

beloved

...

Lathkoon was waiting at the

Leaning Stone..

.

found the tomb.. .Ha la-

;car built across the tomb of the

Baron.. .walled it up again.. .but someone

has

...

’ware Lathkoon H e waits Turn

’3ack-and liv e ”

his head , and grunt “me for the jakes,”

end D ulgud, passing him his pipe to

d, and lurch out the taproom by the door

bar. I f any P C tries to follow on his

someone-Torm il with two full tan-

aness and Irimae bea ring a

meal, or Thelzar-will unintentionally

(so that no P C is right behind

rorim when he leaves the taproom). I f any

C should state at this point that he’s looking

see who ’s in the taproom and who’s not, it

at Jelvarel is missing Oth -

so

unnoticed. Daelzun

irect the hunters to cover the body again

nd search for a place to bury it. E veryone

to

their seats, talking excited ly.

An y one of the locals will be eager to tell

Cs that the Cheiromar, Algahund

is death from old age by a n

, a stranqer, who flew away after

A ll w ill agree that hc

izard of great power, kept tc

o

or

open ing in the Leaning Stone-i

ething of a land mark, often used by thc

locals as a meeting -place , as a high place w ith

a view, or as a place to stop for a bite. A ll w ill

be full of tales heard from uncles, elders, and

grandparents about this or that magical feat

or deed that the Cheiromar d id (making the

moon stop, causing trees to fly, stones to

speak, and the like). The scribe, Jelvarel, will

reappear, unnoticed, and resume his seat

with the diners.

Th e woodcutter will not reappear, and any

P C using the akes (if no P C does so, Moa kim

will, and rush back into the room with the

news) will discover Brorim’s body, dead

(from a

magic missile)

without any apparent

wound

or

other cause. (If a

PC

discovers the

death and elects to keep it secret, one of the

NPCs will stumble onto it immediately and

giv e the alarm.) Various people will rush to

see for themselves.

Wh en B rorim’s death is known , the mood

in the taproom w ill change; everyone will fall

silent, and people will begin to look uneasily

or suspiciously at each other. Daelzun, Be-

Idar, and Torm il will duck out hastily, one at a

time, and reappear with swords scabbarded

at their belts (Daelzu n with a blackjack, too).

It

will then be noticed that Ulthorn’s body

has completely vanished during the confu-

sion of learning about Brorim’s death, leav-

ing the litter and folded tent behind (if a P C

has stated that he or she is watching U lthorn ’s

body carefully-waiting for a chance to ex-

amine it alone-the body will suddenly “not

be there,” blinkin g out of existence. In real-

ity, it will be

teleported

away by an invisible

Lathkoon-so that the tent sags and settles

onto the poles of the litter beneath).

Various of the locals will leave, and the

travelers drift away to seek their rooms for the

night; the last thing in the taproom the PC s

will see as Torm il leads them to their rooms is

a disconsolate Dulgud, sitting beside the

body of his friend, Bro rim, which Beldar has

just carried into the taproom and laid on a ta-

ble. P C magic-users will be regarded with

carefu l, polite suspicion from then on-if the

party tries to leave without spending the

night,

or

if they creep about after dark, the

alarm will be raised and they may have to

fight their way clear (probably facing

Daelzun, Nornel, Beldar, Tormil, Jhaness,

Leelae, Irima e, Daerimel, Dulgud, Delmas-

ter, and one or more of TheIzar, Kuth,

Ranesk, Guthtal, or Tosta). T he y can avoid a

fight to the death if they prom ise to “help in-

vestigate in the morning.”

I f the PCs do not decide to investigate the

Lean ing Stone for themselves but to continue

their journey onwards in the morning,

Daelzun will strongly suggest that they aid in

investigating the Lean ing Stone-in the com-

pany o f all the characters listed abov e exc

for Norme l and Tosta, and with the addit

of

Gustar, Moakim, Datleth,

and

Eldahil.

T

company will lead the PCs to the Lean

Stone under the leadership o f Delmaster,

will not enter the Stone itself, suggesting t

the PCs investigate.

If any of the PCs ask directions to

Lean ing Stone from any o f the locals, th

will be given, although all within hearing w

gather around to look at the PCs thoug

fully, so as to know them later.

If the PCs ask for aid in exploring

Leaning Stone, Delmaster, Thelzar, Ku

and Eldahil will offe r to guide them, but no

will enter or (unless themselves attack

fight. Eldah il and Taleth can be hired by

PCs , and Daelzun will sell the PCs any g

they require that he has (refer to the key

low).

The

Inn

Proper

1. Taproom.

The main room of Daelzu

Rest is a common dining-room, and

gathering-place for the locals, a warm

cozy timbered room lit by oil lamps with m

hoods, and heated by two hearths

(#12

13).

Between these, benches, chairs, and

bles crowd around the walls, leaving a c

area in front o f the long bar. The inn is w

stocked with drink, and popular with regu

travelers for its good food, nice

rooms,

friendly service. From the taproom a br

stair curves up to the floor above, where m

of the travelers’ rooms are. Th e floor in the

try passage is flagstone; bare boards are

derfoot in the taproom, with a beamed cei

(10’

up) overhead. The front door-and

other exterio r doors-can be double-bar

from within.

2. Mud Room

n poor weather, those ar

ing at the inn can stop in here to freshen

This room is tiled with flags, tilting to an o

side drain, and has a sideboard with a w

basin for dusty travelers. A n o ld. cracked

polished sh ield that serves as a mirror, an

lamp in a wall bracket, slatted woo

benches, and racks for wet footwear. Pegs

the walls, and three water buckets are k

full, for rinsing off mud, under the sidebo

Towels hang nearby, over the sideboard

which is set a pot with the inn’s own soap in

3.

Wardrobe.

In this open doset trave

hang dry outergear on the pegs that line b

east and west walls, with shelves abov e th

for outerwear. A t the south end of the room

an oil lamp in a wa ll sconce, with cross-p

beneath it for hanging cloaks or blan

over, and beneath that a stool.

7

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1:

DAELZUN’S REST

.

Guest Room.

Th e finest chambers in the

, the whole suite being referred to as the

ntry Chambers.” Th e door into this

has two locks (the only door in the inn

so),

and the spare keys are kept on a

’s neck, not in the key-

behind the bar (the key-box is taken into

s bedroom by Nornel each night; only the

r is keepin g nightwatch at the bar). This

a

stout, carved wooden table with

chairs, two padded armchairs

ting on the north wall of

on horseback riding through a forest to

tect the glass

.

Guest Room. A

lockable door leads into

g’s Rest,” a grand bedroom with a large

bed, fur rugs, a comm ode chair

n a chamber pot), a window (like

#4),

a writing desk with chair, and an

rest. There are oil lamps in

r the desk. Th ere is also a gigantic ward-

(mirror) doors, and

clothes-rack for hanging garments. The

12), with a brass-trimmed wooden

ox, a copper kettle and rack, and a

ongs, and bellows.

It

also has its own

.Bedroom.

On e of two smaller bedrooms n

:he “Gentr y Chambers,” this bedroom has a

pacious two-level bed with ornately carved

osts, a bedside tab le, two ceramic chamber

a

window identical to that in #5, a

r of water, and

n armchair beside the door.

A

painting of a

t hangs on the east wall.

.

Bedroom.

This bedro om is identical to

#6,

cape painted with m ermaids and tattered

ships under a storm y sky.

This plainly paneled

, we ll lit by oil lamps in wall sconces and

hooded lamps hanging by chains over the

ame sessions, private meals, and the like

gph ight ). O n the west wall is a sideboard;

oak about which

chairs, one at either end and six on a side.

9.

The Ladies’ Jakes.

Two stalls, towels, a

washstand with metal mirro r and water buck-

ets, decorate a flagstone floor.

10. The Men’s Jakes.

Identical to the

ladies’, except for two “standpipe” facilities;

both o f these rooms d rain into a cesspool be-

side the cellar.

11. “The Back Passage.”

Extra furniture is

stored for #1 and #8, as well as spare water

buckets, and a 50’ lon g, collapsible wooden

ladder hung on hooks on the north wall.

12. Fireplaces and chimney stack.

(Hearths in #1 and

5) .

13. Fireplaces and chimney stack.

(Hearths in

1

and 8).

14. Kitchen.

An open window (shutters, no

glass) looks into the yard; w ithin are wooden

benches, hooks from the beamceiling to hold

meat, pots, and sacks of herbs and vegeta-

bles; a large drain tub, wooden counters and

a chopping-block. Several cleavers and

knives can be snatched up here. Th e w indow

can be barred from within. Th e large corner

firep lace holds a huge cook ing kettle as well as

provid ing an oven for baking.

15. Pantry.

With wooden steps down into a

cold cellar (a stone-lined, dirt floor

10’ x

20’

chamber containing boxes of vegetables,

meat, and a slate slab (with ice-melt bucket

beneath) for keeping fresh game cold.

16. Laundry. A

table, buckets, a spare bath-

tub, a shutter-pale, and clotheslines and

hooks fill this room ; in the northwest corner is

the inn’s deep well (covered by a wooden lid

when not in use), and a bucket with

100’ of

rope, the end tied to a ceiling beam.

17. Stores.

This lon g, narrow chamber con-

tains kegs of nails, tubs of grease, leftover

scraps of wooden railings and trim , coils of

rope, bolts of cloth, spare thread, scraps of

leather, tools, and the like. Daelzun is quite

willing to sell gear to the PCs. Hi s stout rope

comes in

60’

coils, of which he will part with

up to six, at a price of

2

cp/coil.

18-33.

Al l inn guestrooms have a double bed

with rope and straw mattress, and quilts at

hand in a chest at the foot of each bed. All

have a chamberpot, two armchairs, bedside

tables, a ward robe with a metal mirror on one

door, and a sideboard with an ewer o f water.

Al l have heav ily curtained windows without

glass, that shutter if desired. Room #25 is

used by DaeIzun and Nornel when not occu-

pied; #24 by T ormil and Baera, #23 by their

daughters; #18 is used by Beldar and Than-

tel; #20 by their daughters.

On

the n

Brorim’s murder. Jabban and Or van w

in #22, Taleth in ,621,Jelvarel in #26, G

in #28, Jamith in #29, and Tosta in 3

PC s will be given rooms from #31 to #3

827 if vacant. I f they opt for Gentry C

bers, the cost is

3

gp

a night plus

1

gp p

son occupying the suite.

This inc

every thing except wine , one of the dau

as room-servant during the day, and

the hands on call at night. Two of the in

are on duty evei-y night, usually doi

counts at the bar. They respond to the s

gongs in each guest room and maintain

rity. Usually one spouse does the ac

while the other remains alert to rou

alarm should there be any troub le. O

night of Brorini’s murder, Daelzun

Norn el will take this shift. Norne l will

full complement of spells memorized

both will be expecting troub le. As they

all the sounds thc building makes whe

ple are moving in it at night, they are i

sible to surprise.

34. Linens Closet.

(Locked unless in

Four full spare water buckets are kept

corridor, across from its door. The s

gong on its outside east wall (at the h

the stairs) rings at bar and in kitchen.

35. Service-gong.

Rings at bar a

kitchen. The two gongs, plus a bell

door in 84, all ring with differen t note

36. Stairs to cellar.

Old furniture,

shutters, pitch, shakes (for roof repa

kegs of cool wine and beer are here.

The Stables

1. Feed bins.

Contains oats, hay, cor

grain.

2. Stalls. 30

n number. Ostor, Ra ri, J

and Orlin sleep above. The inn cur

owns 6 mu les, 21. sturdy draft horses, a

faster mounts. The y w ill sell any of the

never all at once, and will take sou

winded horses in trade.

3 .

Carriage shed.

The inn has an

wago n, a cutter, and a smithy wagon,

all the tools and half-finished proje

kept when the smithy forge is not fire

It is suggested that plundering PCs

able to find any inn funds (beyond the

16

sp,

32

ep and

49

cp kept in a box

the bar) and treasure; the DM can im

hiding places if the PCs should so

wind up ow ning the inn at the end of

venture.

8

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CHAPTER 2: T O T H E WIZARD’S TQM

read the following.

n all sides of you trees stretch upwards

rour viewrds he sky, which is lost to

their thick foliage. It is fairly i

p; moss grows thickly unde

all the tree-trunks in sight. A

e rotting skeletons of long-fall

is difficult to sae fa

I

round, and therr

The trail winds away over r

ol

i

1

show how fast the forest

rs seem almost to glow in t t

Mu le dun g, hoof marks, an

d chip o r strip of ba

trail

except yc

e woods seem to be waiting.

Narm but

rfoot and

11 around

h

under-

rass, and

len forest

r

in

this

3irds trill

tare little

u‘ou have

forest in

noss and

tunnel;

ind fresh

e line of

the green

grows to

lg to high

:tty little

Le gloom;

be seen,

Id the oc-

.rk testify

it passes

-but no

iurselves.

g

gle” when checking), and ha

k way slowly and noisily. If

F

n by a local and stay on

cutter as a guide they can on1

l at night. Am hour

s leave the road or inn, chec

fter, check every 20

no monsterbs) will appea

s might. catch a glimpse of a crei

r cover, or hear it in the trees

atory creatures ma

PCs,

remaining in cove

j and the purple worm will ap]

ellings closely.

the PCs get in to a real figh t, tl

le and the

er the PCs

e locations

rhe woods

if the PCs

:etting lost

‘‘Swamp/

ve to hack

’Cs have a

trails, they

hunter or

y get lost if

.or so after

:k the table

minutes of

’ is unsuit-

r. An en-

:e conflict;

iture head-

nearby. In-

r‘

choose to

r, awaiting

it only the

proach any

hey may be

attacked from the rear by servant creatures

of

Lathkoon or Zelazel, who will observe from

concealment, hoping to weaken the party.

Such attacks may dri ve of f or slay locals, leav-

ing the PC s on their own. Check for encount-

ers for Lathkoon and Zelazel as well as for the

party; if any occur nearby, PCs may hear or

see them. In the woods, the undergrowth is

too

thick to let travelers see a clearing or the

edge of open water

or

a swampy area until

one is very close. Some of the features found

in thc wogds arc desrrihed hereafter.

