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HAUNTED HALLS OF EVENINGSTARAn Introductory Module for Characters of Levels 1-5

Table of Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Chapter 1: Eveningstar . . . . . . . . . . . . . . . . . . . . 3

Lord Tessaril Winter . . . . . . . . . . . . . . . . . . . . . 7Tessaril�s Spells . . . . . . . . . . . . . . . . . . . . . . . . . 9

Chapter 2: The Countryside . . . . . . . . . . . . . . . 10Chapter 3: The Long Arm Of The Law . . . . . . 12

Chapter 4: The Haunted Halls . . . . . . . . . . . . . . 15Suggested Campaign Plots & Adventures . . . . 29Magical Items of Eveningstar . . . . . . . . . . . . . . 30Monsters of Eveningstar . . . . . . . . . . . . . . . . . . 31Dungeon Dressing Table . . . . . . . . . . Inside Cover

Credits

Design: Ed GreenwoodEditing: Anne BrownCover Art: Erik OlsonInterior Art: Valerie Valusek

Cartography: DieselTypography: Tracey ZamagneProduction: Erin Wilk

Dedication: To The Knights of Myth Drannor, whose glory-ground this firstwas: Andrew, Anita, Ian, Jim, Jenny, John, and Victor. A lot�s missing here�notonly rooms and passages and monsters that wouldn�t fit, but the delight andcamaraderie you brought to its exploration. Know that in memory it yet burnsbright.

TSR, Inc.POB 756Lake GenevaWI 53147 U.S.A.

TSR Ltd.120 Church End, Cherry Hinton

Cambridge CB1 3LBUnited Kingdom

ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEON and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc.The TSR logo is a trademark owned by TSR, Inc.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.

Distributed to the toy and hobby trade by regional distributors.

This product is protected by the copyright laws of the United States of America. Any reproduction or unauthorized use of the materialor artwork contained herein is prohibited without the express written permission of TSR, Inc.

ISBN 1-56076-325-6 ©1992 TSR, Inc. All rights reserved. Printed in the U.S.A.9354XXX1501

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Introduction

Every great adventurer beginssomewhere�often somewhere small andoutwardly peaceful. To swing a sword insuch surroundings, one must always re-member it is no less heroic than besiegingtall cities, or wielding an arsenal of magicin going against a dragon.

Astergullph Daeryn, Sage of DhedlukAster�s Journal I

This module introduces the pastoralbeauty of Eveningstar, a farming villageon the northern border of the kingdom ofCormyr, in the FORGOTTEN REALMS®campaign setting. It is a lovely place,green and growing, and hides dangersthat have tested many heroes just begin-ning their careers of adventure, includingthe now-famous Knights of Myth Drannor.

Many Canadian players first walked theRealms in Eveningstar; since 1979, it hasserved as my �usual� introductory settingfor mini-campaigns (AD&D® game pro-grams offered by local public libraries) setin the Realms. A proven launching-ground for long term AD&D campaigns, itcan serve DMs just beginning play in theRealms as well as established campaign-ers. It is a detailed setting that can bescaled up to challenge powerful charac-ters, or it can be used to give low-levelcharacters (especially those joining a mid-level party) some battle experience.

DMs who use this module in other cam-paign worlds will need to alter some of thehistory and politics to match their chosensetting. The believability and success ofEveningstar depends on it existing at theedge of �civilized� territory, in a woodedand temperate region, with human agri-cultural settlements and overland traderoads nearby.

To save space, this book uses abbrevia-tions developed for the FORGOTTENREALMS® Adventures sourcebook. W(I)4,for instance, is a 4th-level wizard (illusion-ist), and NE is the alignment Neutral Evil.

A non-specialist mage is designated by

a W. A priest is designated by a P. A changein a character�s level from earlier pub-lished material is given as X(now) Z, inwhich X is the class and Z the new level.

Character race and sex are shown inlower-case letters. For example, hm refersto a human male and hef is a half-elven fe-male. A g listing is a gnome, not a goblin.

Creatures for whom ability scores arenot listed can be assumed to have averagescores in all respects.

Throughout this module, rather than re-peatedly saying �for details of this place,person, or thing, please refer to FR4: TheMagister,� an asterisk and abbreviation isused: the reference just quoted would be*FR4. The original FORGOTTEN REALMS®boxed campaign set is referred to as FR0and the FORGOTTEN REALMS Adven-tures sourcebook is FRA. In like manner,DMG means the Dungeon Master�s Guideand PH means the Player�s Handbook.

Here�s a sample entry using the abbrevi-ations: �Elminster (CG hm W26, S: magic,monsters, history and genealogy; *FR7, al-so FR0, FRE1."

No random encounter tables are provid-ed in this adventure; the best encountersuse creatures and situations deliberatelychosen by the DM. If desired, randommonsters can be found using the tables atthe end of Volume 1 of the MonstrousCompendium.

The PurpIe Dragonof Cormyr

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For the DM: Please read this section care-fully and review the maps of Eveningstarbefore beginning play. Build a mental pic-ture of the area and plan side-adventuresand additions to make your version ofEveningstar seem alive and real duringplay.

Chapter 1: Eveningstar

The LandThe small, quiet, beautiful village of

Eveningstar stands where the High Horntrade road (known as �The King�s HighRoad� or �the High�) is joined by the roadfrom Dhedluk (to locals, �the Suzail Road�or �the Southrun�). Eveningstar is a pros-perous farmers� market and travelers�way-stop, lying at the mouth of a rockygorge that carries the River Starwaterdown from the Stonelands (and providesan easy route up to its perilous rockyheights).

Starwater Gorge is the only major breakin the Stonecliff, a craggy limestone es-carpment that rises like a wall along theHigh Horn trade road from Tyrluk to nearArabel. It prevents any easy expansion ofCormyr northward. There are manytracks and �scrambles� up and down theStonecliff, but no other routes exist bywhich mounted men or livestock less ag-ile than goats and sheep can travel be-tween Cormyr and the high moorland ofthe Stonelands. The gorge is thicklygrown with thickets of scrub trees.

The village of Eveningstar is full of treesand gardens. It rises out of the surround-ing farms �like an orchard with buildingsin it� (as Elminster says), dominated by theStonecliff and the prosperous farm of thespired temple of Lathander in the mouthof the gorge. It is one of the beauty spotsof Cormyr, known for soft, glorious sun-sets and sunrises, and gentle, starlit sum-mer skies.

To bards and sages, the area is known as�The Evening Lands,� but to the locals,that term is just so many fanciful

�highnose-words,� and evokes snorts ofridicule.

The many woodlands and hedgeruns(i.e., dividing lines between farms, left asbrush) of the countryside provide homesfor various game�pheasant, rabbits, anddeer. Boar were hunted locally, but are sel-dom seen south of the Stonecliff thesedays.

The nearby woods are mainly chestnut,elm, and oak, with a few shadowtops�giant trees with feathery, vivid greenleaves with coppery undersides. Their fi-brous wood is useless for carving, but isvalued in rope-making and for cooking, asit burns hot and with little smoke. Onceplentiful, the shadowtops have almost allbeen cut down, but the vast wood southof Eveningstar (in which brigands, stirges,and worse are said to lurk) is named forthem. To most folk in Cormyr, the centralwood is �the King�s Forest,� but to anEvenor (the old formal term for a native ofEveningstar), it is, and always will be, �theShadowood.�

Local LoreHarsh winters are known as �wolf

winters,� named for the wolves that comedown the gorge from the Stonelands tohunt in Cormyr. All year long, their far-off,haunting howls can be heard by night.

Of old, when men were fewer and therule of kings not so heavy of hand andlong of reach, many mages dwelt nearEveningstar, in its woods or in small, now-ruined towers or caves on the edge of theStonelands. The spells and magics of thesewizards are still sought by many hopefuladventurers, and at least one adventuringband arrives each summer to try its luckat gleaning treasures from the legendary�Haunted Halls.� (Notably fewer stalwartsarrive to explore the Halls in winter.)

Partway up the western side of theEveningstar gorge is the entrance to theHalls. The Halls are actually a subterra-

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nean stronghold built by dwarves longago for the human bandit lord Rivior, butsince have become home to kobolds andworse. Rivior died some two hundredwinters ago when Enchara, Warrior-Queen of the fledgling realm of Esparin(since absorbed by Cormyr), knowing Ri-vior�s band to be short of food, trickedthem out into the winter snows with afalse food caravan and slew the bandits tothe last man.

Evenor Trade

The deserted hold soon became hometo monsters (lured in to discourage in-truders, some say, by evil mages who tookabode in the Halls), and was often visitedby adventurers. The undead remains ofsome of these intrepid souls gave theformer bandit hold its present name.

One of the most famous tales of the Hallsis the titanic battle between the young, un-proven Knights of Myth Drannor (explor-ing the Halls was their first foray) and theevil mage Whisper. Another tale is the ex-plosive encounter in front of the Halls be-tween The Company of the Unicorn and acircle of nine levitating, fireball- hurling,black-robed mages.

Despite continuing patrols, the HauntedHalls remain home to many dangerousbeasts. Folks whisper that fell Zhentarimwizards dwell there, and it is their magicthat lures or attracts (and heals, andtrains) the monsters. There are also ongo-ing local problems with trolls, particularlyto the east, in the caves known as �The Ca-verns of the Claws.�

Farther up the gorge from the subterra-nean Halls is a now-ruined keep that wasRivior�s first home. Most visitors miss thetrue Halls entirely, thinking this ruin to bethe Haunted Halls instead. Rivior wantedthem to think so, too. After abandoningthis cold, drafty castle, he had the dwar-ven stonebuilders incorporate many nas-ty traps into its rooms and passages; moststill await the unwary. Locals call this �theKilling Keep,� and the wind-torn bones ofmany would-be-rich treasure seekers,

caught in its traps, grimly attest to the fit-ting nature of this name.

Eveningstar is rooted in a tradition offarming. The lands around it are all or-chards and cultivated fields, and the do-ings of Evenor folk are determined by thedemands of weather, seasons, and crops.They produce wool, wine, milk, cheese,eggs, poultry, mutton, carrots, beans,parsnips, and parchment.

The orchards of Eveningstar are limitedto apple trees (clingapple and redsides;winters are too cold for other fruit trees todo well). Evenor produce is a staple of Cor-myrean diets, from the fanciest nobles�banquet to a farmer�s bread, cheese, andbeer lunch.

Evenor farmers grow food crops fortrade, keep dairy cattle, and raise theshaggy-furred, long-horned �sharrada�(small, hardy beef cattle that can survivecolder winters than men). Evenors rideponies and mules, but few are bred local-ly. (Cormyr�s best horse farms are to thewest, around Espar). Evenors also keepsheep in the commonly-held, stonewalled�High Pasture� on the edge of the Stone-lands.

Evenors gather every six days for a mar-ket, bringing produce that is oftensnapped up by passing caravans.

The village is a favorite stopover foroverland caravans, most of which are ledby men who are good friends of DunmanKiriag, who keeps one of the best innsfound anywhere. On many soft, summerevenings, dozens of caravan masters canbe seen fishing from the Starwater bridgeand enjoying a pipe or two. Their menusually bathe in one of the Starwater�sswimming holes to drive off the dust andsweat of the road, put on their best, andslip out to The Low Lantern for some late-night fun.