Nelm’s Shop: This ramshackle wooden

building (with outhouse) is shared by N elm

and Chalasstir, and occupies a small clearing

littered and stacked with cut wood of all

types, shapes, and sizes. Rough rain-roofs of

bark-covered planks have been erected over

most of the woodpiles, and most of the wood

lies on large, battered logs, not on the forest

floor itself. The smell of sawdust, fresh-cut

cedar, and oil hangs in the air.

Th e house is one large room crammed with

lots of wood; projects in various stages of

completion are piled everywhere, hiding the

coup le’s weapons and valuables. A sack holds

an earthen jar containing 16 pp, 71 gp, and

8 sp, and an ivory statuette worth about

25 gp, traded to them long ago for urgent re-

pairs to a merchant’s wagons. There are also

two skins of a fiery amber wine, a large full

water keg, a lantern and tinder box, six can-

dles, and lots o f tools, oils, and varnishes (a

likely-looking strongchest under the double

bed holds only clothes). Six of the knives,

chisels, and gouges are usable as weapons

(treat as daggers), and many of the wooden

legs and posts will serve as clubs. Th e single

stout door can be barred from with in, but has

no lock.

Clearings: All clearings except the

Cloudwatch (the result of a fairly recent fall o f

a huge tree) and the one containing the

Endless Stair are the result of-and the active

sites of-woodcutting, and are named for the

current or former owners, except for the east-

ernmost clearing, where the local hunters

long ago slew a troll. All clearings are a litter

of stumps, bark strips, and wood chips, the

ground much churned by lumber being

dragged about. M ost have a rain barrel and

a

privy. Agla r’s Cut also has a shovel, left be-

hind years ago by Aglar, now deceased, and

left by common consent of all the locals, who

borrow it from time to time but always return

it. (Treat it as a club if it is used in combat.)

Gustar’s Cave: Th e solitary hunter lives here

in a foul-smelling hole in the rev ealed rock

of

an outcrop; he has fashioned a door and

rough front wall for the cavern. Fro m it

tree on the southern edge o f the clearing r

a rope, greased to prevent it rotting in

damp; on this Gustar hangs fresh kills

drain), pelts (to dry

or

stretch), and any tr

he is not presently using, or has set asid

repair. Two wicked projecting lines o f sta

protect game on this line from casual pil

ing by forest creatures.

With in the cave is a massive section of

trunk that serves Gustar as a chair, a

bench, a bundle of rawhide thongs, a pai

skinning knives, a whetstone, a lot of worn a

rather dirty clothing, a washbowl, and a p

of “bearpaw” snowshoes hanging from

knobby bulge in the rock wall. O n anot

knob is a huge stagskull, with antlers

still

tached.

It fds

most of the head-room in

cave, and on it Gustar hangs his cloak

bed-blankets when not using them. Gustar

12

gp,

7 sp, and 22 cp in a canvas s

crammed into a hard-to-find crack at the b

of the cave, where it narrows to a fissure.

Wyvern Crags: These far-off crags (actua

a single ridge of bare rock) rise up above

trees to provide a landmark to anyone clim

ing a tree. There are no longer any wyve

here but there are griffons-a mated pair

a clutch of five eggs that is closely guard

One egg is infertile, but this cannot be d

cerned from external examination. If k

warm, the eggs will bring 1,000-2,000

each if sold carefu lly in a large city (such

Glantri City), but will more probably br

400 gp or

so

each if PCs try to sell them w

out a lot of looking about for the pro

buyer.

Trappers’ Trails: Th e local trappers have

tensive trails, stretching for miles into

wilderlands, where they set their traps. Th

will be reluctant to guide anyone along the

not wanting to reveal favorite trapping sp

and none of the other locals except

hunters have gone beyond Boar Pon d (wh

Eldahil once killed a boar). Th e DM co

well devise other wilderland adventure

PC s explore these trails further.

Delmaster’s House : Here , in a low timb

and-stone cabin (which boasts its o

roasting-pit and massive iron spit, in

clearing before the door), live Delmas

Thelzar, and Kuth, in lamp-lit gloom de

rated with skull-trophies and broken, w

weapons that have outlived their usefuln

Th e door locks and can be barred, and e

hunter has a canvas bag h idden in the raf

joints, conta ining: (Delmaster) 12 pp, 66

and

6

sp; (Thelzar)

4

pp, 41 gp,

8

sp, 3

(Kuth) 5 pp, 13 gp, 26 sp, 7 cp. There

9

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2: TO TH E WIZARD’S T O M B

Ahea d o f you, on the trail, you see a dark,

.

man-like shape, almost invisible among

the tightly-packed trees. It is motionless,

and as you approach, you see that it is a

man in dark maroon robes, watching you

steadily. H e apprars unarmed and re-

signed, not hostile. Suddenly, he speaks.

“K no w, travelers, that once Baron Elkta-

zar, he called the Axe-Lord, ruled these

lands-and know , too , that though death

laid him low long years ago, he will rise

again ” An d with that he steps behind a

tree and is gone.

-

I

is a cleric of a sect who be-

t Baron Elktazar will some day rise

n, but is thouyht to be near the lake). I f

e the cleric, but will know and be able to

e cleric will not appear to hear any queries

orders given to him by anyone, and will

affected

or

ignore , any spells di-

I f the party proceeds to Galzar’s Cr ag by

occur when-

alzar’s C rag.

Suddenly,

as

if from nowhere, a man in

maroon robes stands in your path, some

ten paces away. It is the same mysterious

man you saw earlier.

As

before, he is un-

armed, but appears more stem and seri-

ous. H e raises one hand in a gesture to

halt, and says, “You are very near to the

resting place of the Axe-Lord, now. Be-

ware We shall take it very ill if he and his

are disturbed Hala zar is beyond our

revenge-but mind ye keep to the ways he

wrought, and turn not into the older ways

where the Baron rests. When he rises, we

will know-and tell who held him in disre-

spect ” An d aga in, he is gone.

~~~ ~

The cleric will not answer questions

or or-

ders; he will vanish even i f attacked and not

reappear. Unless the

DM

wishes to develop

this, the cler ic will do n othing further after is-

suing his warn ing.

Any locals accompanying the party will

look (and be) astonished at the appearances

of this mysterious cleric. But they will

vaguely recall the Axe-Lord as the name,

mentioned by elders, of a long-ago ruler here-

abouts, his fall commemorated in the name

“Lost Axe Lake.” Th e identity of the man in

the maroon robes is as much a mystery to the

locals as to the party.

Tracking a specific creature on the forest

trails or in the underg rowth is impossible; on

the trails on the sides and top of Galzar’s

Crag the disturbances made by the hunters

dragging and carrying Ulthorn’s body on the

litter can be clearly seen.

If the PCs wish to undertake any side-

adventures, it is suggested that any locals

with them (and harrying attacks by Lathkoon

and Zelazel) dissuade them from such activi-

ties until after the Cheirom ar’s tomb and the

Endless Stair itself have been inves tigated. I f

they persist, introduce the following en-

counter:

From somewhere ahead in the woods you

suddenly hear a low mumbled singing

which gradually gets louder. Soon, into

view comes a lone man in nondescript

clothes, a lute slung over his shoulder.

A

flute and

a

longsword are thrust through

his belt. H e grins at you, and breaks off

his singing. “Well met, bold adventur-

ers ’’ he says in a cheerful voice, eyes

twinkling.

“I

am Thassil the Minstrel..

.

s

the inn called Daelzun’s Rest anywhere

near, perchance?”

10

Thassil is indeed

it

minstrel-a light-h

carefree sort who is afraid o f nothing (

bly because he’s always thinking of

not what’s going on around him). He ’

traveling through the woods for some

and is seeking the inn, where he ho

make a few coins for a n ight or tw o w

music. A stranger to this area, he

nothing of the local geography

or

situ

and nothing of the hunters or Ult

death. But if anyone mentions the L

Stone or the Cheiromar to him, h

frown, then brighten, and say,

“I

rem

a bit of a tune about that. Let’s see

Lea nin g Stone where trees stand tall/L

mightiest wizard o f all/Algahund he M

was his name/But now h e’s dead and f

fame/So in the end fall the strong

trumpets, kisses all a-gone/Sing a w

song and you’ll sing it long/And the

you have will be all your ow n/It won ’t

under cold stone/Andone day you’ll jo

growing throng(You’l1 lie down, bu

magic goes on”--that’s it. Always won

where that came from.” H e doesn’t kn

author of the tune or where he first. he

If asked to accompany the PCs, h

want

to

know what they’re doin g, and

learning, he’ll shrug, say, “there migh

song

or

two in it,” and accompany

H e’ ll only fight if necessary, but will p

a running commentary ofjokes, fragm

songs (“O h, we’re

off

to see if a dead

home/Or f he’s one o f those who’s incl

roam/We’re off to see if there’s tr

there/Or f he’s left the cupboard bare

sardonic comments (“Bra vely then ou

panion the intrrpid warr ior advances-t

rear, right speedily,” and the like).

Thassil is exactly what he appears to

happy-go-lucky wandering minstre

not adverse to picking up a coin if he ca

is not otherwise greedy o r dangerous

tacked, he will draw sword swiftly an

away, warning “Ah-ah Bad luck to

minstrel Others hear of it, and it’ll be

but lousy songs for you the rest of you

no matter how mighty you become

Neutral 2d level Fighter, HP

17 , S 16

Co

18,

A C 8 all other stats average),

mor, longsword, dagger (second dag

boot), 2 gp/4

sp

in other boot,

3

gp/10

in belt pouch, flute, lute, tinder box, t

blanket,

1

torch,

1

small cloth bag

dling, 1 small sack, a spare pair of sh

set of lute strings, 2 rags and oil , whe

and a small brass “tone bel l” for settin

keys.

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C H A P T E R 3:

THE TOMB

OF

T H E C H E IR O M A R

leanin

that

ot then

v

le thi

illusion

y, down

slow

gs, an(

as

ht of suc

, the obj

Nc

r, whc

11 find Galzar’s Crag deserted.

;

tone, a 30’ high pinnacle of

-anite, rises out of the tu rf at an

g north.

At

its base is an arched

the locals will swear (honestly)

2

before, and in front of it trod-

There Ulth orn ’s body was found.

-ough the arch is a small, dark

nber within the Stone. Anyone

v it discovers that the stone

floor

and that they are falling, very

a shaft-a hundred feet through

tto a round chamber (see Tomb

shaft walls are unnaturally

tool marks or natural rock

introduced into the shaft will

ily down to gentle (no damage)

1 PC s will discover that they can

Tently upwards if they mentally

res to do so. Objects or corpses

ctly held or touched by a PC to

i (PCs do not have to bear the

.h things while in the shaft, only

itact with them; if this is not

ects will begin to fall again, gen-

:tom). The shaft

i s

full of prying

:w Monsters appendix),

46

in

I will cluster around any PCs us-

.

On e prying eye will “adopt”

lowing it out of the Tomb and accompanying

it everywhere (until slain).

Key to the

Tomb

f

the Cheiromar

(refer to

D M M a p 3 )

1. This hemispherical, unnaturally-smooth

chamber has solid stone walls and a smooth

floor; a shaft enters it at one end and a corri-

do r leads out via an archway at the other.

At

the bottom o f the shaft lie the bones of a fe w

small creatures (squirrels and voles),

-a

bro-

ken wooden staff (its two pieces are ancient

and rotten; it has neither markings nor magi-

cal aura), a rusty dagger (usable; non-

magical), and a small metal box or coffer on

its side. The coffer

i s

brass, latched but not

locked, and contains musty, mildewed cloth,

wrapped around a dusty glass vial to preven t

breakage, The vial is a potion of healing

(drinking it will restore

2-7

hit points or cure

paralysis for one creature). A few small damp

patches darken the floo r o f the chamber.

If any

PC

enters the large empty area of the

chamber between the base of the shaft and the

archway, a vision (cf.

D € 3 P C o m p a n i o n

Set,

D M s C o m p a n i o n , under “Phantom”) will ap-

pear, confined to this area (specifically, a

spherical area between shaft and archway, that

touches the walls of the chamber on either side

of the archway) o f seven robed, cloaked, and

11

hooded men bearing daggers and small,

candlelamps. They will appear to be fight

with each other as they wail (all PCs within

must save vs. spells or sit down and cry ho

lessly for ldlO + 10 rounds; save each rou

within ranTe to avoid), and will attack all P

within range after

1

round, striking as 12

monsters with phantom daggers for 1-4 da

age,

7

times per round (once per each ph

tom wizard), the whole vision having 66

points. The phantom wizards can cross th

area of range within a single round; succes

7ZrnZn.g will cause the entire vision tovanish

1-6 hours. (Th e passages and rooms from

archway are visibly carved out of the s

rounding rock; the walls are rough a

seamed.)

2. In

this chamber lies the skeleton of a h

man adventurer who succumbed to the

fects of the vision long ago; she was

enchantress, and still bears a bone tube (co

taining a scroll on which are written the sp

floating disc and hold portal, as well as a bla

area where another spell was once writt

but obviously used), a steel vial contain in

potion of invisibility (effects permanent un

imbiber makes an attack or until dispell

but ceases for objects dropped or released

imbiber-or provid es 61-turn durat

doses), a dagger (silver-bladed; o

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3: THE T O M B

OF

THE CHEIROMAR

id the

ps of the ren t, ro tten backpack is a larg e,

ck book with a stained cove r of hide ; a spell

ing on the cover the sigil:

“I be ong to Naera.” Within

m g i c missile, read magic, mirror

and

haste.

Between its pages has

1

32). The skeleton is not undead;

Her e the passageway ends in a rough stone

ace, with the marks o f picks and prybars still

it. A prying eye will dance for-

nearest P C ,

there is n othing of interest here.

. This chamber is empty except for a solid

(7’ long, 4’ high and wide). I fth is

-ep male vo ice w ill speak

it (and at the first sound of the voice, all

cloud):

“The Cheiromar rests not here, but has

been laid to rest where in life he strove,

and where in death he is safe from those

who would rob and destroy. If you seek the

power that was his, and have knowledge

enough to take and leave what is right,

seek the Endless Stair.”

e voice speaks only once per day; the pry-

eyes return when it falls silent.

. A

ten-foot-wide doorway opening in the

ty members remove any o f this stone (it is

attempted with-

ical aid), a stone passage and stair

ce are revealed; the entrance to the tomb

Elktazar, fdled in by Hala zar when

lt the tomb o f his friend Alqahund. T h e

70 feet east of the

Directly across the corridor from

#5

is an-

-up doorway, but here, a jagged

ugh Hala zar’s

n passage stretching straight south

Just within the op enin g lies a human skele-

of wh ite dust that was once a stick of chalk,

and a cracked slate whose pieces, if assem-

bled, show the layout (outlines of passages

and rooms only; n o details) of the entire tomb

(or

rather, both tombs). Th e skeleton is

clutching a scrap of parchment, yellowed and

brittle with age; if examined carefully, give

the players Script #2 (page 32).

I f Speak with the Dea d is used on the skele-

ton, it will be found to be that of a hapless

thief, who knows only what is on the parch-

ment and that the place was the tomb of a

powerful magic-user.

7. As party members advance to this point,

stones, weakened from natural weathering

(water seepage from above) will break free

and fall , ranging in size from pebbles to fist-

sized chunks, in a little shower, doing lh p o f

damage

to

one party member at random.

No

further falls wi ll occur unless violent spell ac-

tivity occurs in this corridor.

8. O n the end wall of the corridor is a relief

carved in stone-a shield bearing the arms of

the Baron Elktazar, an upright double-bladed

axe with a single star above it. Daelzun (and

of course Jelvarel) will recognize the design,

and can also tell the PCs that the Baron ruled

this area some

300

years ago; his magist,

Phelzaron the long-lived, was an early tutor

of both the Cheiromar and Halazar.

9.

Here the passage ends in stairs; six steps,

each dropping a fo ot. T he last three are un-

der dark, cold, moving water: the chamber

beyond has been flood ed by an underground

stream that has broken through natural rock

faults into fissures in the south wall of this

room and

runs

down to

Lost

Axe Lake.

It

is

drinkable.

Three massive stone caskets can be seen

sticking up a foot out of the water. T he lids of

all three are closed; the center carved into it.

A stirge (cf. M onsters,

OM@’

Basic DM’s

Ru l e boo k ) of 6 hp lairs in the crack in the

north wall where the water comes in, and it

will immediately fly out to attack any in-

truders. If badly wounded, it will try to get

dow n the passage to the entry shaft, and es-

cape up into the forest beyond.

The caskets all contain human skeletons

(none ar e undead): the Baron, his wife and

their daughter. The Baron ’s coffin contains a

rusty broadsword; his wife’s has a

staJofheal-

ing (cf.

DM’s Basic

and

C om p a n i o n Sets) of

14

charges.

10.

A t the bo ttom o f six on e-foot-drop steps

in this dry room are three iron-bound

wooden chests resting within a 20‘ radius

chalked circle on the floor. All of the chests

12

will detect as magical; they have been

how magica lly preserved and look new

are locked. T he northern and souther

each contain 400

gp;

in the central ch

cloth-wrapped, glowing sword. T he b

magica l, and appears to be of g old, no

but if taken outside the chalk circ le, it

stantly revert to its proper shape. It i s

morphed manscorpion, enraged by its

imprisonment and will attack anythin

in sight. If t survives a battle with the p

will seek out Halaza r (who imprisone

revenge.

The manscorpion’s name is Jhala

possesses a huge, double-ended i ron m

18

damage) that w ill return to norm

with it, as well as clerical spells, which

not hesitate to une.

Jhalarg is a Patriarch 9th level

M-U

hp; its spells are 3, 3,

3, 2,

and are as

cure lipht wounds, cause light wounds x2/h

son,

resist

fire,

siltnce 15’ radius/cause dis

cate obect, striking/cure serious wounds

serious w o u n d s .

Jhalarg know,< othing of its surrou

only that it was cnspelled by a human

user, Ha laza r, whom it had met in a d

I1 A secret door at the back of the ro

scribed in lo eads into a small stone

ber, with a door direc tly across from

wall. Th e secret door has irregular edg

blend with the natural seams and cr

the rock, and opens out into

lo,

owa

exploring PCs. As it opens, a tiny m

rattle will be heard. Between the two

lies a twisted, headless human ske leto

a rusted (unusable) longsword bene

noth ing else is visible in the room.

Th e ceiling in this room is high and

in darkness; if carefully exam ined with

the missing skull of the skeleton will b

impaled in a grid of rusty, dark iron

high overhe ad. The grid fits neatly in

walls of the roclm, filling it, and is atta

the back of the secret door (from

lo

long chain, and (via a hole) to the insid

second door (into

#12).

It opens out

small room;

i f

it is opened before t

door (from

lo)

is closed, the grid wil

met downwards with a rattle o f chains

under the weight of rocks atop it, and

anyone in #11 as it reaches the floor,

4-16 points of damage (characters s

fully rolling under their Dex may av

grid if they can get out a door- but

only time for one character to ?et ou

door, if the door was left open).

12. This largr chamber once held tho

sures of the Baron that were bu ried wi

but thieves got through the trap

(#1

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CHAPTER 3:

THE TOMB OF THE CHEIROMA

oaken chests in this room lie open

s in one com er

re there were once four more , now miss-

that remain are full of wine gone

i strong, vinegar-smelling, poisonous

rs will take

1

hp of da mage, plus

more if they persist, and will have several

. In the center of the

off

the barding. A ll of interest that is

a green faded to spotty yellow, b rowned

e. A t the far end of the room from

( 13) .

In this dark, dusty corner a double-

handaxe leans against the far (south-

rwise, the room appears to be

ty; the ceiling is carved out of solid stone,

rs safe and featureless (it w ill, how-

ic if detected).

anyone steps into the room, the axe will

an am ber radiance, grow-

steadily brighter until it illuminates a

20’

enev er the axe is touched or moved in

web

spell effect will spurt from the

nd from above the en-

the room, straight dow n to the floor, as

cast

hv

a magic-user at that moment.

s anv liv ing creature remains in the

webs will be renewed every

web

by the entry always af-

web

always

any creature carrying the axe (or, if

is carrying the axe and there is

Mbbed creatures could

webs

l air in the room.

A

dispel ma g i c will

webs

from recurring for

as

many

s the caster has levels , but only a W ish

webs.

The

webs

may be affected by fire

nd ifintruders perish or leave the room

when there are no longer any living

webs will melt

e axe, once Elktazar’s own favored

is a + I handaxe, outside of this

, it will $ow only when held in a bare

A

secret door in #12 leads into this cham-

ber, the west wall of which has been carefully

carved into a relief of armored men on horse-

back hacking and slashing at each other in

battle. Foremost among them is a warrior

head and shoulders taller than the rest, who is

in the act of raising a handaxe over his head

in triumph, fallen enemies around him; obv i-

ously, the Baron Elktazar at a happy mo-

ment. In the center of this otherwise empty

room is a four-foot-h igh stone plinth with a

head on i t that is cast in platinum and resem-