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Social Life In EveningstarEveningstar is a favorite spot of King

Azoun, who likes to come here to relax.He usually arrives cloaked in magical dis-guise provided by Vangerdahast (who ac-companies him), and enjoys a stroll, atankard or two at The Lonesome Tankard,and a evening of dancing at The Low Lan-tern. More than once, he has been movedto shed his disguise there, usually uponfinding Tessaril dancing as well.

The locals regard Azoun as one of theirown and treat him with respect and affec-tion. Zhentarim agents carrying poisonedblades once came for Azoun in The Lan-tern, and were attacked barehanded byeveryone in the place, who rushed toform a human shield ring around the Kinguntil the Purple Dragons (alerted byyouths up past their bedtimes) came withTessaril to rout the assassins.

Few Cormyrean nobles share theirKing�s taste for the simple pleasures ofEveningstar, but many come here to qui-etly enjoy its beauty while healing battle-wounds or sickness.

Visitors accustomed to the late or all-nighthours kept in many cities are often disap-pointed to find that except for the inns, TheLow Lantern, and the temple, Eveningstarcompletely closes down early at night. Farmfolk here eat heavily and go to bed early, torise with or before the dawn and get out in-to the fields again. Many nap at highsun(noon), making the early afternoon anotherquiet time in the village.

The PeopleEvenor folk are friendly, easy-going, and

peace-loving, with little desire to adven-ture or roam. They fear the evil said tolurk in the Stonelands, and openly hatethe Zhentarim and others of violence,such as brigands and outlaws.

Evenor folk are proud of the realm towhich they belong, and are by and large

content with life as it is. They enjoy thenews that caravans bring, but don�t con-sider themselves �lesser citizens� than thoseof Suzail, Sembia, or Waterdeep just be-cause Eveningstar is small. They do enjoy agood scandal; gossip is the chief villagesport.

Adventurers provide the chief localsource of entertainment�not just by pro-viding villagers with newcomers to bet onor speculate about, but by telling and re-telling their exploits, from the destructionof Hlauntar the lich to the death of Whis-per of the Zhentarim at the hands of thenow-famous Knights of Myth Drannor.Stirring tales dominate many evenings atthe Tankard, but Evenors take delightmost when such deeds intersect theirown�such as the unmasking and slayingof Whisper�s spy, the evil apothecaryMaglor, who lived, know ye, right inEveningstar!

Local ColorAside from its pastoral beauty (shared

by Espar and Dhedluk), Eveningstar is un-remarkable among prosperous farmingsettlements in the Heartlands of theRealms; many a dale to the east looksmuch the same.

A typical Evenor home is constructed offieldstone with a thatched or slate roof anda dirt cellar. An upper floor, if any (there israrely more than one), is built of timber,covered with stucco against the weather.

Farmhouses rarely have upper floors.Instead, they are dug into the earth to es-cape the worst of the winter winds. Theseliving spaces sprawl over a larger area,with rooms tunnelled into the earth like agiant rabbit warren.

An Evenor shop is constructed like ahouse, except that its lower floor has largewindows with wooden shutters, and theupper floor is divided into smaller, rentedrooms, which share a wooden balcony(and outside stairs, roofed against winter

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snows) to the rear.Eveningstar is known for its small

winged cats, known as tressym. Lord Tes-saril Winter keeps one as a familiar.

The SightsEveningstar is home to perhaps 400 folk

(including temple denizens, but not outly-ing farmers), and has only one temple:The House of The Morning, dedicated toLathander. Patriarch Charisbonde�Trueservant� Belon (NG hm P11) guides28 priests and 170 followers in worship ofthe Morninglord.

Lord Tessaril allows temporary shrinesto other deities to be erected in the Marketfor as many as three days (dawn of thefirst day to sunset of the last).

Eveningstar also has a stable, a smithy,and a wagonmaker. The village has onlytwo inns (aside from the temple, which ac-cepts guests of most good and neutralfaiths for a nightly fee of 5 sp per person).A third inn, The Welcoming Hand, is aburnt-out ruin, although there are plansto rebuild.

The available lodgings are The Lone-some Tankard Inn and Tavern�warm, fa-mous, welcoming, and the locals� nightlymeeting-place (Excellent/Cheap); and TheGolden Unicorn Inn, a cozy, quiet back-street place (Good/Cheap). If these are full,visitors are welcome to camp on the northside of the High Road, or (with an offering)on the temple grounds.

Please refer to the Eveningstar map forspecific locations. Although constraints ofspace prevent detailing each building, DMswill find the following highlights useful inmaking Eveningstar a realistic play setting.

Important CharactersMaea �Iron Eyes� Dulgssir (CN hf

W4) owns and operates The Low Lan-tern tavern, dance hall, and theater. She

conceals her magic skills from locals andvisitors alike.

Dunman Kiriag (NG hm F5, ST 17) car-ries a dagger +4 in his sleeve and is theowner and proprietor of the Tankard. Heis a jovial, kind man who is a friend tomany in Cormyr and the Dales and is se-cretly a Harper.

Maethlin, son of Maglor (NE hm T5, de-ceased) the apothecary, secretly makespoisons. Like his father, Maethlin is aZhentarim agent.

Arbold Tethyr (LN hm F2) is a fat andgreedy master harnessmaker. He owns ashop for wagonmaking and repairing, arooming house, and a hardware store.

Syndair Thorn (CG hf W5) is Evening-star�s only known mage other than LordTessaril. She is a weaver and dressmakerwho uses her magic to entertain and tutorwould-be wizards.

The House of the MorningMuch of Eveningstar�s prosperity and

peace is due to the quiet, diligent work ofLathander�s clergy who loan needyfarmers and enterprising citizens funds,following the creed of the Morninglord.

PCs may find hire at the temple as �strongarms� to guard valuables or important visi-tors, or to strike at brigands, monsters, andZhentarim. The temple is always ready toheal or raise those who can pay. The russet-robed acolytes always summon rosy-robedMyrkyr (NG hm P8) to deal with adventur-ers. If a situation becomes difficult, Myrkyrcalls on Jelde Asturien (NG hm P(now)9 ofLathander, the temple seneschal), a wary,sarcastic, retired Knight of Myth Drannor,who is never without a ring of spell storingthat is known to hold three raise dead spellsand two flame strike spells. Jelde began hisadventuring career in the Halls and knowsthem well. Any tales PCs tell of their exploitswill come to his ears; the truth of these taleswill be apparent by his reaction.

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Lord Tessaril Winter Eveningstar is gently and attentively

ruled by Lord Tessaril Winter. In her one-time male disguise, �Tessar the Mage,� shegained local fame as an adventurer. She isperceptive, considerate, and utterly loyalto King Azoun. Before Azoun�s marriage,he and Tessaril were quite close, thoughnow their relationship is happily platonic.

One of Azoun�s local lords, Tessaril is ahf F10 (dual class: she was first a W12). Atall times, she wears an amulet of proofagainst detection and location and a ringof regeneration, and carries a wand ofmagic missiles, two iron bands of Bilarrospheres, and a long sword +2. She alsoowns a magestar, several lantern rings(both detailed in this module), a necklaceof missiles, and at least eight potions ofextra-healing.

Tessaril is six feet in height, with ash-blond hair and a slim build. She has a flu-id, agile, silent walk, and prefers to wearsimple dark robes or a leather jacket andriding-breeches. She owns a suit of chainmail and a large metal Purple Dragonshield adorned with the silver star of herlordship. She is AC 7 (1 in chain andshield); MV 12; hp 114; THAC0 16; #AT 3/2;Dmg by spell (4, 4, 4, 4, 4, 1) or weapon(long sword is 1d8 +2, three daggers at1d4 each); S 17, D 17, C 12, I 18, W 14, Ch16; ML 17; AL CG.

Tessaril typically memorizes the follow-ing spells: dancing lights, detect magic,dreamspeak*, magic missile; Agannazor�sscorcher l , EST, flying fist l , invisibility;clairaudience, fly, hold person, lightningbolt; charm monster, minor creation,speak with dead*, wizard eye; avoidance,hold monster, ironguard l , shroud offlame l ; repulsion.

Tessaril also has access to many morespells. When she expects trouble, shemight memorize spider climb; ray of On-dovir*, vocalize l ; protection from normalmissiles, ward against undead l ; Cali-

garde�s claw l , missile mastery l ; holdmonster, major creation, Presper�s moon-bow l , telekinesis, teleport, wall of force;anti-magic shell, chain lightning, recon-struction l . Spells marked with an asteriskare detailed in this adventure. Spellsmarked with a dot are from *FRA.

Tessaril has a familiar�a �tressym� orwinged cat (detailed in this adventure),and is rarely found without it riding onher shoulder or purring around her feet.It insists on tasting everything the Lorddrinks and eats, and has saved her frombeing poisoned on at least six occasions.

Tessaril is soft-spoken, quick to findamusement in life, and easy-going. Whenshe gets angry, she is apt to turn white-faced and quiet. She gave up her adven-turing career to serve the man and thevillage she loved, and put away thoughtsof becoming a powerful wizard, but shestill enjoys acquiring new spells and usingthose she knows to keep the peace andseek out evil intrigue.

Tessaril enjoys her work; she is proudof Eveningstar�s peace and beauty, aswell as her friendships with Dunmanand other locals. The people love her,and she knows it. When not using herspells or wits to keep watch over the vil-lage, Tessaril enjoys using spells to helpor entertain children. She also enjoysdancing in the evenings, with the men ofthe village, many of whom are helplesslyin love with her (and will fight to thedeath for her).

Tessaril is fond of fried snake, venison,and the amber �firewine� of Aglarond, butis quite content with more ordinary fare:roast beef or pork, and beer or the semi-sweet white wine of Sembia.

Lord Winter has a soft spot for adven-turers, fondly remembering her own ca-reer, and is apt to give them the benefit ofthe doubt. She keeps a close watch on allsuch types who enter her territory, know-ing adventurers can be a source of rapidand ever-growing trouble.

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Tessaril owns a powerful magical itemof healing: the Iron Helm of Heroes. It isnot detailed here; DMs should invent anypowers desired. It can be used on PCs whohave died or been affected by poison, dis-ease, or green slime, or even to perform aresurrection. Tessaril will heal or cure aparty only once, possibly twice; PCs can-not keep running back to Tessaril everytime they need a quick cure.

Tessaril dwells in a large stone house(see its accompanying map) that has aporch running along its entire front. It in-cludes several cozy rooms to house im-portant visitors, and a cupola (her favoritevantage-point). Tzin Tzummer lives withher, as well as four of the Purple Dragons:two are always on duty. One guards thehouse, and the other serves as a body-guard if she wishes.

plaque in the shape of a wooden shield; itbears Tessaril�s name and title.

The LawTessaril maintains Azoun�s rule with the

help of Tzin Tzummer, the local herald(NG hm B7); Auldo Morim, the town clerkand purser (NG hm F3); and the local Pur-ple Dragon contingent.

There are nine fully-trained PurpleDragon soldiers (F3s and F4s, with a LG F5captain named Flaergan Hondh), six train-ee recruits (F1s), and four hostlers (whomaintain the stable and jail, and aremiddle-aged, retired Dragons�F6s, buteach is missing an eye or hand, or sports alimp). The local militia (which takes atleast a day to fully muster) comprises 45well-trained F1s and four F2s, all poorly

Near the front door of the house is a armed and armored.