bles a human. Whenever light is introduced

into this room, the eyes of this head will snap

open (the metal lids rising) to reveal what

look to be the eyes of a living person, al-

though they are in fact illusions.

speak to the glory of E lktazar the Ma gnifi -

cent. I bear witness to Elktazar the Great.

I

record the doings o f the realms that are

Elktazar’s. What would you?”

Artonn is a magical construct of great pow er

and intricacy; it can ask and answer ques-

tions like a living person. After its initial

query, Artonn will not speak again until it

hears a question. It will answer any query it

hears (;.e., audible to those in the room), in-

tended for Artonn or not, such as one party

mem ber’s aside to another, “What should we

do no w? ” Aft er A rtonn has replied to a ques-

tion, he will ask one himself (he will accept

any reasonable reply, true or not). H e will be

silent until it is answered, not responding to

any further questions.

Artonn’s questions will run along these

lines:

What does the great Elktazar today?

W ho holds power in these lands about?

Who are you that you speak to me; your

Wha t do you all here?

What strive you towards, in your various

Are these laudable goals; why pursue you

names and professions?

lives?

them?

Artonn is a tireless information-gatherer.

Endo wed with a pedantic personality by his

long-vanished and forgotten (even by Ar-

tonn) creator, Artonn has very limited udg -

ment, and no prejudices or emotions (save

driv ing curiosity)-the last question noted

above, for instance, will not be posed in a

“justify yourselves” tone, but a thoughtful

“now tell me” tone. The DM should con-

tinue along these lines until Artonn is

touched (see below) or until the PCs leave;

Artonn is indefatigable.

Artonn ’s answers will be given on the ba

of a limited field of knowledg e; it can be su

marized as follows. Im provise replies in A

tonn’s manner of speech according to t

campaign setting; if

PCs

try to find out A

tonn’s limitations by their questions, mak

very clear that Artonn is not an all-know i

ask-the-DM-free-and-searching-quest

device.

The year is not known, but it is the th

teenth year of the Baron Elktazar’s reign , a

the thirty-eighth of his life. The Baron

known as the “Axe-Lord’’ for his favor

weapon (the same handaxe in

13;

Arto

can describe it well), and for his heral

badge, for he has recently adopted t

double-bladed axe as his own . H e reigns fr

Moonkeep, a m any-towered fortress atop

rocky crag (it is up to the DM to decide

Moonkeep has vanished entirely, is

explorable-i.e., dungeon-ruin, or still

ists, perhaps under a differe nt name, as an

habited stronghold). H is arge realm conta

vast forests, rocky crags, and small farms

loyal land under the Baron’s even justice i

land of many small baronies and lan

holdings. Elktazar is a t all, muscular man

battered visage, brown hair, and great skil

arms. Hi s hobbies include falconry, oustin

and breeding fine warhorses (his favorite

prob ably the one buried with him-is a bla

stallion called “Darkmane”).

As

far as Arton n is concerned, the Baron

still alive. Being told of his death will n

shock the construct; it will mere ly proceed

learn all it can of the Baron’s dem ise and su

sequent events , such as who became his s

cessor, and how history has rem embered

Baron. Elktazar has a wife, the Lady Baer

a son, the proud and warlike Thyk yl (his f

is unknown; none of the locals have e

heard of anyone by that name, and he is

buried here), and a daughter, the quiet, da

eyed Lathluryl.

Artonn can go on for hours about this

that bold victory of the Baron’s over neig

boring evil lords, bandits, and wild boa

and can relate an obviously romantic vers

of the Baron’s life-history from great deed

great deed , but actually knows very little

names, dates, and useful facts. If asked ab

ma gic, he knows that in the lands-and if

der the Baron’s control, is in good force

not, an evil wild thing. The Endless Sta

which Artonn knows by the name “T he St

to Nowhere,” is a thing of strange and u

known ancient magic that lies within the B

ons’ lands, and is to be avoided. Artonn h

never heard o f the Cheiromar, Algahund

Halaza r; the Baron’s Mag ist is Phelzaron

Lon g- Liv ed, and other mages of the time

13

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3:

THE T O M B OF THE CHEIROMAR

lon the Brown, Dathlinn “Windmaster,”

ceress Lad y Maerklara, who

these are

, although a DM who wishes to

ide tombs and lost magic for these could

PCs into further adventures).

I f asked about treasure, Artonn knows only

a l l

wizards and

is the Baron’s, and it is

rather, was, although Artonn does not

o w this), and consists of 26,000 gp, one

40

gp con-

g sixteen em eralds, thirteen rubies, and

gp , and an

8,000

gp.

Be-

what metals are precious and the names

gemstones, Artonn has no concept of value

ealth. Artonn is hopeless on d irections and

thing is simply “where it is.”

Artonn cannot be removed from his plinth,

from the chamber. I f touched with bare

or any conducting (Le., metal) weapon

shock

PCs into im-

1 round (and cause

slowed

move-

ollowing), simultaneously

em of 1-6hp, stealing this energy to

can take 77 points of damage before he is

when his hit points are all gone, Ar-

a violent blast that will utterly

10‘

es may prove recoverable by means of

wish, but Artonn w ill not), deal 6d8 damage

60’, hurl them head-

r- heels as far as the nearest wall, and bring

is room. Any

wish

or simi-

tempts to move Ar -

s) w ill cause this pe lls, spell-1 ike powers,

magic

missiles,

bolts, and other “pure” energy dis-

will be absorbed by Ar tonn, the dam-

ve done being added to the

s hp ;

all

other spells will be reflected

If Artonn is attacked but not brought to

o hp, and the attack ceases, it will continue

aware of the attack, and may warn of the

ve it, but will not be upset or an-

ly-for example, “ I f a magic-user was

found dead without a mark on him , and an-

other person later suddenly and qu ietly died

in an inn, also without a mark on him , how

would these deaths likely have occurred?”

Arto nn would reply, after a mom ent’s hesita-

tion, “By an unknown agency, or perhaps

different causes. Unknown causes are, by

definition, magic. Disease or other natural

causes may also be involved ,

or

such delibe r-

ate causes as poison. Your question seems to

link the two deaths, but they may be unre-

lated;

I

know too little

to

say.” The DM

should employ this property of A rtonn as a

means to settle the party’s thinking as to

what’s going on around Lost Axe Lake, and

as to their own strategies, by helping them to

discuss it among themselves. Artonn knows

nothing of the Seat of Power, nor even of his

own current location, but

is

always curious to

learn more, and always helpful in return.

15. Another irregularly shaped secret door in

#12 leads into this chamber, where the

PCs

will find a 1’-diam eter glass or crystal sphere,

which glows with a soft white radiance, on a

carved gran ite plinth. The sphere appears to

contain a miniature scene of an iridescent

dragon lying coiled about a mound of

treasure-a mound that appears to be com-

posed of horns, rings, cups, belts, bracers,

staves, and the like-and which, upon careful

examination, will be found to be the actual

source of the glow.

As

the PCswatch, the tiny

(6”

long or

so)

dragon within the globe w ill

open its eyes, stretch like a cat, and return its

head to its claws, watching the PCs steadily.

I t will meet the gaze of individual

PCs,

turn-

ing its head if necessary to keep them in view

(e.g. if a PC walks around the globe). T he lit-

tle scene within the globe can be viewed from

all sides, and appears to be real.

Noth ing m ore will happen unless the globe

is touched. Anyone striking the globe with

weapons, poles, or gloved hands will find that

it is solid and vary hard-not fragile-and

seems affixed firmly to the plinth. (Weapons

are in fact unable to affect the globe.) A nyo ne

touching the globe with bare flesh will feel

their hand sinking into what feels like cool,

thick syrup or soft bread dough-and then

will feel a sharp pain 1-4damage); all

present will see the little dragon m ove t o bite

the hand. If a person persists, trying to

punch, grab, or strangle the dragon ,

or

scoop

up any treasure, they will be affected as de-

scribed below for peop le casting spells at the

globe (if some part of their body remains in

the globe, no saving throws are allowed to

avoid or halve damage for that PC).

Anyone casting spells (or directing magic

items or artifact effects or spell-like powers) at

the globe will ob serve that the globe ap

to absorb all such attacks with the on ly

being that the globe’s glow will brighte

tend towards fiery gold in hue. The

dragon will scrabble in his hoard, se

wand, and discharge it at the attacke

sounds will be audible at any time

within the globe). F rom the globe w ill

one of the following wand effects, unerr

at the attacker:

Wand of

Lightnrng Bolts:

single 6-36 da

bolt from globe to attacker (only), sa

wands to take only half damage.

Wand

of

Polymorphing:

save vs. wan

avoid; attacker will otherwisebe turned

tiny, mute dragon , identical to the drag

the globe 1-4 ite; no breath or

powers).

Wand

of

Paralyzation:

any creature wi

30’ arc, centered on the attacker, on on

of the globe, must save vs. wands or be

bzed for 6 turns.

Wand

of Fire

Balls: a tiny ball of fir

burst from the globe and strike the atta

doing 6-36 poinls of dam age (save

vs.

w

equals half damage) to the attacker and

rything within 1 0’.

The dragon will attack only once i

sponse to each magical attack. There is a

ditional property of the globe that a

PCs; any physical contact with the glo

any living creature who bears magical

will drain

1-6

charges from a chargable

or drain the item entirely if a potion, scr

other “one-shot” item. Artifacts and m

rized spells are unaffected. O ther items

as bracers) which ha ve no charges mus

vs. death ray

or

be drained. This occu

stantly and silmtly. If the globe is ac

touched with a m agical item, that item w

ways (no save) be affected; but if a bein

several magical items touches the globe

out using a specific item to do

so,

the

should determine randomly which

item may be affected, and then see if it

Th e dragon cannot communicate e

by gesture; if m y PC asks his name, h

nod viqorous ly, clear aside some o f his

to reveal sand or earth beneath, and sc

the name “Phelzaron.” Th e dragon is i

Phelzaron the Long-Lived, but he wi

scratch any further answers except t

queries as to how to get him out (h

scratch a question mark, and shrug). H

if Phelzaron can be freed, how he got

and why are left to the individual

DM,

ther adventures invo lving Phelzaron (a

level Lawful wizard) are desired. For

PCs

will find it impossible to get at th

dragon or his treasure, or harm o r mo

globe. There is nothing else in the room

14

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DM Map 1 Daelzun's

Rest

Gate

Front door

Ground Floor

Gate

24

---

Second Floor

Third Floor

Scale:

1

square =

10

feet

Door

I

Double door

lw Window

Palisade

I

Fireplace hearth

I Bar

z Passage-gate in bar

Chimney

I I

0

Stableskeyentry

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Al l

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Map

3

The Tomb of the Cheiromar

Idus believes Halazar c u t XT SS

the earlier h b

f

Baron Elktazar;

for t

is Che

m y

delvingh

o

e

in

fhe

*a.

Guldus

says

Lz

~sordered

owall samething up

Area

of

Vision

I

:i

oor

Walled-up door

Secretdoor

I

\11111111~.

Stairs

I

-

-

J

/

Scale: 1 square = 10 feet

Stone coffin

%   Skeletal corpse

Direction of stream

f l ow

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DM

Map 4

The Seat of Power

i

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C H A P T E R

4:

T H E E N D L E S S S TA IR A N D T H E S EAT OF POWE

#2)

shows the

to the Endless Stair from the Tomb; any

f the locals will

also

know its location and be

f the route to

d fo r this trek; Lathkoon and Z e-

::el will probably no t attack PCs who g et

u ereupon they will attempt to force the

s to ascend it, even combining forces to do

trying to make the PCs overcome the

es for them), or gain entrance

at ofpower. Wh en the PC s reach the

look

out upon a tranquil

In front

of

you is a large, grassy clearing,

m t o f which rises a spiral flight of white

‘3teps-steps withou t rail ings that glo w

‘zmpty air. O n the turf around the base

of

the steps lie several o ld and weathered hu-

man skeletons-and, farthe r from the

steps, closer to you, the body o f the man

who appeared

so

mysteriously on the trail

and warned you away from the Baron. H e

is clad in his maroon robes, and lies mo-

tionless, staring up at the sky, his mouth

open.

C ’

intly, and spiral up, up, to-nothing;

The body is that of Thurland, the cleric

of

Those Who Watch who earlier warned the

party about disturbing the rest

of

the dead

Baron Elktazar. Thurland has been dead only

a short time (twenty minutes

or

so); there is no

mark upon him because he was slain by

Lathkoon’smagic missiles. I f peak with the dead is

used, Thurland knows only that he found the

opening in the Leaning Stone yesterday (DMs

should adjust this if the party delays in getting

this far, or starts on the night of Brorim’s

death), and hurried to investigate-in time to

see the hunters carry Ulthorn’s body away.

(Thur land does not know anything about

U1-

thorn.) H e followed the hunters, unseen, long

enough to determine what had happened,

thought it would prove a good example to keep

the curious from disturbing the Baron’s tom b,

and hurried back to the Leaning Stone. H e ex-

plored the tomb fo r himself, heard the message

Hala zar left in the Cheirom ar’s tomb and, fu-

rious that a wizard would defile the Baron’s

resting place merely for a joke or deception,

came to the Endless Stair to investigate. H e

was confronted by a silent mage clad in black

robes (“he had burning red eyes, and a black

beard ”) who cast a spell at him-and he knew

nothing more after that. H e does not know

Lathkoon , and had never seen him before.

Those Who Watch is a Lawful sect (of

19

whom Thurland was a curate) who beli

that one day the dead champions of the p

will rise again to make all lands strong and

newed; the Baron is the local dead champ

that Thurland watches over. Thurland’s s

has few devotees; he knows of ten others,

own superior (and tutor) being far away

the south and east, the Patriarch Azelvos

I f raised, Thurland will not help the PC

any assault on the Stair

or

the Seat of Pow

beyond-but he will stay near if the P

agree to donate funds to the sect (to he lp

pair the Baron’s tomb) to heal any PC s t

requ ire it-and he wil l will ing ly ba

Lathkoon i f he encounters the mage again

the PC s are attacked by Lathkoon after t

have reached the top o f the Stair, assume t

Lathkoon avoided Thurland).

The Endless Stair was so named by Ha

zar to discourage anyone from climbing i

predates the Cheiromar, and its origin a

means of making are long lost. The St

takes the form o f an open (that is to say, wit

large open space at the center) spiral ofjoin

(seemingly fused together in one piece) m

ble, polished smooth and glow ing with a s

pearly white rad iance, which brightens t

blue-white glow on each step whenever a l

ing creature is touching it. The Stair ri

from soft moss (littered with a few o ld hum

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C;HAPTER4: THE ENDLESS STAIR AND THE SEAT

OF

POWER

skeletons) in an isolated clearing in the

woods; it has a bottom stone set into the

ten track of the location of each PC, each

round, on the Stair. PCs may freely descend

chance of hitting other climbers) unle

climber saves vs. r o d s , staves, and spell

- - _ J _ - J - . _ -

r . - A .

I . 1 1 0 . ..

1

.

.

. .

. ~ ,

.

grwuna, m u rises one Ioot at eacn mer, me

steps being triangular (the inner apex of each

triangle cut

off,

the step being one foot w ide

ai: this point, w idening to four fee t wide at the

oister end). There are 300 such steps, all fea-

tureless and unmarked, the whole S tair rising

300’ into the air and appearing to end in

nothingness, stopping in empty air.

The steps are permanently levitating (the

magical fields of force that hold them will

resist-by absorbing-even a wish, and cannot

b,e dispelIed or otherw ise mag ically affected).

Th e fields of force that hold the Stair together

and keep it aloft prevent weather from affect-

ing it (L e., the steps are never wet and slip-

pery, because rain does not touch them, and

ice never forms on them) and keep it from be-

ing damaged by natural force or magical at-

tack. It will absorb magical attacks (even

those of a horn

of blasting),

the energy becom-

ing part o f the energy fields.

Physical attacks upon the Stair with metal

weapons that are hard enough (Le ., all delib-

erate blows, but not tapping or scraping with,

or

dropp ing, such a weapon) to strike sparks

will deal the wielder an energy discharge

from the fields of 2-12 points of electrical

damage p er attack.

Th e Stair has no railing on either side, and

misfortune

or

other events may well cause

PC s to fall from it-the cause of the skeletons

at its base. Falling damage applies (id6 per

10’

fallen; in the interests of P C survival, ig-

nore any fraction of 10’ left over, and apply a

maximum of 20d6). No te that a fall from the

ninetieth step

or

above will allow a P C time to

activate a magical item to save him o r herself,

but not usually time to cast a spell.

The Endless Stair contains a number of

“key steps”-that is, steps where various

things will occur. Described hereafter, these

steps do not look any differen t from the other

steps on the Stair, and the ir effects cannot be

avoided by “sk ipping” steps (although an at-

tempt to leap ove r steps could well result in a

Ml) ; if a step is avoided, its effects will occur

anyway. There is one exception to this (see

300th step).

Characters climbing the steps are clearly

‘Lisible to those below and vice versa; missile

combat can be carried out from the stair to

the ground and vice versa, unaffected by the

Stair’s energy fields. Missiles striking the

Stair will glance off harmlessly; no visible

lightn ing discharge will occur. (A lghtning bolt

from spellor item that strikes the Stair will re-

flect back on the caster with full force, how-

c:ve.)

It is recommended that the DM keep writ-

me acair at any rime, ana may ciimtI it in

stages, returning to the ground to rest, regain

spells, and regroup-but attacks fro m

Lathkoon or Ze lazel should act to discourage

this practice.

Key Steps:

Ninth:

A

shimmering curtain o f force con-

fronts climbers (invisible until one is standing

on the 8th step); passage through it chills the

climber for 1-6 damage. If the climber has

spellcasting ability, the note o f a tinkling bell

will be heard, from empty air, and the

climber will be illumed in a white aeriefire for

the next 9 rounds (can be readily dispelled

us-

ing dispel magic).

Twenty Third:

A

pair o f prying eyes (see

“New Monsters” appendix) will rise from

this step as it is reached, and accompany the

climber. They will not fight or attack unless

themselves attacked. Each climber, no matter

how many pass, will acquire such an escort,

which will remain with them, on or off the

Stair, until slain.

Fortieth: When this step is first set foot

upon, it will glow, and from it will rise a puff

of white vapor, bejewelled with twinkling

white sparks. This will swirl away to reveal a

malfera (cf. D€3@ C om p a n i o n Set, Book 2)

of 49 hp, imprisoned here within the step long

ago by Halazar to serve as an additional

guardian for the Cheiromar’s Seat of Power.

The malfera will immediately attack the

nearest climber, and will move up and down

the stair doing so until it is slain or all living

things on the Stair are slain. Then it will re-

turn to its step (when it has slain 66 victims , it

will be freed; it has slain only 17 thus far).

Forty-fourth: O n this step lies an ivory

tube (dropped long ago by an unfortunate ad-

ventu rer who rushed up these steps and was

attacked from behind by the malfera), capped

at both ends with silver (now tarnished; the

field protecting the steps has not extended to

the tube). One of these silver caps i s fash-

ioned into a gr ip, and is connected to a silver

collar by a short silver chain,

obviously

meant to be wand of l khtning bolts (q.v.,

D @ E x p e r t Set with nine charges left.

Sixty-ninth:

A

sudden magical

galewind

strikes climbers who set foot on this step.

Each climber must save vs.

Dragon Breath

or

be swept off the Stair (falling damage ap-

plies). A ll gear carried in the hands

(as

op-

posed to worn or strapped on) such as

weapons, will be lost, even if climbers suc-

cessfully remain on the Stair-blown to the

ground beIow, far from the Stair (i.e., no

20

galewind lasts only lor 1

round; it c

heard , and its effects observed, althou

itself invisible, by other c limbers on the

One-hund red- twelfth: I f climbers

this step, they will be confronted by th

den appearance of an illusion o f a be

human female of mature years clad in

of shimmering purple, bearing a rod

her crossed arms. She will speak:

the Cheiromar sits in vigil. You have

the key; you are not welcome here. Pl

leave, and you will not su ffer harm.”

She will then fade away. She cannot

tacked, nor will she disappear if p

through. She will reappear every tim

step is touched by a liv ing being climbi

wards. Passage through this illusion w

harm PCs, nor can it attack.

Two-hundredth: see below (204th).

Two-hundred second: see below (20

Two-hundred fourth: In the middle

step rests a Guardian Hand (see “N ew

sters’’ appendix), as though belongi

someone buried in the step below i

hand is open with fingers extended,

closed eye rests in its palm. It is a

fingered, glossy black human left hand,

sits motionless. It will be sovisible to a

reach ing the 200th step.

Wh en any attack is made upon it or

one reaches the 202nd step, whichever

first, the Ha nd will levitate rapidly up

to a position about 5 feet above its step,

opening, and point with its forefinger

advancing climber.

It

will then turn pal

(eye open) and fingers together, in a “

gesture, and return to a pointing postu

any attack is made upon it or a climb

vances further, it will attack with its fo

ger ray. It will continue to fight with al

powers until all living creatures on the

are slain or it is destroyed, its primary o

tive being to prevent anyone from adva

past it.

Two-hundred twenty-ninth: A sym

spell-loss (hitherto unknown; see

Spells” appendix:) will glow upon this

when any spellcaster-and a spell

ONLY-steps upon it, and one memo

spell (if any, chosen at random) w ill be fo

ten by the spellcaster (no saving throw

Three hundredth: I f a climber reach

top step and steps upon it-and only the

spectral door of faintly glowing white

can be seen in front of the climber. w

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CHAPTER 4: THE ENDLESS STAIR AND T HE SEAT OF POWE

handle of glowin g light on the right. I f this is

grasped and pulled, the door will swing open,

to the left across the top step (;.e., sweeping

anyone trying to hide behind it off ) and reveal

an extra-dimensional space beyond: the

Cheiromar’s Seat of Power. The door and

handle are solid, but only to someone stand-

ing on the top step; there

i s

no solid wall

around the door that a thief could climb, and

no way into the Seat of Pow er save through

the doorwa y. Climb ers on the Stair not actu-

all77 on the top step cannot see the door, nor

enter the Seat of P ower beyond.

To

them, it

will seem that a climber a bove them stopped

on the top step, move d one arm from right to

left, then stepped forward and vanished.

I f anyone tries

to

go around the door or

climb a wall beside it or above it, they w ill fall

to rhe ground far below (see above). Climbers

roped together will only pull each other off

the Stair unless the anchorin g character has

18 Strength or magical aid. Any one wh o tries

to step through the spectral door without

opzning it,

or

wh o skips steps (who skips the

300th step) will reappear instantly on the

131st step, teleportinf without error so rapidly

that they will not at first realiz e that they have

moved any further than simply climbing a

step.

DMs

should immediately check to see if

any other character was on the 131st step (or

running up or down the stair in the vicinity);

a collision could well result in a fall or two.

Thi s curious property of the Stair is why the

term “Endless” came to Halazar’s mind

when making it long ago. This

teleportution

will occur again and again i f characters care

to test it; it is part of the Stair and an inex-

haustible, unchangeable effect.

The Seat of

Power

PCs passing through the doorway at the

300th step of the Endless Stair (the only en-

trance

or

exit) will find themselves in an

extra-dimensional complex of chambers-

the Che irom ar’s Seat of Power. T his area has

the appearance of a subterranean complex o f

rooms with stone walls; these walls cannot be

breached by physical means. Use o f magical

teleportation

or

pass-wall

magics (to a destina-

tion outside the complex) w ill cause a rent in

the dimensional fabric; a Vortex will form,

and the character causing the rent will be

sucked through it, suffering 1-12 points of

damage and losing all gear, arriving naked at

scime random destination somewhere on the

P-ime Material Plane. All of the chambers

are softly lit by a gen tle yellow L ight radiance

coming from the ceiling. Everything in the

Sttat of Pow er radiates an aura of magic, ex -

ccpt the food in the larder (see #5).

PC s passing through the doorway will see a

corridor (20‘ high ceiling, 10‘ width) that

stretchs 80’ before widening, without any

door, into a large room . Th e walls of the cor-

ridor (and ind eed, of the rest of the complex)

are unnaturally smooth, unseamed granite-

like stone. At the far end o f the corridor, just

within the larger room it opens into, some-

thing small can be seen floating. As the PCs

approach, they will recognize it as a skull

with tw o flames in its eyesockets (see 1 , be-

low).

1. At this location hangs the Cheiromar’s

Skullwraith (see “New Monsters” appen-

dix), facing the corridor. As the PC s reach the

end o f the corridor, it will speak the first mes-

sage listed in the monster description (if the

PCs attack it from afar before reaching the

end of the corridor, simply have the attacks

miss, spells being reflected back at the

caster). It will accompany the PC s around the

complex, speaking as noted in the monster

descripton. Note that any attempt

to

attack it

after its first speech will result in its fighting

ceaseless)

2.

He re lies a handsome, tall man with flow-

ing white hair and beard and a craggy,

weathered face, apparently asleep atop a

stone block (7‘ long by 4‘ high by 4’

across), clad in robes of purple. H is hands

are clasped across his abdom en; there are

brass rings on both forefingers.

It is actually an

i l l u s i o n

of the Cheiromar,

which cannot be dispelled by touch (dispel

magic

will cause it to fade into nothingness for

as many rounds as the caster has levels, and

then reappear).

It

covers a bare, featureless

stone lid (the seam is concealed by the illusion)

of the Cheirom ar’s stone casket. If the PC s

lift off the loose, heavy, unhinged lid to inves-

tigate, they will find a human skeleton, not

undead, and missing its left hand (cf. Guard-

ian Hand, “New Monsters” appendix), and

no magic or other items. Th e illusion will sur-

vive even the destruction of the stone lid .

3A .

with a little bowl-shaped depression. In

the hollow sits a 1’-diam eter glass sphere.

Th is is the contro l sphere for #3B (see below).

21

3B.

A huge (20‘-diameter) glass sphere rest

here, in a hollow in the floor, filled with

swirling, lime-green-hued opaque clou

of smokiness.

Th e smoke is an imprison ed eater-of-mag

see “New Monsters” appendix. This larg

sphere will resist all attacks and all attem

to mov e or otherwise affect it short of a

wi

but the smaller control sphere governs

state; if one shatters the smaller sphere (if

tempted from afar,

a

hit roll is required, b

one can simply hurl it against wall or flo

since it is fragile glass ), the larger w ill a

shatter. This will free the eater-of-magic

one moves the smaller, the larger one w

mov e too, remaining the same distance a

direc tion from the control sphere as it is wh

they are found-the larger sphere turn

momentarily and partially gaseous (but n

thereby releasing its prisoner) when ever n

essary, to pass through walls and o ther so

obstructions.

I f for any reason the eater-of-magic is ev

released (a dispel magic cast here will allow t

eater to eat through its imprisoning sph

from within and escape, in 1-2 rounds), it w

rush as fast as it can (not quickly, but cov

ing the distance from its initial locati

within a round, if it has not been moved)

the doorway into #8, through the cracks

necessary. There, it will envelop the Seat

Power-which will cause the silent, mutu

destruction of both eater and Seat. A ny oth

creatures or items within 10’ will fade away

nothingness in 7 rounds. (I f the eater is d

stroyed in the intervenin g

6

rounds, the S

will be unharmed.) I f either Lathkoon

or

Z

laze1 knows what has occu rred and is in a p

sition to do

so,

they will appear and attem

to slay the eater, defending themselves fr

P C attacks only if necessary. I f the eater s

vives 5 rounds o f this, the ex-app rentice w

flee before he, the eater, and the Seat are

vapo rized ; if the eater is slain, the wiza rd w

mount the Seat and attempt to use it again

the PCs and the other ex-apprentice.

I f the eater destroys the Sea t, a vortex w

form

1

round later ; it will suck in all creatu

in 68 ar the time and who enter the chamb

subsequently, with the effects noted abo ve,

the preliminary description of the Seat

Power complex. An eater may be stoppe

deflected, and caged only by the means o

forcefield spell or item effect (cf. D @ P Ma

ter Player’s Boo k ).

I f one ex-apprenticeslays the Eater and t

other is observing events, the second

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CHAPTER 4: THE ENDLESS STAIR AND THE SEAT OF POW

apprentice will appear and magically attack

the first (perhaps catching the PC s in a m agi-

cal crossfire). Both combatants will ignore

s until their own duel is ove r; whom -

gardless of the ir actions during the duel. For

n upon them. I f at any time during

pe (i.e., by

teleport),

he will do

so,

.

the wall from flo or to the 20’ ceiling, and

are cramm ed with jars and bottles o f ex-

perimental ingredients of various sorts,

and various implements used by the

Cheiromar.

DM is encouraged to introduce artifacts,

unique items leading to further ad-

or her own campaign here; a

zed jar of 1,000 copper

similar jar of charcoal lumps; an-

?) bones; another of

rose petals; another of tallow candle

arious colors; a jar of pickled whole frogs; a

glass jar of fangs; a tinder box; a small

coin with a curious pointed and com -

s directions on one face, and

a

word on the

dart qr eath in the “New Magical

s” appendix); a set of brass measuring

ical dagger; an oil lamp; six

rs of oil sealed with wax ; an alem bic; a spy-

set

positions;

a

stuffed ow l;

glass jar full of snake skins; a large basket of

and a clay pipe. Th e shelves are

tto

be climbed.

n this room the Che iromar evidently lived

others do; to the left of the door hangs a 1‘-

eter circu1a.r glass m irro r (concealed be-

i s a fist-sized, foot-deep

112

g p , 8 sp,

and 3 cp). Directly in

nt of the door is a wooden table, still fairly

;turdy, upon which rests an empty glass bot-

i s a table o fplenty ,

(DUD0 A C 4 ,

The Book cf M a r v el o u s M a g i c , page 64. The

table can create three real meals for four per-

sons daily, with items and utensils that disap-

pear if taken more than five feet from the

table. Th e command words for this table are

scratched into its underside-but note that

the fifth command word is too small to be

read from the table itself if the fourth word is

used to turn it into a 1”-tall table. Th e fifth

word returns it to normal size.

Draw n up to the table is

a

chair that e in to

dust and splinters if sat on, and beyond it,

along the back wall of the chamber, is a

wooden trestle bed (wobbly), beneath it an

empty earthen chamber pot, and beside it a

stone cube with a tight-fitting door. Behind

the door is a larder containing a permanent

cold spell with a moldy cheese, 2 rotten sau-

sages, 4 bottles ofwi ne gone to vinegar, and a

moldy, sponge-like growth that was once a

loaf o f black bread.

6.