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Tessaril's SpellsDreamspeak (Necromancy)

1st-Level Wizard Spell

Range: TouchComponents: V, S, MDuration: 1 round +1 round/levelCasting Time: 2Area of Effect: One creatureSaving Throw: Neg.

This spell, also known as Detho�s delir-ium, causes a creature to speak. The crea-ture to be affected must be asleep, drunk,or unconscious (not feigning), and is al-lowed a saving throw at -2 to avoid theeffect.

Affected victims babble randomly in alllanguages they know. They cannot hearqueries or be forced to speak about cer-tain topics. Magical attempts to guidespeech are 90% likely to break the spell.

A victim talks ceaselessly; jokes, dreams,opinions, tales, and facts all pour out to-gether. There is a 22% chance per round(not cumulative) that a name, password,direction, magical item command word,or other useful utterance will be made.Victims rarely identify such words�listeners must pay attention and guess.

The material component is a small silveror brass bell, which is rung as the target istouched (the bell then fades away).

Ray of Ondovir(Enchantment/Charm2nd-level Wizard Spell

Range: 30 yardsComponents: V, SDuration: 1 roundCasting Time: 2Area of Effect: One creatureSaving Throw: Neg.

This spell causes a glowing ray to leapfrom the caster and strike at a single tar-get. The ray hangs unmoving for a round,

then fades away. The caster must make asuccessful attack roll at THAC0 9 or theray misses and dissipates. The creaturestruck by the ray is stunned into silent im-mobility for one round, and must save at-3 or suffer full effects.

A fully affected victim spends the nextround duplicating the actions of theround prior to the ray�s touch, even ifsuch actions takes him into obstacles orover cliffs. Spellcasting repeated in thismanner consists of empty gestures unlessa victim has a second spell memorizedand adequate spell components.

Opponents can avoid the victim�s at-tacks, and can attack the victim easily (vic-tims have -4 penalties to THAC0 and AC).

Speak with Dead (Necromancy)4th-Level Wizard Spell

Range: TouchComponents: V, S, MDuration: 1 round/level of caster (10rounds maximum)Casting Time: 1 turnArea of Effect: One creatureSaving Throw: Special

This spell enables a wizard to ask ques-tions of a dead creature at a rate of onequestion per round, to a maximum of tenquestions. A portion of the creature�s re-mains must be touched by the caster andquestions must be posed in a languageknown to the dead creature.

Brief, truthful, but cryptic replies aregiven. Alignment and time since death arenot factors, but the creature gets a savingthrow vs. spell at each question; if success-ful, the reply is detailed and clear, but thespell is broken. The spell won�t workagain on the same corpse until 1 daypasses per answer given.

The material components are a drop ofthe caster�s blood, sprigs of mint and pars-ley, and a powdered red or black gem of atleast 100 gp value.

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Chapter 2: The Countryside

The local roads are well policed by Pur-ple Dragon troops based in Arabel, HighHorn, and Waymoot. These patrols (de-tailed in Chapter 3: The Long Arm Of TheLaw) are necessary to keep the RoyalRoads safe. The dangers of brigands andmonsters are ever-present because boththe King�s Forest (�scoured� annually byhired rangers, war wizards, and PurpleDragons) and the Stonelands are near.

The StonelandsThe Stonelands are high, rocky, brokenlands, with many cliffs, hidden ravines,and small rivulets that come to the surfaceand then disappear again. Storms arecommon, but mists prevail wheneverstorm winds aren�t tearing them apart.

This is impossible country for mountedsoldiers to fight in or patrol. It offers idealcover for many monsters�as it alwayshas, even before the Zhentarim moved in-to it and infested it with monsters. TheZhentarim train, pay, or otherwise plantmonsters here to endanger Cormyreancaravans and provide a screen against in-terference with Zhentish caravans creep-ing along the edge of Anauroch, throughthe northern Stonelands.

Starwater Gorge

The Stonelands can harbor just aboutanything (short of a powerful, good-aligned dragon): DMs are free to use anyfavorite beasties. The Campaign Plots &Adventures section in this module sug-gests some Stonelands adventures.

Villagers know enough wild tales of theStonelands to keep PCs listening for sev-eral days straight. Most will warn PCsaway from its depths, telling them insteadto try to find the �lost treasure� in The Ca-verns of the Claws, just east along theStonecliff�dark caves that �ye can seefrom the Arabel road.� The treasure ismythical, but the locals would dearly loveto have someone butcher the trolls whoreturn to infest the caves year after year.

The ZhentarimLesser Zhentarim wizards (roll 1d4+3

to find level) often ride various sorts ofwinged monsters over the Stonelands andeven over Eveningstar by night. They usu-ally wear cowls to hide their features, andthey wield wands as well as spells fromaloft. They attack adventurers who pene-trate too far into the Stonelands or theyspy on intruders in order to send servantorc and bugbear bands to intercept un-welcome visitors.

DMs can get details of the evil Zhen-tarim from the Darkhold booklet in theCastles boxed game accessory, from *FR0,and from *FRA. If you lack these refer-ences, don�t worry; simply invent the localagents of this mysterious, sinister organi-zation.

Three features of Starwater Gorge are ofspecial interest to inquisitive PCs: Rivior�sKeep, sometimes called �The KillingKeep�; the ruined Thaddath farm (nowused as the village dump); and Old Meg�sHut (another overgrown ruin).

The Keep (which most outsiders mistak-enly think is the Haunted Halls) is the mostfamous of these sites. It lies almost fivemiles north of the village, where the gorgenarrows to a head. The Keep is a partially-ruined castle dug into the western side ofthe gorge. Little is left of it except for theKeep and two gatehouses, which are littlemore than arches in the concentric cur-tain walls (refer to the map for the layoutof this place).

DMs should feel free to infest the Keepwith lock lurkers (detailed at the end ofthis module), �weird� undead of the DM�screation, and traps galore�pit-traps,spring-spears, trip-steps, darts that fire asdoors are opened, doors that collapse atopthe person opening them, and so on. Thebones of the unwary, caught in traps al-

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ready sprung, are plentiful. Rememberthat just because a door already has a skel-eton festooned on it, it doesn�t mean thedoor is safe�opening it could cause a de-capitating blade to slice across the door-way at throat level, or a pit trap might bewaiting beyond.

The Thaddath farm has been vacantsince the family died out some fifty yearsago. All that remains is a half-burned, sag-ging barn that sometimes shelters trampsand wayfarers (and is always home tobats), and a small, roofless, round stonehouse at the base of the cliff. Once a popu-lar trysting place, it now stands in themidst of the odiferous village garbage-midden, and may contain whatever trea-sure, useful trash, and/or monsters theDM desires.

Old Meg�s Hut was the home of a local�hag� until her death twenty winters ago.Avoided by the fearful as an �evil� place, it

burned down (perhaps in an arson fire) adozen years ago. Little remains but ashes,fallen timbers, and the blackened flag-stones of its floor.

A great treasure awaits PCs who pry upsome of these stones: under one is a holethat holds a purse (1 pp, 3 gp, 4 sp, 12 cp)and a crumbling-with-rust iron coffer. Inthe coffer is a canvas bag that safely holdsOld Meg�s most prized possession: herspellbook (she was a sorceress).

The book contains any spells the DMwants to make available to PC wizards.The tome may be used to introduce little-used or unique spells into the campaign,including spells too powerful for PCs touse yet. Zhentarim agents will try to seizethe book if any PC is foolish enough to re-veal that he has it.

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Chapter 3: The Long Armof the Law

These are the pages to which the DMturns and sighs when Player Charactersget into (inevitable) brushes with the law.

Cormyr is known as a tolerant, pleasantrealm. This is due to the vigilance and pro-fessionalism of its soldiery, the reasonablenature of the current monarch and his lo-cal lords, and the law-abiding nature of itspeople, who generally know how to be-have and aren�t much interested in break-ing the law.

A complete tome of laws would fill abook twelve times the size of this adven-ture. Fortunately, Cormyr is the kingdomin the Realms that most resembles the av-erage player�s image of Robin Hood�sEngland or King Arthur�s Britain; theking�s will (in local practice, the judg-ments of Lord Tessaril is law.

CrimesWhat most farmers would consider to

be a decent way of living is the way folkare expected to behave. The bearing anduse of weapons is permitted for the sakeof protecting oneself; if one is a soldier orin the militia; if one is a visitor who tra-verses lawless areas (i.e., every travelingmerchant); or if one is an adventurer witha royal charter. Both armed and unarmedcitizens are liable for property they dam-age and harm they inflict on others.

Murder, theft, unprovoked assault, andwanton destruction are serious crimes.The local lord has the authority to passsentences and to order individuals how tobehave (such as forbidding them from en-tering or approaching an area, or order-ing them to make restitution to those theyhave harmed). Disobeying the lord, exceptin rare circumstances of special rightsgranted by the king to clergy, nobles, orothers (such as an agent following writtenroyal orders), is itself a crime.

Officers of the CrownIf the local lord is absent, dead, or inca-

pacitated, only war wizards or senior no-bles (of the rank of Baron or higher) canpreside over trials. The local herald orPurple Dragon can settle only minor dis-putes. All decisions made by such an act-ing official can be appealed to a �proper�official, when available (though an actingofficial who judges wrongly cannot bepunished for bad decisions).

In practice, most heralds and local Pur-ple Dragon captains speak with authorityon matters of law, and will be backed bythe local lord. The Purple Dragons havethe authority to jail and hold any citizenexcept the king, until trial or sentencing,or until six nights pass (or earlier, if releaseis acceptable; the local lord can overrulein such matters). The Crown will reim-burse citizens who lose goods, but not op-portunities for business, through suchimprisonment; but imprisoning officersare immune from punishment.

A drunken patron at an inn who was or-dered to leave by a Purple Dragon couldexpect to be imprisoned if he refused.Other patrons would help the officeragainst the patron, not vice versa.

Officers who are found to be corrupt orof faulty judgment�and traveling warwizards often use magic to surreptitiouslycheck�are quietly dismissed or sen-tenced in Suzail, never called down inpublic. The king, in moments of rage, hasbeen known to set aside this rule, but noone else in the Forest Kingdom will dareto do so.

War WizardsWhen sentencing criminals, Tessaril can

call on war wizards. They are used onlywhen she needs help to preserve thesafety of the village or keep the peace (i.e.,to avoid a riot or angry villagers taking thelaw into their own hands). She can magi-

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cally summon a war wizard and see to hisarrival within 1d6+1 turns. Usually, shesummons a hm W12, W13, or W14, armedwith spells and bringing a low-level wiz-ard apprentice plus two to four F5s. Allmembers of the troupe will have at leastone magical weapon. The war wizard willhave at least one wand and one or moremagical rings, amulets, or other items.

Two male war wizards, Rouizel andTammarth, most often answer Tessaril�scall. If Azoun is near, Vangerdahast him-self has been known to appear.

If contacted by normal means (messen-gers on horseback), war wizards will ar-rive at the end of the next day.

PunishmentsSentences generally involve fines. An in-

dividual without coins forfeits property,and if he has nothing of value, he is sen-tenced to labor for the Crown�mining orroadwork, under guard�at a standard-ized rate until the debt is paid. Anotheroption is transportation (enforced remov-al from an area; permanent exile is usedagainst only those guilty of treason ormany-times-repeated offenses).

If a crime is severe enough (wantonmurder, arson, or casting of spells in a de-liberate attempt to kill, or knowing that adeath would be likely), an accused can beput to death. A trial must first be held, andwar wizards are always summoned fromSuzail to determine guilt magically.

The wizard will suggest sentencing andhas the added options of forcing the guiltyparty into �suicide service� with the mili-tary, or using magic to transform the crim-inal into a beast of burden to serve for anumber of years.

PC SentencingsAdventurers who find themselves in trou-

ble with the law are most likely to facecharges for murder, property damage,

theft, or for wounding citizens or animals.There is no penalty for murder if the

killing is judged to be justified�i-e., self-defense, defense of another under one�sprotection, and so on. War wizards usemagic to determine insanity and the truthof evidence.

Fines are levied for replacement of lost,stolen, or damaged-beyond-repair property.Repairs, attempted only if they can makethe property better than before the damageoccurred, are paid for by the guilty.

In cases of injury, healing magic is per-formed by the local priests and a fine is ex-acted to pay the costs. The guilty partymight also be required to pay for lost work,including losses incurred from injury to ani-mals (a farmer whose oxen are injuredwould be paid for both the cost of caring forthe animals and any work lost while they re-covered). If a death occurs, replacementcosts are paid for animals or 1,000 gp arepaid per person (doubled for skilled arti-sans) to the family of the deceased.

PatrolsLocal Purple Dragon road patrols ride out

from Arabel, High Horn, and Waymoot. Pa-trols typically pass any spot every fourhours, and consist of 12+1d12 mountedsoldiers armed with lances, long swords,daggers (three each), and crossbows (eachsoldier has two 21-bolt quivers).

The soldiers are NG or LG F2s or F3s (hp14 or 20); AC5 (chain mail�AC4 when dis-mounted and using shields). They are ledby a patrol captain, a LG F4 or F5 (averagehp 37 or 44); AC2 (field plate); wields ahorseman�s mace, a dagger, a wand of par-alyzation, and a long sword).

There is a 40% chance that any patrolwill include a priest (of Helm, Tempus,Tyr, or Tymora; for level, roll 1d4+1), 1d6trainee Purple Dragons (F1s averaging 6hp, equipped as the other soldiers), or awizard (for level, roll 1d4+1; such a mageusually carries protective scrolls and po-

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tions and may wear a ring of spell storingor spell turning, or wield a wand of magicmissiles).

Follow-up patrols, summoned by a pairof riders from the first patrol when thereis trouble, will have 1d3 mid-level clerics,1d8 additional Purple Dragons, and either1d4 lesser wizards or a war wizard (6thlevel or greater) plus 1-2 apprentices.These forces bring whatever magic theycan.

Tessaril�s Justice

Tankard, and even on her own frontporch) whenever necessary. She asks folkwith complaints or concerns to speakplainly, not let grievances fester in grim si-lence.

Tessaril interrogates all murder victimsvia speak with dead and has been knownto question suspicious guests in the Tan-kard (with Dunman�s aid) using dream-speak spells. She may try to influencethem (toward confessing a crime, leavingEveningstar, or refraining from seekingrevenge or attempting a theft or othercrime) with suggestion spells.

Tessaril Winter is known as one of thekinder local lords. She is also one of themost attentive, keeping peace by constantsurveillance with ESP spells. She holdscourt in Eveningstar Hall (but has beenknown to dispense justice in the MarketSquare, in the taproom of The Lonesome

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Chapter 4: The Haunted Halls

The DM should carefully read thesedungeon descriptions before play; spaceconstraints prohibit listing what the PCssee before describing what happens.

Unless noted, rooms and passages in theHalls are carved from solid rock. Walls,floors, and ceilings are smooth-finished.Halls measure 10 feet wide and 9 feethigh. Every room and passage has anempty, soot-blackened stone torch holderprojecting from the wall next to eachdoor. (These are ideal hiding places forcoins, keys, gems, and other small things.)Most doors are of smooth, close-fittingstone, pivoting smoothly on sockethinges. Most have pull-rings and locks,but aren�t locked, and lack bar brackets orbars.

The ApproachThe western side of Starwater Gorge is a

weathered rockface with many cracks,washouts, and overgrown rockfalls.Shrubs cloak the cliff base, shielding itfrom view for all but close observers. Twoof the fissures lead into true caves (1 and2). The northernmost of these (2) is thecorrect route into the dungeon. Tracks areimpossible to detect due to bare rock infront of both entrances.

Ground LevelDungeon Key1. Owlbear Lair: These dark passageshave a musty, rank reek. Their unevendirt floors are choked with gnawed andsplit bones, loose stones, and other rub-ble. In the southern crevice lurks an alertowlbear. Unless discovered first, it willcrouch silently until intruders go north tosearch the larger cavern, then attack frombehind.

The owlbear fights to the death.Owlbear: AC 5; MV 12; HD 5+2; hp 38;

#AT 3; Dmg 1-6/1-6 (claws), 2-12 (beak); SAhugs on a claw attack roll of 18 or better,

causing 2-16 per round after initial roundclaw damage, until it dies or victim isslain; ML 12; AL N; THAC0 15; MC1.

If PCs search through the bones andmuck underfoot for at least 3 rounds, theyfind a half-buried canvas sack, blackenedwith mud but still useful, holding 71 gp.

2. Entry Doors: A short, rough-walled,square passage (clearly worked and notnatural, but lichen-encrusted and obvi-ously unused) leads to two closed doorsmade of stout oak.

These doors are latched but not locked,and open outward by means of two largeiron pull-rings. They are dark with age,but look (and are) solid, and radiate faintmagic. Upon close examination, intricatetwisting runes can be found carved ontheir panels. These now-forgotten runesprotect against rot and reflect all disinte-grate and fiery attacks back at the source.

3. Forechamber: This chamber holds ashallow puddle of water in the northeastcorner. A pile of weapons and a shield lieat the center of the chamber. A passageopens in the middle of the west wall, lead-ing westward, but the way is barred by apair of gates made of metal bars. Beyondthem is a wooden tripod and loaded cross-bow, pointing into this room!

The pile of weapons includes two longswords, three short swords, a broad-sword, a dagger, a large, bare metal shield,two belt buckles, and three arrowheads.None are magical and all show signs of usebut are intact.

If they are touched, a magic mouth ap-pears on the shield, and a flat, deep malevoice says in Common: �Beware! Thesewere carried in by those who will nevercarry them out again!� Once triggered,this magic will not act again until a newitem is added to the pile by an intruderdiscarding something or by the magic thatcreated the pile teleporting an item herefrom #31.

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The barred gates have rusted solid andcannot be opened. They must be bent ortorn from their hinges (normal Lift Gatesattempt) for PCs to proceed.

The tripod beyond the gate is rotten. Itscrossbow perished long ago; the trigger,bowstring, and quarrel have crumbled todust. A rusty quarrel-head is all that canbe salvaged from the wreckage.

4. Guardquarters: Smashed, triple-tieredwooden bunks line the walls. A table andsix stools occupy the center of this room.Wooden strongchests can be seen undersome of the bunks. In the center of thesouth wall is a door, which is ajar andopens into darkness (#5). Something oddand grey is huddled on the floor in frontof the door: the shattered, petrified re-mains of a goblin clutching a broken shortsword.

There are four strongchests, all withtheir locks smashed. They are empty, butare strong enough to transport items.Most of the wood in the Halls is damp androtten; it won�t easily burn and crumblesunder stress.

5. Privy: This passage leads to an evil-smelling hole, with a stout one-holerwooden seat wedged above it on twocarved rock ledges. Just past this, the pas-sage ends in a rough, unfinished cavity,where loose rocks, ranging in size frompebbles to chunks as large as two fists, lieheaped waist-high. A sword (in a plainleather scabbard, wrapped in a rotting,green cloak) lies hidden under the rocks;it is a long sword +1, +4 vs. reptiles.

The privy cavern extends below the seatinto a dung-pit (which may hide treasure),and also extends upward, into the homeof a spider (huge). It will drop down to at-tack intruders.

Huge spider: AC 6; MV 18; HD 2 + 2; hp16; #AT 1; Dmg 1-6; SA type A poison (vic-tim gains +1 on saves after each bite; ven-om causes 1d4+15 hp damage and a

coma (starting in 1d4+1 rounds and last-ing 1d4 days); ML 8; AL N; THAC0 19; MC1.

6. Guardquarters: This room appearsempty. The doors in its north and westwalls are closed. Its 14-foot-high ceiling isentirely covered by green slime, whichwill drip down when it is touched or sens-es the vibrations of intruders below.

Green slime: AC 9; MV 0; HD 2; hp 14;THAC0 19; #AT 0; Dmg attaches to liveflesh, turns victim into green slime in 1d4rounds (no resurrection possible), toavoid, affected areas must be frozen,burned, cut away, or scraped off in 1round, or slime must be killed with curedisease spell; ML 10; AL N; MC1.

7. Privy: This passage leads to an evil-smelling hole, with a one-holer woodenseat wedged over it on rock ledges. Thereis no treasure here, nor any monsters, butthe seat is cracked: the weight of anythinglarger than a halfling will break it, spillinganyone on it into the pit below!

On the wall above the seat (reachable bystanding on the seat) is what looks like acobweb the size of a hand. Examinationshows this to be finely woven black meshcloth, coated with grey dust and stretchedin an irregular shape over tiny pins to looklike a spiderweb of some sort. It hides asmall, square panel of stone that sports afinger-hole.

A lock lurker inside the hole will attackanything entering (such as a finger). If itsstinger strikes metal, there will be a sharpscraping sound. If the intrusive object isworn or held closely (e.g., the finger of agauntlet, a lockpick, or a dagger tip), agentle poke is felt. The lurker looks like asmooth-sided copper coin.Lock Lurker: AC 3; MV 8; HD 1+3; hp 5;#AT 1; Dmg 1 (bite) or 6-9 (1d4 + 5, forsting); SA sting venom paralyzes for 1-6hours; ML 13; AL N; THAC0 17 (sting), 19(bite); described in this module.

Beyond the lurker is a one-foot-deep,

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three-inch-square storage niche in whichlie four dust-covered glass vials. They areunmarked, look identical, and hold color-less liquids. Three are potions of healing(each restores 2d4+2 lost hp); the fourthis an elixir of health (it cures infection, in-cluding green slime effects, disease, poi-soning, and so on).

8. Welcoming Trap: The center of thisroom�s west wall contains a pair of closedbronze double doors, flanked by twobronze statues.

The statues stand on stone pedestalsand represent humans in archaic, flutedplate armor. One is male and one is fe-male. Both are posed with one hand onsword-hilt and the other outstretched toindicate the doors between them. There isa faint metallic smell in the room, and thedoors and statues radiate strong magic.Something is written on the floor in frontof the statue on the right.

The writing can�t be read from morethan ten feet away. Ashes have beenscratched into the Thorass letters �BEW.�Beneath these is a triangle, a zigzag linedescending from its center. (What does itmean? The PCs will think of something.)