Th e Cheiromar’s w ardrobe fills this small

room, with two racks of wooden poles and

pegs from which hang 112 rotting, musty

robes, many of formerly grand appearance

(in the pocket of one-not the first one

examined-is a <?em of magic missile reflection;

q.v. “New Magical Items” appendix). A

fragile wooden stool sits across from the door,

and behind it a non-magical walking staff of

black wood leans against the wall. Hidden

behind all o f the garments is a cabinet of dark

wood, 5’ tall, 4’ wide, and 3’ deep-a cabinet

of

ministering

(cf.

DUD0

AC4, The

Book

o f

M a r v el o u s M a g i c , p.

22),

which can remove

curse, cure disease, or cure wounds

(50 hp

or

less)

once per month on anyone within, with the

doors closed and the proper command words

uttered. These words are lost-only

Lathkoon and Zelazel know them. Th e cabi-

net is strong as steel.

7.

Th is room was obviously the Cheiromar’s

library; bookshelves line three of its four

walls. I t is a scene of neglect and decay, for

something that likes paper (orseveral hun-

dred generations of such somethings) for

dinner have eaten steadily along the

shelves, leaving on ly a litter of tiny parch-

men t scraps and shreds, rusty iron clasps

and cornercaps, and strips of ruined h ide.

Amid all this decay lean 5 volumes, ap-

parently untouched and whole.

The five books have indeed survived un-

scathed; they are a few of the Cheiromar’s

books of magic, left behind by Ha lazar (who

obviously took much with him), and are de-

tailed below.

The Tomes of The Cheiromar’s Libra

The five remaining tomes found on

hund’s library shelves in the Seat of Pow

detailed later. N ote that most contain new

not found in the

:D&D@

rulebooks; indi

DMs

should decide whether to alter, elim

or

prevent PC use o f any

or al l

of these.

1.

Splecter’s Cor?jurations,Masteries

Summonings

Splecter was a famous magus who ro

many planes in a long and colorfu l car

an adventurer; his magics earned hi

nickname ‘‘Ma ste r of Beasts” and upon

ing from his wanderings he set dow

spells that he used when dealing with

tures. The tome is a heavy book

of

burn

copper plates sealed in some way to pr

corrosion and ocidation, and bound

clasps of dragonbone within two cov

slate covered with wyvernhide, dyed g

The title is set inio the cover in tiny ru

silver, and reprodluced on a t itle page w

along with this warning:

To use these magics without care, for

Risks a grave, swift, cold, and still.

After the title page follow 14 plates,

bearing a single spell. Details of the t

unique ma gics are giv en later. Protectio

evil, detect invisible, web, intauision, water b

i n f , charm monster, control bats (see

Spells” appendix),

growth

of

plants, pob

others, conjure elemental, control gargoyles

“New Spells” Appendix),

hold monster,

ble stake? and create normal monsters.

2 . Najirit’s Tome

of

Wonders

Na jirit was a mysterious mage-a

noid, oft-hidden Magus who practiced d

tions as a matter of course, and feare

distrusted all other beings (particularly

wizards). Up on his death, a former

found one o f his spell-books, and someh

tavern-tales and gossip it acquired the

we now know it by (for the book itself h

title). It bears Najirit ’s own rune:

and is of red-dyed oxhide stretched

wooden boards, bound together with

electrum rings. Twenty-two sheets o

parchment are enclosed, each bearing

gle spell: c h a m

person,

detect magic, hold

protection

from

evil, sleep, ventriloquism, det

visible, ESE: invisibili& mirror imace, phan

force, clairvoyance, dispel magic, haste, hold p

infravision, dimension door massmorph, pob

seK warning tmmpet

(see “N ew Spells” a

dix), wizard eye, and teleport.

22

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CHAPTER 4:

THE ENDLESS STAIR AND THE SEAT

OF

POWE

I’henalon’s Phantasmagorica

The origin of this tome is forgotten; who

re Phenalon was is now lost with the

ngs and failings of the passage of years.

etween pIates o f electrum inlaid with

, bears the title “Phenalon’s Phantasma-

and the following rune (Phenalon ’s

presumably) on the cover.

65

Within are the following spells, set down

to a page:

charm person, invisibili ty, phantas -

orce, wiza rd lock, hallucinatory terrain, mass-

mnss

ch am , symbol

Maze . There

. Asztellor’s Book of Migh ty Spells

Asztellor was

a

long-ago mage, of whom

s now remembered except that he led

of skeletons into the fray (on the win-

Six

Kings. This vol-

is o f dragonh ide stretched over polished

n :s, attaching the covers to the wooden

10 sheets of vellum, each of which

contains the follow ing spells:

animate &ad,

o+e elemental, feeb lmi nd, death spell,

gem,

invisible

stalk5

reincamtion,

delayed blast ir e ball.

’The Book of Dolzhabban “The Dread”

Ilolzhabban was a wizard who died in magi-

own.

on his death another wizard found his trav-

his tethered

griff steed-the only bit of the wi-

e mag ic Dolzhabban accumulated remains

and hidden somewhere on the Prime

‘This book gained its name from its owner; it

xtrum), and with metal cornercaps. The

wire

s of scraped, bleached, and cureed

ofwhich a single spell has been

contents of the book are as fol-

magic missile, web, fi re ball, lightning bolt,

(see “New Magic Spells” appendix),

e storm, magic ja r, death spell, power word stun,

meteor swarm.

Th ere is also a set of pigeonholes on a shelf

just beyond the door, containing rolled-up

scrolls, one spell to a scroll, as follows: dissolve,

lower water, lore, mag ic door, pow er word stun, and

force$eH.

A n overstuffed chair, much decayed, faces

the door, and beside it is a slate-topped

wooden table. On the table is a sphere of

glass or crystal, sitting in a little base of

dark wood.

Th e sphere is a

crystal qf&ath s cyi ng

(see “New

Magical Items” appendix). Careful examina-

tion of the table will reveal a tiny, shallow

drawer set in its side, facing the chair, just un-

der the slate tabletop. This drawer contains

three small, cream-colored bone buttons (but-

tons o blasting, cf. D @

AC4,

The

Book of

Mantelour Magic, p. 21), which do 4-24 points

of damage when the command word (each

button has its word engraved on one side:

“Chasterzaulor,” “Maerthglim,” and “Talan-

tabbass”) is spoken by the last person to touch

them, if that person is within 240’.

8. In this circular chamber is only one thing:

the Seat of Power itself, a stone seat (with its

back to the door) set atop seven concentric

rings of circular steps. The steps are graven

with crawling runes (an illusion; the runes are

ever-shifting, non-magical nonsense) that shift

and alter constantly, and when a living being

touches any step or the Seat itself, the area

touched will glow with

a

white radiance

(equivalent in effect to a light spell) for as long

as the touch is maintained.

Th e Seat of Power is a Lesser Artifact, cre-

ated by the same unknown Immortal who

fashioned the Stair. Ancient tomes name this

Imm orta l as “Cheiros” and the guardian as

the “Cheiromar”; Algahund assumed the title

when he retired from his travels to this place

(the most powerful refuge he had found in his

adventurings). To be used, the Seat must be

sat upon-there is room for only one being on

the Seat, and only that being can control the

Seat’s powers. Like all artifacts, the Seat’s

magical effects operate at the 40th leve l, and it

saves as a 36th level Fighter. However, an

eater-of-magic can destroy it by unravelling

the magical powers that control it and keep it

together, within 12 rounds (on the 7th round,

the Seat and the eater together will fade into

the Ethereal Plane ; anyone seated on the Seat

or directly touching it (Le., flesh in contact

with the Seat)

wll

become Ethereal also. The

Seat will lose 2 powers per round (determine

random ly) on the 8th round of contact and on

each round thereafter, the eater losing

2

hp per

round in like manner, until the 12th round,

when the Seat and all of its remaining powers

23

will be destroyed. Th e eater is vulnerable to

attacks on the ethereal plane that it is vulner

ble to on the Prime Plane , and if it is slain b

fore the 12th round, the process halts, and t

Seat (with any human occupant) will dr

back onto the Prime Plane in 2-7 days, its r

maining powers becoming effective on t

Prime Plane only upon its return. If the Seat

destroyed on the ethereal plane, the Vort

thus created will reach the Prime Plane imm

diately (cf.

D D C o m p a n i o n Set

Book 2);

elemental plane of destination may be chos

by the DM randomly, and at the DM ’s optio

a Spectral Houn d or

While it is on the Prime Plane, the Sea

powers are limited to the Prime P lane, but c

operate without restrictions on distance

making the Seat an awesome weapon in t

wrong hands (imagine a vengeful being creat

monrters everywhere ). Anyone sitting upon t

Seat goes into a trance, and cannot see

or

he

normally, but only through the “Rune-Ey

(see below). A n

anti-m gic shell

which fills t

entire chamber instantly comes into existen

whenever anyone sits upon the Seat, but t

sitter is vulnerable to physical attack. (No

that anyone sitting on the Seat who survives

attack may use a Seat power the followi

round regardless of pain or physic

restraint-but Rune-Eye powers may nev

be unleashed into or within the

anti-mag ic she

the power

so

used must be one o f those mark

with an asterisk

(*)

on the list below).

Seat Powers (usable only once per round, an

only one power per round):

Dispel magic

(

120’, EF 20‘ cube, X8)

meteor swarm

(

240’, EF 4 for 8d6 +8d6 or

4

or 4d6

+

4d

C26) curse (R touch, EF limited; see

X1

teleport (self only, from Seat; X15) create a

monstu

(R

90’;

DR

4T, EF 40 HD ; M8)

verse gravit y

(R

90‘; EF 30‘ cube; C22) he

(M 9; automatic healing of self only)

remo

curse

(R

touch; X14) prismatic wall

(R 60

DR 6T, EF 10’ radius or 500 sq ft; M9)

R =

Range in feet; DR

=

Duration; T

Turn; EF = Area of Effect; page and volum

number of rulebooks describing magic give

at end o f entry.

The Seat powers (except for

telepor

and

hea

are all unleashed from the Rune-Eye; this is a

eye of glowing force, resembling a Wizard Ey

orb (and visible to others) which can trav

without restriction upon the Prime Plane, u

to 9999‘ per round, created by the Seat. An

one sitting in the first time (it is the first tim

for all PC s and living N PC s in this adventur

including the ex-apprentices) will be c o n z e

for 1-3 rounds, dazed by the overwhelmi

flow of mental information as the Seat mak

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CHAPTER 4:

THE ENDLESS STAIR AND THE SEAT OF POWER

the sitter fully (;.e., range and duration in-

cluded) aware of all its powers, how to will

each to operate, and the intricate

“Thronerune.” I f the sitter concentrates

upon the Thronerune, the Rune-Ey e will be

created, and drift up from the Seat to the mil-

ing oft he chamber until willed to travel about

the Prime Plane by the sitter. Through the

Rune-Eye, a sitter sees with truescyht, but the

eye goes blind in each round that it unleashes

ii power, as it can only perform one activity at

ii

time; thus, targets that have moved since

the sitter’s “last look” may well be missed.

Th e Run e-Eye cannot be held or silenced (it

can be temporarily negated in the use of all

powers except movement or sight by a dispel

magic cast upon it, or by its entering an anti-

magic shell), and can “twist” dimensionally to

mte r or leave sealed chambers “through” the

walls or ceiling, and to avoid

forcefields

and

other traps or means of encasement.

Th e Rune-E ye must “touch” targets to

unleash a

curse,

or to

remoue curse

(in a situation

where the abovenamed defenses do not re-

strict its powers from ope rating); for all other

powers it serves as the loca tion o f the caster.

A spellcaster who sits upon the Seat can

cast any memorized spell (by use of the will

only) through the Rune-Eye, and this spell

will take effect as though the caster were there

:n person. “Touch” spells still require the

Rune -Eye to “touch” targets, and the spell

rakes effect at the caster’s lev el, not the Seat’s

40th level.

Use o f any o f the asterisked spells by a sit-

‘:er results in the permanent loss o f 1 hit point

.For the sitter, and the Rune-Eye will vanish

for 6 turns (not reappearing before that time

has elapsed even if another being sits upon

the Seat).

Th e use of the Seat is mentally exhausting;

concentration will become increasingly diffi-

cult, and if any being sits upon the Seat for

more rounds than he or she has points of In-

telligence, that being will will not regain cons

ciousness unless or until it falls off, or is re-

moved from, the Seat. Assuming that such a

removal occurs before the being succumbs to

lack of food and water, and is revived, one of

the following results will be apparent (roll

percen tile dice):

01-66‘70: nai effect.

67-75 70 :

76-85% :

86-98

%

:

Being i s eebleminded (permanent

unlless rectified).

Being suffers permanent loss of

1 point of Intelligence.

Being i s insane (treat as Symbol

of insanity for effects; perma-

nent unless magically cured).

A n “echo” of any one (deter-

9-00%:

mine randomly) Seat power has

be transferred to the being’s

mind ; its nature is known to the

being , and by will the being can

deliberately unleash it, once, in

the future (as a 40th level spell,

regardless of the being’s class or

situation, as long as he or she is

conscious to do the unleashing).

Such a use drains the power

from the mind of the being. An

“echo” cannot be discerned by

another creature who reads, in-

fluences, or controls the mind o f

the being affected by the Seat;

thus, the being cannot be com-

pelled to will use of the power. If

a being already having an echo

of power sits on the Seat again,

and this result occurs again,

both powers w ill take instant ef-

fect on the being-and if he or

she survives, they will be Insane .

If this result does not occur

again, note that the retention of

the “one-shot” echo will survive

insanity, feeblemindedness, chan-

ing, and just about everything

except the death of the being

possessing it.

(Note the limited concentration that most

sitters can give to maintaining a spell cast

through the Rune-Eye, ere they succumb to

exhaustion. Immortals are of course immune

to the Seat’s ill effects, and will never become

exhausted by its use.)

Use of the Seat may well attract the atten-

tion of certa in undesirable creatures, such as

malfera

(q.v., D & P Companion Set, B o o k 2),

planar spiders (q.v. Master Set

DM’s

B o o k ,

nightwings (seeMaster SetDM’s o o k , “night-

shade”),

liches

(see Master Set DM’s o o k ,

and the like, who w ill attack the being on the

Seat, appearing at the base of the Seat’s steps.

The arrival of such a creature is 5 % likely

(not cumulative) per round of use. (The D M

should choose the type and number of mon-

sters to appear; most arrivals will be solitary.)

Th e D M should note that if Lathkoon or Ze-

laze1 (or a quick-witted PC ) reaches the Seat

and overcomes the initial disorientation, they

can unleash Seat powers within the rest of the

Seat of Power complex.

9.

This h igh-ce ilinged (60‘ up) chamber is

empty save for a featureless golden metallic

globe hanging (levitating) motionless by the

ceiling. A rope ladder hangs down from it to

the floor (when PCs look at it from the far

side, they will see that the ladder actually

hangs from the ceiling close beside it). Al l is

dark and silent. In one far corner (the

east) of the room is a small circular a

lighter stone floor-tiles, and w ithin this

a small wooden table containing three

long, tapering sticks of wood, and a sc

All

will remain dark and silent unless

ing creature reaches the circle of lighter

At

that time the walls, floor, and ceiling

room will glow with a white radiance. A

observing this radiance will notice that t

diance extends across the doorway, w

the door is open or not. (I f anyone is sta

in the doorway, ):hey will be hurled vio

into, or out of-at the D M ’s discretion,

termine randomly-the room by the f

tion of a orcefielc there.) As lonq as no

creature is in the I-oomand outside of the

of lighter stone, nothing else will occur-b

any creature leaves the circle (its “prote

extends in an intisib le cylinder to the c

so flying or levitating creatures who r

above it are not ‘‘leaving’’ it until they m

as to be no longer above it) the globe w

begin to glow.

Th e circular area is a “safe spot” or a