Multiple, strong enchantments protectthe statues and doors from rust, shatter-ing, or being toppled (even if shoved, theyremain upright; if the doors are torn fromtheir hinges, they will hang upright inmid-air). The statues also gather strongelectrical energies and discharge them asfollows:l When a statue is touched, it conducts

2d12 damage of energy to anythingtouching it (if an object is itself a con-ductor, the damage is suffered by anycreature holding the object).

l When the floor between the statues iswalked on (it sinks slightly, activating atrigger), or the doors are touched, twobolts leap from the outstretched handsof the statues (regardless of which waythe statues may have been turned, the

bolts will leap toward the other statue).The bolts meet, crackle spectacularly,and vanish. Anyone touched by thebolts suffers 2d4 damage. A DexterityCheck is required of anyone within 4feet of the bolt�s path to avoid damage."Chain lightning� arcs can occur fromone creature to another; if one creatureis hit, any others within 4 feet must alsomake a check.Only one twin-bolt strike happens per

round. Spontaneous discharges occur af-ter the statues have been activated, leap-ing in random directions (with snappingnoises and blue sparks). Roll 1d6 eachround; on a 1 or 6, a discharge occurs.

The bronze doors are not locked. Whenopened, they swing inward into room #8,and into the path of any bolts (unless thestatues have been moved). A bolt strikinga door is conducted with full force to any-one touching the door, and will arc awayin a random direction out into the room,traveling 10+1d6 feet. Victims (Dexchecks to avoid) suffer full damage.

9. Red Chamber: This room�s walls arecovered with wine-colored silk draperies,once splendid but now moth-eaten andmold stained. They must be pushed asideat the entrance of the room after the dooris opened. Inside is a contoured woodencouch covered in old, shabby red plush.On it lies a beautiful human female, cladin a fine gown. Golden chains run frommanacles at her wrists and ankles to ringsat the corners of the couch, and the hilt ofa dagger protrudes from her open mouth.

The maiden has been killed recently, ob-viously for purposes of evil sorcery. Thebody has not yet begun to decay; if not forthe chains and dagger, she would appearto be asleep.

If PCs can communicate with or raisethe dead, the corpse is that of Estrel (AC 6;MV 12; W4; hp 12; S 13, D 18, C 14, I 17, W11, Ch 17; AL CG; ML 15; THAC0 19). If re-turned to life, she will seek revenge on her

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slayer: a man, probably a thief, called�Ruathgrym� (actually Nieilor, a localZhentarim agent, now somewhere in theStonelands).

Estrel has no treasure. The dagger is agood-quality, nonmagical weapon. Its dis-tinctive, black wooden hilt is carved in alikeness of a snarling panther. The chainsare fine-quality steel, painted with goldenpigment of no value; their links must bepulled open to free them from the lockedmanacles (Nieilor has the key), or from thecouch�s rings.

10. Treasury: The corridor floor in frontof this room�s door is marked with a faintdark stain�a bloodstain�or rather, sev-eral bloodstains of varying ages.

If the door is touched, a loud click isheard. If the (unlocked) door is thenopened, the opener and anyone standingdirectly behind the opener must makeDexterity checks at -3 to avoid beingstruck in the back by a spring-drivenspear leaping from behind a sliding stonepanel in the corridor wall, across from thedoor. The spear causes 1d6 damage (rerollall �1� results), but this trap fires onlyonce. (Unfortunately, something keeps re-setting it!)

The room beyond holds only dust andcobwebs. Someone else got here first.

11. Guest Bedchamber: This room isempty except for a half-collapsed canopybed carved of some dark, now-rottenwood. Two of its legs are broken, so thatits foot slopes sharply downward. This ex-poses a faded area on the south wall, be-hind the bed, where a small niche can beseen. It holds three crumbling, leather-bound books (worm-eaten , water -damaged, illegible diaries, of no value),and two stoppered, sealed vials, lightlycovered with dust. One is a potion ofclimbing and the other holds holy water.

A careful search of the room will revealseams in the northwest corner of the

floor, against the west wall. Illusory magicconceals these from view; they must befelt directly or the edges of the stone mustbe shifted slightly underfoot (unlikely tooccur by chance, as it�s right in a corner).The stone is a thin slab with twofingerholes. It can be lifted to reveal a hid-ing place as wide and deep as a man�shand, and about two handlengths long.This niche holds a small cloth bag. A skele-tal human hand rests atop it.

The bag holds a necklace of black,glassy teardrops, linked by fine wire.These are 16 pieces of cut and polishedobsidian, each worth 10 gp. The hand isan animated guardian�a crawling claw,which can leap up to 15 feet to attack.

Crawling claw: AC 7; MV 9; HD ½; hp 4;#AT 1; Dmg 1-4 (punch, against armoredfoes) or 1-6 (crushing grip, against leather-armored or unarmored targets); ML 20;AL N; THAC0 20; MC3. It cannot be turnedand is immune to charm, sleep, and holdspells. The claw attacks anyone disturbingthe necklace (it will pursue foes throughthe Halls, crawling along on its fingertips).

12. Throne Room: The fallen, splinteredremnants of once-grand, gilded doubledoors lie underfoot at this room�s en-trance, leaving an open archway. Thewooden doors are carved with scenes ofsword-wielding, armored men ridingleaping horses and hewing down men,orcs, and fantastic monsters. However,some of the carvings have been hacked ortrampled into ruin. Under the wreckagelies a gold key (worth 1 gp).

Just to the right inside the entry arch(along the east wall) lies a black table, cant-ed to one side due to broken legs. Thedust-covered tabletop was once glossy,bearing a magical rune. The rune hasbeen defaced with heavy sword- or axe-blows, but still glows faintly in darkness.(The shape of the rune, its effects, andwhether any of its power survives are leftto the DM.)

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The room is dominated by a high-backed stone throne atop a triangular,three-stepped dais. The domed ceilingreaches a height of 30 feet. A border of in-laid black stone runs along the top edge ofthe walls where they begin to curve up-ward. The pattern of the border repre-sents life-size long swords, parallel andpointing downward, each surmounted bya black star.

In the center of the south wall is a black-framed painting, as wide as a man is talland half that in height. It shows men invaried armor fighting elves who wear ar-mor swept into strange and fanciful flutedpoints and spurs. The elves wield flamingswords and black spears. The scenemoves constantly, in a silent, unendingbattle!Myth Drannan Painting: This magicalpainting is a wonder; since the days ofMyth Drannor, few mages of the Realmshave known enchantments powerfulenough to fashion such a scene. The paint-ing is priceless (it will attract every thiefand brigand, and, if properly sold, willbuy as much as a small keep or four resur-rection spells). Of course, there�s the smallmatter of first getting it to a buyer.

The painting is set into the wall; PCs willhave to chip away stone to get it out. Thepicture can be destroyed by dealing it 9 hpof damage, but this can be dealt only by amagical weapon of +2 or better enchant-ment; anything less is warded harmlesslyaway from the picture.

The picture also turns away spells (as aring of spell turning) and can be used as ashield against magic by desperate PCs. Itweighs as much as two heavy metal kiteshields and is about as thick as a man�shand. The only spell short of a limitedwish that seems to affect the painting isdispel magic: the first application of thisspell causes blood (real human and elvengore) to run and drip from the painting�ssurface. This ends after 1d4 turns, but if asecond dispel is cast on the painting dur-

ing that time, it will explode, causing 3d4damage to all within 20 feet (5d4 to thosewithin 10 feet), and forcing all items with-in 20 feet to make saving throws againstmagical fire (magical items get their usualbonuses, but must save vs. disintegrationinstead).

The throne sits against the back (west)wall of the room, the shattered remnantsof a tiny chest under its legs. The thronehas obviously been vandalized: gems orprecious metal inlays once studded itsarms and edges, but have been torn away.

The chest contains nothing but danger:most of its shattered pieces are parts of asmall, intelligent mimic. It will send pseu-dopods to attack anyone disturbing it.Mimic: AC 7; MV 3; HD 7; hp 41; #AT 1;Dmg 3-12 (smash); SA glue sticks to crea-tures or items on contact (Open Doors rollto get free, only one try allowed, or alco-hol may be used to weaken it in 3 rounds;mimic�s death causes release 5 rounds lat-er); SD camouflage, immune to acid,green slime, etc.; ML 15; AL N; THAC0 13;MC2. It can speak Common, and has beenhere a long time (if PCs talk to it, it can re-veal background lore of the Halls, as de-sired).

If the mimic is slain, it peels away fromthe inside back of the throne and falls off,revealing the real back of the throne.Faint lines there, clearly visible to anyoneexamining the throne, reveal a not-so-secret door!

13. Audience Chamber: The walls, floor,and ceiling of this 30� x 30� room are allblackened, as if a great fire (a fireball, per-haps) occurred here. Piles of ash lie in thecorners of the room; a ring of shockinggrasp lies concealed in one corner.

A pile of blackened human bones, tan-gled about a stone warhammer, graces thecenter of the room.

14. Crypt: Room #13's south wall holds a

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secret panel in the lower half of the wall�scenter. It opens onto a steep flight of de-scending stairs. The steps are wet andslimy. Anyone descending must make aDexterity check to avoid falling. If a fall oc-curs, all fragile items worn or carriedmust make saving throws vs. fall, and thevictim must make a Constitution check orsuffer 1 hp of damage. A further Dexteritycheck is required to avoid dropping helditems.

Partway down the stairs is a singleraised or �trip� step. Make an Intelligencecheck for each PC descending the stairs ifthey are in any sort of hurry or if the lightis poor (unless the PC has been warnedabout the step). If this fails, the PC tripsand a fall is automatic.

In case of a PC fall, the player should roll1d12. Any score of 9 or higher indicatesthat the character tumbles right to thebottom, and another Dexterity checkmust be made. If it fails, the character isimpaled on one or more of the seven rustysword blades protruding from the doorthere. Roll 1d4 to determine how manyblades strike the PC; roll 1d4+1 damagefor each blade.

If a PC falls and another PC is fartherdown the stairs, the lower PC must make aDexterity Check with a -4 penalty. Failureindicates that both fall, with the lower PCsuffering the damage from the swordblades.

If the trip step or the next step below it isstepped on, they sink slightly, pullingdown hidden wires that rupture a bladderof �stasis gas� in a ceiling niche. Out fliesan awakened, hungry stirge to the attack!

Stirge: AC 8; MV 3, Fl 18 (C); HD 1 + 1; hp9; #AT 1; Dmg 1-3; SA blood drain (1-4 dmgper round after strike until 12 hp aredrained or stirge is killed); ML 8; AL N;THAC0 17; MC2. The stirge�s grip is brokenonly by death or its satiation. If an attackagainst it misses while it is attached, roll asecond attack against its victim�s AC to seeif the victim is hit. The stirge will try to fly

up into the Halls if �full,� and will pursue ameal as far as its wings can take it.

The door at the bottom of the stairs islocked (it must be picked; the key is lost)and barred on the stair-side: barred toprevent something from getting out. . .

The water seeping onto the stairs drainsaway at the bottom; the 30� x 20� room be-yond the door is dry and very dusty.

This room contains three large, stone cof-fins, their domed lids lacking inscriptions oradornments. Two are closed, but the lid ofthe easternmost one has been thrust aside.Its former occupant, a skeleton, stands inthe room�s northeast corner and will attackanyone entering the room. If not destroyed,it will pursue PCs through the dungeon.(Something in the ancient spells that createdit makes this otherwise-normal skeleton im-mune to turning, dispelling, or any type ofcontrol.)

Skeleton: AC 7; MV 12; HD 1; hp 8; #AT1; Dmg 1-6; ML 20; AL N; THAC0 12; MC1. Itis worth double the normal XP value. Onlywhile it is in this crypt, its shattered bonescan slither together and reassemblethemselves�in effect, regenerating 3 hpeach round. If it is �killed� (reduced to ze-ro hit points), this uncanny effect ceasesand the skeleton crumbles to dust, for-ever destroyed.

The skeleton�s coffin is empty. The cen-ter coffin holds an intact, nonmonstroushuman skeleton, wrapped in a shroud. Itshands are clasped on its breast, around ablack, hide-covered book. The tome is amanual of stealthy pilfering (consult theDMG for its effects immediately!).

If the westernmost coffin�s lid is dis-turbed, its occupant will thrust the lidaside and rise to the attack! This undeadattacker is a mummy. It wears a necklaceof rubies (14 in all, unusually large; each isworth 6,000 gp if sold shrewdly in a largemarket such as Suzail, a Sembian city, orWaterdeep).

Mummy: AC 3; MV 6; HD 6 + 3; hp 39;#AT 1; Dmg 1-12; SA blows infect victims

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with mummy rot disease, sight of mum-my forces save vs. spell or fear-paralysisgoverns victim for 1-4 rounds; ML 15; ALLE; THAC0 13; MC1.

15. The Undercrypt: A secret door (twosliding stones) in the northern corner ofthe east wall of room #14 leads into a wetcrawl tunnel (only 3 feet high).

PCs in the tunnel are unable to use anyweapon larger than a wand or dagger. Af-ter traversing 10 feet or so, they will see ahuman skull floating in mid-air, facing to-ward them.

The skull is real, but merely a ruseplaced to scare away thieves. It is affixedto a thin, dark metal rod wedged betweenfloor and ceiling. Beyond it, the tunnelends in a short ramp upward, leading intoa dry 20� x 20� room whose ceiling is only 4feet high.

This undercrypt contains a large chestwith a scabbarded sword leaning againstit. In the southwest corner lies a long, thin,dark mass. It is an oiled blanket; inside isrolled a long bow +1 (but no arrows) anda glass vial (a potion of diminution).

The scabbard is finely crafted andadorned with polished gems (ornamentaland semi-precious stones of many types,total value 800 gp). It holds a longsword +1, luck blade (it has only one wishin it; don�t let PCs know this until they�veused it).

The chest holds 509 gp (loose). Two can-vas sacks lie atop the coins. One contains312 sp and the other contains three pearlsof pink lustre (each worth 360 gp), withthe fragments of a fourth, crushed pearl.

16. Rivior�s Study: This once-fine cham-ber is now a scene of decay. Its walls are ofdark panelling made from the wood ofshadowtop trees, now covered with(harmless) fungus and mold growths.Each corner of the room is cloaked by atapestry, but these once-fine hangings(scenes of knights hunting dragons) are

now rotten shreds. The 30� x 30� room hasone plain wooden door, across from its en-try arch, in the center of the south wall.This door is closed and locked, and leadsto #17.

A circular table, a chair, and itsoccupant�a man in leather armor�liehalf-crushed beneath a great bookshelfthat toppled forward from the east wall. Itmust be shifted to examine the objects un-derneath.

The mummified, near-skeletal body isnot undead. It is equipped with a smallmetal mirror, a set of thieves� picks, acrowbar , a brass hooded lantern(crushed), a club, and a dagger. Its armor,boots, and belt are crumbling from rot,but if they are examined closely, a coincan be found slipped into a slit on thebelt�s inside surface, beside the buckle.The buckle is gold-plated iron with a cir-cular sheath to cover the once razor-sharpedge sharpened along about a third of it(suitable for slicing rope or cloth or evensawing through wire).

The corpse�s right boot has a hollowheel, found by lifting out the insole. Insideis a silver piece, 3 gp, and a tiny woodenbox holding a sapphire (worth 1,000 gp).

Strewn around the body are 16 tomesand seven bone scroll tubes with leathercaps. Ten of the books are account ledg-ers, recording barters of swords, blan-kets, lamp oil, and rope in exchange forcasks of wine and uncut gems. Threemore are lurid chapbooks, of the sort readby lonely merchants around campfires.Two books are diaries of someone namedPelentharr, who evidently worked magicand traveled often between Netheril andMyth Drannor. Pelentharr�s ink has faded,and mold has attacked the pages of hischeap travel-tomes; the diaries are veryhard to read (but may, at the DM�s option,provide clues or directions leading to trea-sures and adventures�perhaps in theStonelands).

The last book is a rare treasure: a libram

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of silver magic.The scroll tubes all contain scrolls. Five

scrolls hold a single wizard spell each, asfollows: flame arrow, gust of wind, locateobject , massmorph, remove curse. Thesixth scroll is protection from magic, andthe seventh is a trapped scroll; its crypticrunes are so much ornate gibberish, overwhich explosive runes have been written.

17. Lord�s Bedchamber: This 30�x20�room is panelled to match the previousone (#16), and provides a home to similarfungi and molds. It boasts a huge cano-pied bed against the east wall, a table anda stool, and a row of ten ornate woodenclosets built in along the south wall.

On the table, under thick dust, are ascabbarded sword (a broadsword +2 thatglows with a strong lavender-hued radi-ance when drawn), a bottle of wine (longsince turned to vinegar), and a handker-chief.

The bed reeks of mildew and will col-lapse in ruin if any weight is put on it. Theclosets have no locks and hold clothes,boots, belts, and blankets on pegs androds. All are so decayed that they crumblewhen touched.

In the westernmost closet stands a hu-man female with long black hair, largepurple eyes, and angry-looking, beautifulfeatures. She wears an open green silkrobe, copper bracers, a gem-studded bras-siere and girdle, and high, soft boots. Shehas been chained to the closet-rods withfine copper wrist manacles. She is unmov-ing, unbreathing, and unaware of her sur-roundings.

This is Miior (AC 7; MV 12; W2; hp 12; S14, D 17, C 16, I 17, W 10, Ch 16; AL CG;THAC0 20; ML 15), once the consort of Ri-vior the bandit lord. She is in temporal sta-sis and has been here, undisturbed, for along, long time. Knowing no dating sys-tem, she doesn�t know how long she hasbeen here or who put her here. She wearsboots of elvenkind and bracers of defense

AC 2. Her gem-studded �bikini� garmentsare set with many ornamental stones, thetop being worth 460 gp in total, and thebottom, 220 gp.

She has memorized the spells charmperson and shocking grasp, but time hasrobbed her of spel lbooks, dagger, herlord, and the world she knew. If the PCsrelease her (the chains break easily, break-ing her stasis as well), she will be subduedand bewildered, but she is very intelligentand observant and reacts to danger like aseasoned adventurer.

18. Armory: This 20 �x20 � room onceheld a small arsenal of weapons, but allare gone now. Its walls sport rows ofwooden pegs, on one of which hangs anempty, rotten, leather sword-scabbard. Apile of dust and rotting cloth lies in thenortheast corner, and in it lies hidden aplain brass r ing (non-magical , worthabout one-fortieth of a copper piece) and(in a pouch) a many-spined, silvery metalglobe (a magestar; described in the Magi-cal Items section of this adventure).

In the center of this room is a heavyw o o d e n t a b l e , h a c k e d a n d b a t t e r e daround its edges (many blades were driv-en into it, like a chopping block, over theyears). It radiates faint magic due to now-failing preservative spells. An upside-down wooden stool lies under the table,and a headless, warped spearshaft leansagainst the north wall.

19. Feast Hall: This large hall is still im-pressive; it once must have been grand.Marks in the dust show where long tables,benches, and chairs once stood, but theyare all gone.

The room�s 80-foot high ceiling is lost ina welter of crossbeams and tattered tapes-tries (many of which hang forlornly aboutthe chamber). This area is home to a hun-gry stirge that will swoop noiselessly tothe attack. It is cunning, and will strike ata weak or lone target, but will sneak after

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a strong party, awaiting a chance to attackwhen they are facing another foe.

Stirge: AC 8; MV 3, Fl 18 (C); HD 1+1; hp9; #AT 1; Dmg 1-3; SA blood drain (1-4 dmgper round after strike until 12 hp aredrained or stirge is killed; ML 8; AL N;THAC0 17; MC2. The stirge�s grip is brokenonly by death or its satiation. If an attackagainst it misses while it is attached, roll asecond attack against its victim�s AC to seeif the victim is hit instead.

In the center of the northwest wall,about 20 feet above the floor, hang twonormal crossed spears covered by a largemetal shield (a shield +1) painted with arusset-colored, flame-breathing, rearingdragon.

Cormyrean sages, heralds, courtiers,and nobles will all recognize this heraldicdisplay as the personal arms of Salember�The Rebel Prince,� who was regent dur-ing the youth of his nephew Rhigaerd,and in the end, refused to relinquish thethrone. Salember and the nobles who sup-ported him were finally slain in a bloodycivil war. How his arms came to be here isa mystery. Any PC who uses the shield as itcurrently appears while in Cormyr will at-tract some unfriendly attention; the term�red dragon,� applied to a person, stillmeans traitor in Cormyr.

The spears and shield are wired tohooks embedded in the wall. Both hooksand wires have become more rust thanmetal, and will crumble away under anyweight. If they fall on a PC, a DexterityCheck allows avoidance; anyone hit takes1d4+1 damage.

20. Hall of Statues: This passage is linedwith granite statues on 2-foot-high pedes-tals. The statues are very heavy�about350 lbs. each�but are useful for ram-ming, setting off traps, or propping doorsopen.

The statues are described from south tonorth, beginning with the west wall (referto the map).

A. An impassive-looking human male war-rior in splint mail, holding a large, plainshield and wearing a helm with a tallplume.B. A lizard man crouching and snarling, anaked scimitar in each hand.C. A 9-foot-tall, plate-armored warrior, vi-sor down, holding a spear across his chestin a �guard� position.D. A sleek, sneering female human war-rior in leather armor, a saber raised men-acingly in one hand, a dagger held readyin the other.E. A snarling gnoll chieftan in a breast-plate and shield, club raised menacingly.F. A mailed man with a mace held highoverhead to smash a downward blow, ashort sword in his other hand and a greathelm hiding his face entirely. Statue F isactually a doppleganger assuming a per-fect likeness of Statue J (see below). It iswaiting here for prey and will try to strikePCs from behind after they have passed,returning to this likeness and pose beforebeing discovered.

Doppelganger: AC 5; MV 9; HD 4; hp 29;#AT 1; Dmg 1-12; ML 13; AL N; THAC0 15;MC2.G. A long-haired, long-bearded man inleathers, brandishing a 6-foot-long,double-bladed war axe.H. An empty, rubble-strewn pedestal.I. A catlike, crouching elf with a buckler inone hand and a fantastically-long, whip-bladed sword in the other.J. A mailed man with a mace held highoverhead ready to smash a downwardblow, a short sword in his other hand anda great helm hiding his face entirely (iden-tical to F, above).K. A kneeling archer, composite bowdrawn to her ear, a barbed (double-headed, one behind the other) war-arrowon the string.L. A magnificently-muscled man clad onlyin a loincloth and knee-high boots, carry-ing a fistful of javelins and holding oneraised, ready to throw.