anti-magic excluded from any magical

unleashed in the room. Spells cast from w

it will be lost and wasted, nor will magica

functions or spell-like natural powers

Artifacts may (30% chance per attempt

tion normally from w ithin the area. The

of wood are merely that; they were inte

wands, but are not magical. The scroll,

unrolled, will be found to be blank. All

cal items brought within this area mus

vs. Spells once every third round the

within the area, lor be utterly drained (th

cludes potions and scroll, but not artifac

The rest of the room is some so

spellcasting practice arena; its glowin

coon of surrounding

orce field

will harm

absorb all destructive magics unlease

strike the perimeters o f the

room,

(such

gies being recyc led to power the globe)

Th e round after the globe first begins

ing , spell effects will lash out from it to

ing creatures in the room who are not

the “safe” area. For each living creatu

termine the effetzt at random. Percenti

Roll: 01-33%

nzugic missile

(a single m

unleashed the jirst time); 34-6670 fir

(ld 6 the first time); 67-0076

lightning bo

the first time).

Note that multiple targets could all

different effects in the same round. A ny

directed at the globe will simply be abs

with the following exceptions: dispel

causes the globe to do nothing (it wil

tinue to glow) fcir 4 rounds; a

wish

of an

will cause the globe to explode , destroyi

force field and dealing 10d6 damage

24

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room , whether in the “safe” area

not ; pass-wall will o pen a hole in the side of

ine ry that will detect magic posit ive ly; and an

shell that includes the globe in its

%) be absorbed harmlessly, or

previously.

Th e globe may be “turned

off’

at any time

speaking a command word aloud in the

of the little table; it

is

known to Lathkoon,

d Shaleen

all

of whom remember

is room operates). T he rope

eads up to the globe, and is a ff ie d to

of

the ladder, a pair of levers will

own the left-hand one will turn the

off,

and the second, if pulled down, will

off

the room ’s specialforcefield). Theforce

fe area from the rest of

can be passed through freely by all

the special forcefield can be b reached

ly by casting dispel magic on it (which causes

hole in the Field where the spell

or by cast-

g disintegrate or wish (which w ill cause a hole

as directed, that will last until the

is shut off and again reactivated-at

e the Field will reappear as before).

On

every second round after its first at-

e globe will attack again (;.e., on the

ii:s attacks will be increased by one d ie of

i s

reached, globe and

e ield will shut down of their own accord,

pon they can be activated again as de-

e anti-magic “safe area” is

AIIY ttempt to remove the globe from the

or

plane, or take any part of its metal

or

with the results described earlier. An y

acks upon the outside of the globe

44 points

of

damage,

or

upon the

rior (ifpass-wall has been used) that inflict

dam age causes the explosion.

Ai5rismatic wall can be raised successfully in

of iron

or

similar

gic that must rest on solid support cannot

on the specialforcefield of this room; if

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.APPENDIX I: N E W SPELLS

’Third Leve l Spell

Stone Bolt

Range:

70‘

Duration: instantaneous

Effect: fires stones as missiles at a single creature

This spell requires the presence (from surround-

ings or carried by the caster) of fist-sized or smaller

stones, such as sling stones. The caster holds these

in his or her palm, points at a target creature who

must be visible to the caster at the time) and exerts

his orher will to release the magic, without word or

other gesture; all the stones at once willfly at the de-

sired target, lightning-fast, striking at

+ 3

to hit

(roll as though caster was striking directly with a

weapon). A number of stones equal to the caster’s

level can be so “fired” at an opponent; extra stones

will be unaffected, remaining in the caster’s palm.

The target, if h it, gets a saving throw vs. death ray; if

successful, each stone does only 1 hp of damage; if

failed, each stone deals 2 points of damage. In ei-

ther case any intended or current spellcasting or in-

tricate activity (picking locks, reading messages,

etc.) on the part of the target will be prevented for

that round.

Fourth Lev el Spells

Control Bats

Range: 40’ radius globe about caster Duration: 1-4

turns plus a number of rounds equal to the caster’s

level. Effect: Allows control of 1-2 giant orup to 10

normal bats.

With this spell, the caster can control bats (includ-

ing giant, vampiric bats, but not undead sorts or

other creatures Shapechanged or Polymorphed

into bats) of the normal

or

giant varieties. Giant

bats receive a saving throw vs. spells (at -4) to

avoid this magic; normal bats get no saving throw if

caught in spell range. The caster by will and ges-

ture can direct the bats to attack specific creatures,

dive at or batter certain locations, or swirl about in

a blinding cloud in a particular spot. The bats will

obey without checking morale, regardless of possi-

ble danger. If 2 giant bats are controlled, the caster

may also comm;md the bats to lift him or her and

fly (such flight moving only 40’ per turn, and last-

ing a maximum of 2 turns before the bats are ex-

hausted), carrying the caster or another creature

touched by the caster to

so

direct the bats. (At-

tempts to do this with less than 2 Giant Bats will re-

sult in failure-and, of course, a possible fall.) Four

Giant Bats (through use of multiple spells) can

carry a horse or other pack or riding animal; 1 Gi-

ant Bat can carry a dwarf or other smaller-than-

man-size creature. Control over Giant Bats is

broken if they are injured in the service of the spell-

caster down to their last 5 hp. Bats are dextrous

enough to pluck., clutch, and carry keys

or

rings ofkeys, potions, scrolls, and small, light sacks

or

pouches. While controlling, a user of this spell has

no idea how long control will last, and learns only

by visual observation that it has ceased.

M h r n i n f

Tmmpet

Range: Touch (1 creature of an area up to 10

square feet or

5

cubic feet in extent).

Duration: Permanent until dispelled, activated, or

death of caster occurs.

Effect: Warning Trumpet sounds if activated.

This spell creates a magical alarm or warning sys-

tem: if the object on which it is cast moves or is

moved more than ins own length in location, or

changes its state (e.g., a closed door opening, a

drawn weapon being sheathed, a knot being un-

tied, any object being broxen, a magma item being

activated), or upon a certain, single intelligent be-

ing (who must be named in the spellcasting) ap-

proaching the object within 10’; the Warning

Trumpet will sound.

This Trumpet is a single warning note, risingand then falling and dying away, that is audible to

all beings within 30’ of the protected objector area

when it is activated. Beyond 30‘, it is audible only

to the spellcaster (and not creatures reading, or

linked to, the caster’s thoughts). It can only be cast

on non-living material (if cast on a corpse that is

subsequently revived, the magic will he dispelled

without the Trumpet sounding), and can be dis-

pelled. Any object so protected will be revealed as

such by a

detect

m q i c spell. A

warn& trumpet

can be

cast on clothing worn by a living creature to reveal

the creature’s movements. The caster need not

concentrate to maintain the Trumpet, and will hear

it regardless of distance if on the same plane as the

guarded object when the Trumpet is activated.

(The death of the caster will negate any outstanding

Trumpets, even if he or she is subsequently raised.)

A

caster may have multiple Warning Trumpets

in effect but not yet triggered-but as a magic-user

only gains another Trumpet “tone” for every seven

personal experience levels achieved (i.e. , one at

lst, two at 7th, three at 14th, etc.) the caster will

probably not know which one of the various

guarded objects has been affected, unless of high

enough level to set the various Trumpets at differ-

ent tones. This spell is most commonly used by

powerful wizards to guard their spell books, so that

they can teleport back to the books from afar to pre-

vent theft.

Fifth Level Spell

Control Gargoyle

Range: Touch

Duration: 1 day per level of caster

Effect: Caster may control one gargoyle

This spell allows the caster to control one gargoyle

as though it is Charmed. The gargoyle gets a saving

throw vs. spells at +2 (due to its magical nature) to

avoid the Control, and if this is successful, the gar-

goyle will be enraged at the caster, and will attack

him or her as soon as possible, not resting until

slain or until the caster is dead. (Gargoyles still un-

der the effects of a previously-cast

Control

Gargoyle

spell-even one cast by another spellcaster-save

versus this spell at - 2, not + 2. Note that the sec-

ond

Control

Spell cancels the first; it takes effect im-

mediately, not when the first spell would normally

expire, if successful.)

I f the save fails, the gargoyle becomes a

perfectly-controlledservant, obedient to the death,

for a number of days and nights equal to the experi-

ence level of the caster. A mental bond between the

caster and gargoyle is created, and through it the

caster, regardless of distance, can (if conscious) di-

rectly control the gargoyle’s actions.

A

controlled

gargoyle cannot cast spells, but can perform acts of

manual dexterity and wield certain magical items.

A caster may (by the use of multiplecontrolgarfoyle

spells) control simultaneously a number of gar-

goyles up to the equal of his or her Intelligence

points, but can only directly control one gargoyle at

a time. “Direct control” is the imposition of the

caster’s will to control the gargoyle’s body as dex-

terously and completely as if it was the caster’s

own.

Such direct control requires too much concentra-

tion for the caster to simultaneouslycast spells, but

a gargoyle can be left without orders, to follow its

instincts, or left with a simple command, which it

will obediently follow (such as: “attack

truders; do not attack me or any creatures

as friendly”), while the caster attends to som

else. The “something else” may be spellc

the “direct control” of another gargoyle, s

any activity requiring full concentration. N

a gargoyle left to fcllow its instincts may wel

to attack the spellcaster-although if this is

in time, the caster can give the gargoyle a d

der to the contrary,or assume “direct contr

its body to prevent the attack. Given intellig

of explicit commands, a spellcaster need n

cise direct control over a gargoyle all the tim

death of the caster or separation of caster a

trolled gargoyle onto different planes will

caster’s Control, even i f such situations are

diately rectified.

Eighth Leve l Spell

Symbol

Range: Touch

Duration: Permanent

Effect: Creates 1 magical rune

This is the same r,pell known to many wiza

D ’@

Players

C 9m p a n i o n : Book On e , p.2

the version found here gives details of t

runes not widely known, one of which ha

used on the Endless Stair in this adventure

as the six Symbols isted in the rules. For t

poses of activating these Symbols-see b

“passes” is defined as approaching, an

passing by, a rune, within 10 feet, not me

rectly over it.

Spell Loss: An.y spellcaster who reads, t

or passes this Symbol loses one memorized

any, chosen at random if more than one is

rized. The spell is simply forgotten, not dis

or “stolen” to be stored elsewhere. (Unlik

Symbols, magic-users do not get a saving t

avoid the effects c6 a Spell-Loss rune; it is spe

designed to affecf: hem.)

Entrap: Any being who touches or pass

this Symbol must save vs.

spells

or be swall

imprisoned within an extradimensional s

which the rune is the entrance. While in the

the victim is Confused and has no sense of

sage of time), being unable to cast spells,

verbal or mental communication, and

so

o

imprisonment will last for 1 turn per leve

original caster

of

the Symbol or until the v

freed. (Imprisonment will not harm a victim

he or she is badly wounded and in need o f a

Entrapment occiirs; victims can breathe n

and are at a comfortable temperature and

ity.) A Symbol of this sort can trap any nu

beings at once, although Entrapped creatu

not know of one :another’s presence, and wil

able to attack, communicate, or enact mag

each other.

An Entrapped victim may be freed by c

dispel m a f i c upon the rune, or by spilling a

freedom on it-although if multiple creatures

prisoned, there is no way of ensuring the

one will be freed with either of these meth

wish or similar means will of course free the

creature, if properly applied). Freed creat

appear on the nine-a particular entrap sym

only affect a particular being once-and h

knowledge happened to them. I f a disintegra

used on the surface the rune is placed on, thi

Symbol will be destroyed-along with all cr

(if any) Entrapped within it.

26

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er e follow descriptions of the magical items

nd in the Cheiromar’s Seat of Pow er com-

s adventure). These

well be unique items, or

DMs

may w ish

uce other specimens o f each into the

origin and method of making

s not to be found written down

ly took such records with him.

of Death Scryinq

Th is cursed item always appears as a

crystal

(9.v.

D@)O

Bas ic Set DM’s Book), but

t will function only thrice daily-all

within it are violent deaths of

e Plane at that moment. I f partic-

their

may be seen-but only if they happen

of an impending execution or other

it does not show past

or

future

he surroundings and cause

of

death

e clearly seen, and anyone seeing such a

spells or flee from the

m in which the crystal is located in horror

revulsion. (Th e crystal is here to discour-

s a 33% chance that blood will begin to

is not real, and w ill vanish within 1-3

touches will be per-

tly stained.

of Death

This rare item always appears as a small,

c o f brass, with compass direc-

engraved on one side, and a comman d

(in this case, “Yalahara”) on the other.

s pointe r on it, set on

a

central swivel like

T he dart will only opera te when it is held in

hen it is so

as

the command word is spoken, the disc

y becom e a dart, and flash from

the wielder

the poin ter is set (e.g., “nort h-

). Upo n striking a target (“to hit”

a creature i s in the flight

r reaching its outer limit of

120’,

the

ill drop harmlessly to the ground, and

antly revert to its disc form. Th e dart w ill

1-4

hp of damage (no

han ging the direction of the

td. Th e know ledge o f how to make such

thought to have been lost long ago .

A

f

death

is usable

by

any living creature

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111:

NEW MONSTERS

re follow complete descriptions of the new

s a ran dom, w andering monster,

or Class:

3

or 7 (see below)

60’

(20’)

Appear ing: 1-20 (1-20)

As: Magic-User 9 (see below)

Value:

7

odd creatures take the form of small,

in midair appearing as disem-

worm -

DUD@ om -

n i o n S et , D u n g e o n asters Book).

Attracted to magical activity of all sorts,

so that they

llow liv ing creatures, and cluster about

agical effects (or, failing

gica l items or spellcasters). Pryin g

o minds (or at least

immune to being fooled by

illu-

or the effects of

charm, sleefi, hold,

and

k, unless them selves attacked first-and

ced, not engaging in any ongoing com-

ess they appear to do

so

while respond-

t peacefully nearby. I f later struck

in, they will strike back, and then resume

A prying eyes “bites” for 1-6 points of

dd

ol lif e energy). They are

AC7

to mag-

magical attack (weapon, spell, or magical

m effect) that strikes a pryin g eyes will slay it

y, causing it to silently wink out of ex-

agical attacks must deal 4hp of

e to a pry ing eyes to destroy it.

Any physical attack, magical or non-

with a p rying eyes, either directly or

arm or (but not missile at-

tacks) will have the following effect: the at-

tacker must save vs. poison or be paralyzed

(elves excluded) for 1-4 rounds.

A

Prying

eyes has no solid body; attackers expecting

one may well overbalance and fall.

GUARDIAN HAND

Armor Class: 2/1

Hi t Dice: (As creator)****

Move: 60’ (20’)

Attacks: 2 (see below)

Damage: See below

No. Appearing: 1 (0)

Save As: Magic-User (Level of creator)

Morale: 12

Treasure Typ e: Al l possible

Alignment:

(As

creator)

XP