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M. A bristle-bearded dwarf in a helm, flop-ping boots, and a mail-shirt, launchinghimself into a charge, warhammer first.N. A slim man with teased, curled hair, afrilled cape, and a rapier raised menac-ingly, balancing a dagger on one finger ofhis other hand.O. A half-round pillar, set against the wall.It appears to be fashioned of stone blocks(unlike the walls, floor, and ceiling, its sur-face displays regular seams). On the westside of the pillar, about 5 feet above thefloor, one of these blocks has been etchedwith a rune like an �S.� The tail of the Scurves down to meet a small circle. An in-verted �Y� descends from the bottom ofthe circle. On the south side of the pillar,about 2 feet above the floor, is a stone thatcan be swung out like a door to reveal astorage niche. The niche is a cylinder, 1foot in diameter and 4 feet high. It con-tains a cheap-looking necklace (actually anecklace of mystic eidolons, detailed inthe Magical Items section).

21. Kobold Guardroom: Firing ports(marked with dark circles on the map;they are ovals measuring 3 inches longand 2 inches high) allow this room to com-mand views of nearby areas (including#19 and #20). The room contains lowwooden benches on the west and southwalls, numerous weapons, and koboldswho keep watch here (and will fire with-out warning at any intruders). There is analarm gong that the kobolds will strike af-ter engaging an enemy; by means of awire that travels up to #23, it warns otherkobolds in the level above.

Kobolds (8): AC 7 (metal shields, leatherarmor); MV 6; HD ½; hp 4 each; #AT 1;Dmg 1-6 (short sword) or 1-4 (dagger); ML10; AL LE; THAC0 20; MC1. These guardshave high morale because they are per-sonally formidable (for kobolds), knowthe dungeon well, and are trained at de-feating foes far more powerful than them-selves by using the dungeon�s traps and by

attacking en masse. Each kobold has ahand crossbow like those used by drow,firing once per round with ranges S2/M4/L6. The crossbows fire a dart that causes1-3 hp damage and is coated with drowsleep poison (save vs. poison at -4 toavoid effects; onset is 1d6+1 rounds, andthe effects last 2d4 hours-only a neutral-ize poison spell or similar aid can awakenvictims earlier).

The kobolds have 60� infravision andwill wait in the dark, firing at opponentswhen they can get good shots. Each ko-bold has 12 bolts and has practiced forlong hours firing through these ports atsmall targets outside. Their initial shotswill be made at +4 to hit, and all dartsfired thereafter will be at +3. When thesekobolds are outside the guardroom andthe familiar target areas it overlooks, theiraccuracy drops to +2 in darkness and +1in light.

22. Ready Room: This former armoryand bunkroom for duty guards is used asa midden by the kobolds. It reeks of decay,and no wonder: a rickety table leaningagainst the wall holds a leather skin ofwine, a roughly-hacked, rotting, half-eaten sheep, and a plundered purse (slitbelt-ends still attached) containing 3 cp, 2sp, and 5 gp. The rest of the room ischoked with torn clothing and scraps ofarmor, gnawed bones, a broken dagger,four splintered spearshafts, and heaps ofkobold dung.

23. Kobold Shaft: This square-walledshaft rises 112 feet (from the floor here tothe floor of the upper level) to the citadelof the kobolds. A ladder of rusting butsolid, massive grabirons climbs the eastwall. An older series of handholds hol-lowed out of the stone climbs the northwall.

24. Ambush Elbow: This diagonal sectionof corridor provides an ideal spot for at-

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tacking intruders coming from the east,and the kobolds have set up a trip-bowhere consisting of a multiple heavy cross-bow on a tripod.

The crossbow, assembled from severalcaptured weapons, is too heavy and un-wieldy to be used by hand. It fires threebolts on parallel courses, operated by trip-wires stretched across the secret door(which opens southward into this corri-dor) and across the corridor just east ofthe diagonal section. These wires are con-cealed by gathered cobwebs.

The bolts cause 1d4+1 damage eachand strike at THAC0 9 against targets sur-prised by them (i.e., those who do notcarefully creep around this bend of thecorridor). Their force will drive them viaricochets right around to strike the west-ern door to #6, but they strike at THAC0 15against targets around the bend. This trapfires only once unless the kobolds have anopportunity to reload and reset it.

25. Chamber of the Chain: This 20� x 40�room holds only cobwebs, dust, and an 8-foot-long bronze chain hanging from alarge, circular bronze boss set into the 15-foot-high ceiling. The bottom link of thechain has been twisted open, and what-ever was on the end of it is gone.

26. Plungefall: The floor in this area hasbecome very weak, eroded from below,and will collapse if any weight of morethan 150 lbs. is placed on it. If a PC stepson the floor, a Dexterity check must bemade at -4, or the character plungesdown 20 feet (2d6 damage, fragile itemsmust save vs. fall) into a narrow, naturalcrack�the path of a now-vanishedstream.

The place where a falling creature willland after breaking through the floor ishome to a small colony of green slime,which coats the floor and cannot be avoid-ed unless falling creatures can fly (orfeather fall and push against the rock

25

walls to propel along the passage to avoidthe slime).

Green slime: AC 9; MV 0; HD 2; hp 11;#AT 0; Dmg attaches to live flesh, turns thetarget creature into green slime in 1d4rounds (no resurrection possible; toavoid, freeze, burn, cut away, or scrape itoff in 1 round or kill with a cure diseasespell); ML 10; AL N; THAC0 19; MC1.

This natural crack widens in two areas(marked A and B on the map). At A, thepassage becomes a damp, sand-floored ca-vern large enough for six man-sized crea-tures to sleep in comfortably. It is empty,except for a cracked, rusty helm lying onthe floor.

At B, a hollow in the floor is filled with apowdery brown pile directly below a 2-foot-diameter, irregular hole in the ceil-ing. The pile is very old dung, from thelatrine 132 feet above in the Upper Level.Man-sized PCs wearing flexible armor(chainmail or less) or smaller folk canclimb up the irregular natural walls of thisshaft, but the damp stone is slippery. Dex-terity checks must be made every thirdround of climbing. Seven rounds shouldbe the minimum time required to climbthe shaft for a skilled climber. Check moreoften for those who are injured, heavilyencumbered, or not skilled at climbing.Missiles, including fellow PCs falling fromoverhead, cannot be avoided in the shaft.

27. Bathing Chamber: This 30� x 20�room contains a small oval pool withinfour massive pillars. A concentric ring ofsteps leads down into its black, opaque,stagnant water.

PCs who take a dip in the chillingly-coldwater can grope around blindly to recov-er 66 gp (scattered loose) and a horse-man�s mace +1.

After the pool�s waters are disturbed,doors in two of the pillars will open to re-veal man-size niches. Out of these will steptwo ju-ju zombies.

Ju-ju zombies: AC 6; MV 9; HD 3 + 12;

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hp 29, 24; #AT 1; Dmg 3-12; SA climb walls(92%); SD hit only by +1 or better weap-ons, many immunities; ML 20; AL N(E);THAC0 15; MC1. PCs who lack magicalweapons may simply have to flee them.

Both zombies wear the shreds andscraps of once-fine clothing; one has agold belt buckle shaped like a snarlingface with opal eyes (worth 800 gp each).

28. Room of the Fallen Giant: This cham-ber is weirdly lit by patches of phospho-rescent mold growing on the walls,ceiling, and upon a cracked stone tablewhose halves fill the center of the room.Sprawled atop it is the skeleton of somesort of giant, the spear that killed it stillwedged in its ribs. This spear glows and ismagical (it causes normal spear damage,but is otherwise identical to a sword +2,giant slayer). Its name, �Shimmering,� iscarved upon it.

Much stone rubble is heaped aroundthe edges of the room�evidently, therewas once a lot more stone furniture herethat has since been destroyed. Carvingsthat appear to be fragments of runes canbe seen on some pieces.

Searching this rubble will take a longtime; much heavy stone must be moved,creating a lot of noise. The DM shouldcheck for wandering monsters once everythird round. Those who search the rubbleshould immediately find 2d12 gp, but itwill take at least 4 more rounds of search-ing before they uncover bits of rag, thenskeletal human feet still inside a pair ofboots of the north.

29. Forgotten Gear: This room contains a12-foot-long wooden pole, one end black-ened by fire. It lies atop a leather backpack.The pack holds a tinder box, two candles,five days worth of rations (cheese, sausage,dry biscuits, and date-paste, all still edible),two skins of wine (each holding a gallon), ablanket, and a pair of high boots. There isno sign of an owner.

30. Battle Chamber: This room reeks ofdeath. A large scorched area covers theeast wall. A dead orc wearing silk robesand a leather belt adorned with gems (sixbluish-white, faintly-glowing moonstones,each worth 75 gp) lies face-down on thefloor. An axe is buried in the back of hishead: an axe +2, throwing.

The orc�s body is infested with greygrubs. If the body is disturbed, 1d6+20grey-hued, maggot-like worms will leapand wriggle with lightning speed from ittoward intruders. The grey grubs behaveas rot grubs (see MC2). The DM shouldconsult the rot grub entry for the behav-ior of these rare dungeon predators. Un-like their feared relatives, however, greygrubs merely swarm up a victim untilthey find bare, hairless skin (e.g., the faceor neck, not the arms), bestow a cold,clammy kiss, then drop off, scaring thePCs�have they just been given some hor-rid disease?�but doing little else. (The DMcan elect to have fun with this, having hairof the touched PCs begin to grow grey andbulbous, and so on.)

The burned area contains only ashes.Projecting from them is a skeletal humanhand clutching a three-foot-long, blackmetal rod with barbed ends. It is a rod offlailing, which becomes a flail when theword aerael is spoken, and returns to rod-form when the word thund is uttered. ItsArmor Class bonus is activated by silentwill as the rod is grasped.

31. Many-Pillared Hall: This large roomis littered with stony rubble that has fallenfrom the ceiling (PCs looking up will seecracks and cavities, but nothing will fallunless fireballs or similar explosions oc-cur). In this case, there will be a thunder-ous roar and a large fall of stone. A rustyscimitar and dagger lie among the stones.

Five closed stone doors are visible in thewalls. The lone door on the diagonalnorthwest wall is false (at the DM�s option,it can lead to future expansion); touching

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it causes a magic mouth to appear on anearby pillar and say, �The way is blocked.You cannot pass.�

The three visible doors on the southeastwall operate as follows (from northern-most to southernmost). Touching the firstdoor causes a 10' x 10' floor area directlyin front of the door to blink away for 20seconds, spilling all PCs here into a 40-footpit (4d6 falling damage). The pit is litteredwith bones and its northwestern wall iscomposed of rubble; digging here mayopen up a lower dungeon level. Thefloor�s return will trap victims in the pitand may harm others reaching in to res-cue them.