Value: Varies (5000 + )

This rare construct i s of unusual power; it

takes the form of a levitating, severed human

hand (usually a left hand), long -fing ered and

of black, gleaming appearance. It has an eye

set in the mid dle of its palm. A guardian hand

has as many hp as its creator did at the time of

creation, and is

AC2

(individual fingers be-

ing AC

l ,

and requiring 12hp ofdamage each

to be severed. N ote that this

is

a separate hp

count from the ov erall hp

of

the construct; it

may be slain by hp loss before its fingers are

severed, and its fingers will not figh t on inde-

pendently).

Guardian hands are created for a specific

purpose; as they require one o f the creator’s

own hands, they are rarely prepared until

death approaches or death is expected if their

protection is lacking. Thus , they are usually

found guarding tombs, treasures, refuges,

spell books, and the like. (Note that they are

magical constructs, not undead creatures,

and cannot be turned, etc.)

A

guardian hand

levitates

about with great

speed (19’/round), having two attacks per

round. T hese attacks are

as

follows: the hand

can punch, producing a surrounding band of

force which makes the actual contact with the

target, dealing 1-6 points

of

damage per

strike (no saving throw). Th e hand can grip

(this attack becomes the hand’s only attack in

any round in which it is used), its grip being

corrosive (1-8 hp damage per round of con-

tact; 1-4 only i f the grip must eat through ar-

mor first), and requiring a combined

Strength total of

22

to break). Th e hand can

point with various fingers; the nail of each

will release a thin, beam-like ray which con-

tinues in a straight line from the end of the

poin ting finger up to 40’ distant, The effects

of those attacks are described below . (Severed

fingers do not retain their magical powers of

attack.)

All attacks must hit

to

be successful; the

hand attacks as a monster o f the same

ber of

HD

as its creator had levels

Cheiromar’s attacks as a monster of 2

dice).

A guardian hand

is

not in telligent, bu

sense if a target is aliv e or not, and wil

tinue to attack until the target ceases to l

passes out of its range of guardianship

range and specific terms of a hand’s gu

anship are setb y ts creator, and by all re

seem to vary w idely.

A guardian Han d can

so sense lfe

(trea

form of infravision up to 60’ distant)

power being independent of its eye. I f

aged, the eye in its palm (which

of

c

closes when the hand grips or punches,

therefore never

so

damaged) can see fo

with

truesip-ht

(as

in the clerical spell). T

hand can tell the level and align ment of

nents, know which

mirror image

is th

creature, and

BO

on. Th e eye is ACO, an

3 hp (o f the hand’s hp total).

Al l physical attacks do a hand normal

age.

It

is immune to fire, heat, and cold

cannot be drained of energy; a dispel

will cause it

to

become motionless fo

rounds; an

anti-magic shell

slows it to

1

per round, and nullifies its finger- ray a

(only) within the area of the Shell. The

can also be pa.ralyzed by spell or natural

monster) pow er; it saves against all atta

its creator would have done, at the time

hand’s creatiton.

Magical attacks that a hand saves ag

are reflected back upon the caster or

wield er with full effects-if this is impo

due to the nature of the attack or the situ

(e.g., protective magics on the caster),

will be directed to another living cre

within 40’ regardless of this victim ’s wish

those of the caster, or if n o such creatu

ists merely negated.

Th e fin ger-ray attacks of a hand can

according to whatever spells the creat

lects (such spe lls must be castable by the

tor); the Ch.eiromar’s guardian hand h

following:

Forefinger:

energy drain

Lon g finger:

fiery beam

Rin g finger:

paralysis

Baby finger: whirlwind

(The thumb has no attack; it regulat

hand’s burning gr ip.)

Energy idrain: Target must roll perc

dice, and be g overned by the result.

01-46

%

:

ny mem orized spell is dra

if none, re-roll. (Spells drained are lost

memory;

:I

hand will always drain the

powerful :@l; if two or more of the

level are memorized, determine rand

which is lost.)

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APPENDIX 111: NEW MONSTER

47-69

%

:A carried magical item, i f any, is

or

nullified in all respects for 1-20

s).

70-90%: LOSSf ld12 hp.

91

= 00 :Loss of ld 4 hp, and faint (treat

Sleep) fo r 1-4 rounds.

Fiery Beam: Beam of fire, dealing 4d6

age, and igniting (saving throw to avoid )

able items.

Paralysis: Th is is instant (Le., it halts and

h. The first round of

drafon breath

-

2, paralysis being broken whenever such

e is hereupon the victim is immune to

lysis from that hand for Id1 2 fur-

All creatures struck by this

of turbulence must save vs. draf on breath

spun around and around with d izzy ing

ering 1-4 points ofdam age and

los-

d or carried. To avoid losing a

ing it (thus, only

ay be saved), and save vs.

parabs is

- 2 to do so. One or more items worn by

or

lso tear free unless a second

dragon breath

is made.

I

items tom from a victim are hurled away

directions by the Whirlwind’s violent

of the

or any creature di-

ind it, and thus shielded by the force

ray itself) must save vs. dragon breath

or

or

more of these uninten-

swords, packs,

or

staves)

ld6 . Small, moveable objects in the area of

hirlwind effect will also

be

picked up and

nly be shifted slightly.

or Class: 2

1 +

1 * * * *

See below

Appearing: 1-3 (0)

As: Magic-Use r (Level of creator)

ure Type : A-I, M, N

(As creator)

: 31

‘w

\z

T h i s

magical guardian of the Cheiromar ’s tomb

is not undead, despite its name (although in life

Algahund encouraged this belief, and both

Lathkoon and Ze lazel believe it to be so), but a

construct created by the Cheiromar-and

hence, unique. It takes the form of a human

skull,

which “flies” about (16’hound) by means

of

levitation,

and has eyes like glowing flames. It

can speak up to seven set phrases (of up to 77

words each),

wth

which it was endowed during

its creat ion; these cannot be spells, and cannot

be subsequently changed. Once set, each

phrase is linked to a specific set of conditions,

which if fidfilled will cause the Skullwraith to

speak the phrase. (It does not then forget the

phrase, but can repeat it tirelessly each time the

conditions are fulfilled.) The Cheiromar’s

Skullwraith, prepared by Halazar, has the fol-

lowing speeches.

Whenever a living creature or creatures

first enters the cham bersof the Seat of Pow er:

in the end must we all. Proceed with great

care; great danger awaits the destructive

or greedy.”

When ever attacked, by m agical

or

physical

means:

“Bewa re Tempt not death From beyond

the grave the Cheiromar still can strike ”

When ever any living creature or creatures

touches the globe imprisoning the Eater-of-

Magic, or approaches or touches the control

sphere:

all magic in these lands

...

what lies within

the greater sphere is a power to overmatch

most wizards, and a threat to all.

Do

not

harm the sphere.”

When ever any living creatureor creatures

enter the chamber that contains the actual

Seat of Powe r:

“You approach the Seat of Power. A place

of great usefulness-and great danger-

to all who work magic. Use no magic in its

presence, and strike it not, or perish.”

When ever any living creature or creatures

approaches within l ’ or touches, the Cheiro -

mar’s casket:

“YOUaze upon the Cheiromar, mightiest

of mages, the Vigilant On e, Gu ardian of

us all, as he appeared in life. D isturb him

not, fo r his magic outlives him, and those

ain from it should also beware its lasting

L

ower.”

When ever any living creature or creature

enters the library:

“Here lies the greatest treasure that this

world can give to any: knowledge. Use it

Th e Skullwraith has the following power

and ab ilities:

Spell

Reflection:

One spell per round (i

mu ltiple spells are cast at a Sku llwra ith in th

same round, determine the one affected ran

dom ly) is reflected back at the caster, with fu

effects.

Poison Breath:

Once per turn,

Skullwraith can breathe a conical cloud

o

poisonous vapors, which it synthesizes from

the air around it as necessary. This cloud i

20’ long and 10’ in width at its base, 40’ wid

at its farthest extent, appears as green smok

with a faint, incense-like acrid odor, and ha

the following effects on all creatures withi

the cloud:

Cre atur e saves vs. Poison: Creature Slowe

due to nausea and “da zed” menta

confusionllassitude, or 2-7 rounds.

Creature fails to save vs. Poison: Creatur

suffers 1-6 hp damage, and collapses in

stantly into convulsions fallin g asleep after

rounds. Sleep lasts for 2-7 rounds, and can

not be broken ea rlier by any means.

Fireburst: Whenever a Skullwraith

touches a creature (or that creature’s weap

ons or armor), a tiny gout of flame will spur

from its eyes and burst upon the creature

causing 1-4 points of fire damage.

A

Skullwraith has no purely physical at

tack (other than lightly ramming to deal it

fireburst), but can snatch scrolls, keys, gar

ments, and the like in its jaws , and has some

thing of the intelligence and senses of it

creator. In this case, the Skullwraith can rec

ognize spellcasting and the approach of po

tential attackers, attempts to net or grab i

and the like, can “see” (with 60’ infravision

as though it were a living man, and will av oid

direct physical contact by soaring up to th

ceiling and remaining there when first men

aced. It can dodge and swerve in rapid, intri

cal aerial acrobatics, is AC 3 as a result (A C7

if somehow Held o r immobilized), and has

hit points. If destroyed, it will shatter-the

shards crum ble to dust-and a spell (for s

Halazar has used the seventh set of condi

29

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111: NEW MONSTERS

on the creature

ed it (Le., struck the last blow i f

lightning bolt, of 20d6 strength

alves damage).

The Skullwraith will not otherwise attack

molest intruders, but will merely accom-

of the Seat o f Power. It

not leave the extradimensional complex;

iew any attempts to take it out as at-

Th e method of making this powerful type

is thought to have died with H a-

t Dice:

7’

See below

o. Appearing: 1

(1)

As: Fighter 4

2

(see below)

asure Type : N il

Value: 850

s strange, fearsome creature appears as a

ating cloud o f lime green-hued

larly, brighter and dimmer, brighter and dim-

mer ; it will flow to fit around obstacles, and is

able to seep through cracks

of

half an inch

or

less (for example, around most doors, includ-

ing those of the Seat of Power), but when un-

obstructed assumes a spherical form ten feet

across. Eaters-of-magic are thankfully ex-

tremely rare, and are thought to come from

the d i n u n s i o n

ofnightmares

(cf. Malfera,

D YP

C om p a n i o n

Set Book

Two,

p.34) or a similar

dimension alien and hostile to humans.

Eaters-of-magic are silent, menacing crea-

tures without visible eyes, limbs, or other

body features; they always move towards the

greatest concentration of magic, seeking to

envelop it. Spells cast at an eater will be ab-

sorbed by it; it will suffer no harm and the

magic will have no normal effect-but the

eater will gain as hp whatever points of

damage-if any-the mag ic would have

caused; non-damaging spells yield hp equal

to the level of the spell (for example, a web

would give an eater

2

hp, and would not

form). Eaters can absorb 1-4 charges from

chargeab le items (if an item remains within

the “body” cloud of an eater, it loses 1-4

charges ever y 2 rounds),

or

negate the powers

of non-chargeable magical items (including

potions and scrolls; if used, their effects will

be delayed fo r the 1-4 rounds mentioned) for

1-4 rounds per contact, artifacts being nulli-

fied for 1 round (similarly, such temporary

nullification should be checked on every sec-

ond round if such an item or artifact remains

enveloped by an eater).

Spellcasters of all sorts who retain me

rized spells when enveloped by an eater

lose one spell (determine randomly) at

contact, and one per round of being en

oped thereafter; each time this occurs,

spellcaster must save vs.

death

ray or

be

bleminded.

Eaters-of-magic do no other damag

creatures they contact or envelop, and s

normal damage from fire and physica

tacks (severe cold does them only half d

age; note that magically-caused cold wi

absorbed and negated by the eater, but

do the eater 1 round’s worth o f full dama

it is so ended), being AC10-and autom

cally hit if the attacker is enveloped-a

having 7HD the one imprisoned in the

of Pow er has 40 hp).

Note that fire of magical origin ca

harm an eater, because it will be instantl

sorbed, or prevented from forming.

An

e

will ignore physical attacks, moving re

lessly to absorb magic; it will not hesitat

any reason. Mind-con trol spells do not a

it, and it seems fearless. When an eate

slain, it will lose its radiance, the “smoke

its

body will dissipate into thin air, and

magic within its body area

(or,

if a wea

that slew it, even if no longer within its b

area) will r eceive a magical bonus of 1-6 a

tional charges, one subsequent use for “o

shot” weapons such as magical arr

double effect vs. scrolls, memorized sp

and artifacts will not be so augmented.

30

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RANDOM ENCOUNTER TABLE

Refer to Com bined M onster Statistics Table for details.

No.

Appearin g Remarks Rules source

Die Roll Monster

I 1-10 Basic

. 1-4 Basic

Bear, grizzl 1 Basic

01-06 Bat, normal

<

07-16 Bear, black

17-21

d a large pat&;

‘ Animal Herd

  Basic

Basic

_ _ 86 Ahagcdess

I

m-89 Shrew, giant

87 Robber fly 1-6

1-8

in swamp,change to Insect SW

1-L

Spider,

giant

crab

1-4

” .. ‘nttprantula ’ ‘ 3

Sprite

Sttirge

Weasel, giant

00 Rare Monsters-see subtable, “Rare

Monsters”

Basic

Basic

Basi

Basi,

Basic

-

-

Most encounters should be modified to solitary creatures unless the party is very strong.

DMs should roll results, or choose monsters specifically, as desired or in response to particu lar situations (such as not having the

necessary rulebook handy for a particular monster). Random Encounters should limber up the PCs and force them to use up the occa-

sional potion or magical item charge.

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. .

.

. . .

” .

. .  

.

.

. .

COMBINED MONSTERS ST TISTICS T BLE

I

Name

A C

HD hp

AT

D

MV

ALTH ACO Book

S N S D

ctaeon 3 11’. 60 3 7-12/7-12/2-16

lSO’(50’)

N 10

Masters breathpolymmplrr

Basilisk 4 6 + 1 * * 36

1

1-10 sO’ (20 ‘ ) N 13 Expert

gaupetnfies

Bat, normal 6 I/+

1 (1) c o n h um 120‘(40‘)

N

-

Basic

-

1-3/1-3/14

1

1-3/123/1-6/1-4 90’(30’)

C

16

Basic immune:

S J, chum,

non-magi

1-8 x4 (swords) 120’

40’)

N 14

Expert

immune: fire,

cold,

electrical

weapons

--

holds. entangles - -

Gompamon-

1-4/1-4/2/2-16 260’(12O’)fly N 13 Expert likelytoattackhorscd

16 x2, or 1-8

-

N m

^.

_^..

.

J ” 1 J ” ) .“ 1”

480’(160’) N 19 Master

-

4 210’ (70’) flv L 16 Master 4tblevel cleric:

SWUS

instead

of

atta

V 60’ (20’) fly N -

Expcrt

pursues, automatic damage

%&A

180’(60’) N 19

Basic

by weapon 6q’(20’) C 19 Basic

burst, 1-4 48’(16’) L 18 New

2-12

+

poir

0’ (20’) 1

er

poison

kills; shifts

from

plane

to

pla

while

attacking;

c a r r i e s

no magi

items

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Companion Game Adventure

The

Endless Stair

by Ed Greenwo od

The Great Mage Cheiromar, known as Agla-

hund the

Mighty, is said to be buried under the

Leaning Stone atop Galzar’s Crag. One of his

apprentices, Ulthorn,

has

been discovered

dead in a n aperture of the Leaning St on e. . .

doorway that

locals

swear has never been there

before

You must discover how Ulthorn died and the

mystery

of

the Leaning Stone. In the process,

you may find yourself at the Endless Stair.

Those who never climbed it

say

it seems

to

lead

to

nowhere. Those who did never lived to

tell of it.

Will

you

dare ascend into the unknown?

This adventure is

for

use with the

DUNGEONS

E

DRA GON S‘ Companion set ,

which complemen ts the D ED Basic and Expert

Rules. This adve nture cannot be played without

the DE D Basic, Expert, and Companion sets

produced by TS R Inc.

“ ‘1987

T S R Inc. All Rights

Reserved. Printed in U.S.A.

TS R Inc.

P O B 7 5 6

Lake Geneva

WI

5 3 1 4 7

TSR

UK

Ltd.

The Mill, Rathmore Road

Cambridge CB1 4A D

United Kingdom