The center door opens to reveal an emp-ty corridor. A 15' x 15' stone block (6d6damage from direct hit, 2d6 from a rollingblow) falls from the ceiling onto anyone

standing in front of the door. Any metaltouched by the block vanishes instantly,without harm to those wearing or holdingit (it is teleported to room #3, forming thepile on the floor there).

The southernmost door is false. Touch-ing it causes the ghostly image of a humanfemale face to appear on it and whisper(whatever the DM desires, to intrigue andlead PCs to other adventures; this strange�spirit,� Ruuthreene, knows a lot about thehistory of the Halls and the Stonelands).

32. Cellar: A pair of waist-high, archeddoors are placed in the passage wall here.They swing outward to reveal a low, arch-ceilinged stone cellar sloping downward.On the floor are scattered bones (human),and a locked, brass-bound wooden chest.

If the chest is opened, it emits an acrid,

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colorless gas that spreads rapidly. All PCsmust save vs. breath weapon or fall asleepinstantly for 2-12 turns (normal wander-ing monster rolls apply and affected PCscan�t be awakened early).

Inside the chest is a wooden coffer hold-ing four gold rings, each set with three ti-ny emeralds (each ring is worth 4,000 gp),and two large canvas sacks of 225 gp each.

One of the blocks in the stone ceilingmidway down the cellar is marked with ascratched circle. It swings down to reveala shaft leading up into darkness. The endof a rope hangs in the shaft. This old,thick, black-tarred rope is rotten (27%chance of breakage; check for every 30feet climbed, increasing the chance by 8%per additional climber). The shaft rises112 feet to the Upper Level; if the ropebreaks, falling damage applies.

Upper LevelAreas #23, #26, and #32 all lead up to Ri-

vior�s �fall-back� stronghold, now a ko-bold citadel. The DM should adjust thenumber of kobolds (there should be atleast 45) to reflect the strength of attack-ing PCs. The kobolds don�t know that theprivy (#26) is connected to the lower levelof the Halls, but both other entrancescome up in well-like entrances underheavy guard.

Ascending PCs must make Dexteritychecks for each round of climbing toavoid making a noise that alerts the ko-bolds (if they shout, cast spells, or deliber-ately make noise, detection is assured).The kobolds have spears and oil flasks inplenty, but will save these for PCs they cansee nearby. Climbing PCs will first facehurled rocks and dropped bags of gath-ered lock lurkers (detailed in this module).A PC who is hit suffers damage and mustmake both a successful Dexterity checkand a successful Strength check or falldown the shaft, taking falling damage. Ifonly one check succeeds, the PC falls but

gets a second Dex check; if it succeeds, hemanages to catch hold of the rope lowerdown and hang on, taking only 2d8 batter-ing damage.

Persistent PC attacks will force the ko-bolds to escape by any of the three routesand return for revenge later.

Expansion AreasThe Haunted Halls have lower levels not

revealed here, where PCs can enjoy yearsof danger. To reach them, they can dig upstones in front of or behind certain doorsin #31 or under the floor of #14. PCs mayhave to dig away a lot of rubble (withpicks, crowbars, shovels, carts, mules,ropes and pulleys�the whole apparatusof a mine) to proceed, but the DM willhave to provide suitable bait (such as locallore or Miior�s memories of �deep treasurecrypts�). As PCs disturb more of the Halls(especially if they occupy part of it as ahome or hideout), monsters will react,coming up from the depths to attack, per-haps working together to destroy PCs.

Whatever befalls, may delvings in theHalls be delightful. As an old adventureronce said: �There! That didn�t hurt much,did it? Did it?� (Or, as an old orc sayinggoes, �Sixteen times burned, once shy.�)

Warning rune: "Magic here"

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Suggested Campaign Plotsand Adventures

The lifeblood of a campaign is the colorand interest a DM continually builds intoit by introducing mystery and long-termgoals via subplots, a �supporting� cast ofNPCs, and by giving PCs ways to get infor-mation. In Eveningstar, this means usingpassing caravans; the temple library, usa-ble at a 1 gp per person per day browsingfee; and locals who talk of their own ad-ventures, or, in Tessaril�s case, speak of thecrown�s local intentions and concerns.

Encourage players early and often torole-play PC walks about the village.They�ll soon be thinking up the adven-tures they want to have! Role-playing iscritical to bringing the bare map ofEveningstar to life, thereby peopling itwith �real� beings. The Long Arm of theLaw and Tessaril sections show how au-thorities and the �respectable� majority ofvillagers respond to adventuring PCs.

The �current clack� of news and rumorsgoing around the village can suggestmany adventures. The best place to heargossip is the taproom of the Tankard, agathering-place for locals and travelersalike (note: caravans also bring Zhentarimagents and independent thieves, bothlooking to prey on PCs).

Here are some adventure ideas:The Caverns of the Claws: This net-

work of caves, a notorious troll-hold, lieseast of the village. Exploring PCs may findout why the creatures keep returning. Ifthe DM has access to the Dwarves Deep(FR11) sourcebook, perhaps the reason isa Deepspawn� a monster that createsmany other monsters. These fell things in-fest the Stonelands and may even lairdeep in the Haunted Halls. Perhaps, led bypowerful Spawn, they view the area astheir own realm; perhaps the Zhentarimare behind this infestation. Either way,PCs could end up in a long, bloody waragainst an organized Spawn network.

The Crypt of Shadows: Nearby, in theStonelands, a distinctive barrow-tomb isinfested with shadows. Does it hide a

more powerful menace, too? Or is thewhole thing a Zhentarim trap, withcursed magical items as �treasure�?

Ironguard: DMs who have issue #18 ofDUNGEON® Adventures magazine can usethis tiny wizard�s lair as is; others canreadily devise their own magical-trap-filled underground home. Ironguard fea-tures magically-animated, guardian flyingdaggers. A strong PC party might facemore powerful enchanted and createdguardians. If the resident wizard is away,escapes, or has prepared for undeath, PCintrusions may begin an escalating seriesof hostilities.

The Warriors� Crypt: Many wizardlairs, some still home to mages, lie hiddenin the Stonelands close to Eveningstar, in-cluding the infamous Warriors� Crypt. Itsmound is a battle-grave; the great war-riors who fell there are now undead crea-tures of unusual fighting prowess whoserve a sorcerous lord. Some whisper thisdread lord is a fiend from another plane!(It could be a nabassu�see �Tanar�ri,Greater� in Volume 8 of the MonstrousCompendium� or something else, as theDM desires.)

Mellomir�s Mystery: Recent news(*FRO) told of the famous Arabellan sage�sdiscovery of great magic in the depths ofthe Haunted Halls. It explained the manymonsters encountered there and the sud-den and total disappearance of dwarvesfrom the Stonelands a century ago. Mel-lomir has since vanished. A false rumorsays he found �The Ring of Winter��butits function and meaning are mysteriesfor PCs to solve.

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Magical Items of Eveningstar

In the descriptions that follow, XP Valuerefers to experience points gained by acreature who makes (enchants) an item,not by a creature who possesses it. GP Val-ue is the sale price that can be expectedwhen the seller is careful and not desper-ate for cash. Keep these facts a secret fromplayers; PCs won�t know market rates formagical items.

Lantern RingXP Value: 50 GP Value: 200

This plain, brass ring emits a singleglobe of light similar to a dancing lightsspell. The globe moves and changes inten-sity in response to the wearer�s silent will.If willed to become a beacon, the ring cre-ates a brilliant shaft of white light (equal tofull, bright noonday sunlight) extendingvertically from the ring-hand up into thesky. The light lasts 2 hours (less 1d4 turnsper dispel magic cast on it), but will notfunction indoors or underground.

In Eveningstar, these rings are worn byLord Tessaril and all Purple Dragons. Tes-saril will give them to PCs who renderEveningstar important aid. The localpriests of Lathander also sell them at dou-ble list price.

MagestarXP Value: 4,000 GP Value: 20,000

These devices appear as many-spined,silvery metal globes. When touched, theyglow and levitate, floating beside the crea-ture touching them, looking very muchlike will-o�-wisps. Spells cast at a magestarare absorbed and give the device 1 hp perspell level (a fireball sucked into a mage-star gives it 3 hp and negates the effect ofthe fireball). All known spells cast at amagestar (including area effect spells) areabsorbed, but active magics are not can-celled if a magestar enters the area.

At the owner�s mental bidding (or auto-matically if he collapses or falls uncon-

scious), the device moves to touch himand passes absorbed hit points to him ashealing energy. If not �charged� withspells, it gives only 1d4 hp.

If any creature able to cast spells or pos-sessing spell-like natural powers touchesa magestar, �ownership� of the devicepasses to that creature. Only creatureswith such powers can use a magestar.Ownership can change once per round ifa magestar is touched repeatedly. A crea-ture can �own� only one magestar at atime.

Magestars have energy limits whichvary unpredictably from one to another. Astarved one shrinks, grows dim, then van-ishes; an overloaded one explodes (4d6blast damage to all within 20 feet; save forhalf damage).

Necklace of Mystic EidolonsXP Value: 4,000 GP Value: 15,000

These necklaces vary in appearance,but to the wearer, they always appear asplain metal chains adorned with 1d8+1pyramid-shaped, points-down rock pen-dants. If one pendant is twisted off andtouched with a drop of the user�s blood, aprojected image of the user is created, andhe permanently loses 1 hp instantly.

The user can see through the eyes ofthis image and move it at will. It moves inthe same manner and rate as the user (if auser can�t fly, neither can his image).

A mage can cast one spell through hisimage (the image becomes the spell�ssource). The image then vanishes as ittakes effect. The link between user andimage penetrates all known physical andmagical barriers (e.g., an imprisonedmage can attack or charm a jailor on theother side of a barrier).

If no blood touches a detached pendantwithin one turn, it dwindles away and islost. Pendants vanish when used. Thenecklace can never be recharged.

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Lock Lurker FRQ1

CLIMATE/TERRAIN:FREQUENCY:ORGANIZATION:

ACTIVE TIME:DIET:INTELLIGENCE:

Any landRareSolitary

AnyCarnivoreLow (5-7)

TREASURE:ALIGNMENT:NO. APPEARING:

NilNeutral1

ARMOR CLASS: 3MOVEMENT: 8HIT DICE: 1 + 3

T H A C 0 :NO. OF ATTACKS:DAMAGE/ATTACK:

17 (sting), 19 (bite)11 (bite) or 6-9 (1d4+5 for sting)

SPECIAL ATTACKS: Paralyzing venomSPECIAL DEFENSES: NilMAGIC RESISTANCE: Nil

SIZE:MORALE:XP VALUE:

T (1" diameter, tail to 1� long)13175

The tiny lock lurker is the bane of thieves, and is often placed asa guard against such infiltrators. Lock lurkers look like coins�cold, hard, coppery or bronze discs (25% are silver or golden inhue). A lock lurker has two rows of tiny, retractable legs on itsunderside surrounding a razor-sharp iris of teeth that resemblesthe mouth of an octopus. It has a lightning-fast stinger that canbe up to a foot long, but it is usually on the Ethereal plane, invisi-ble to observers on the Prime Material.

A human handling a lurker often thinks he has picked up asmooth, heavy coin. A sting usually advises him otherwise. Lurk-ers have been known to be carried with other coins until reach-ing a place where easy targets will come near. Unless metal isstruck, the lurker�s bite and sting are both silent.

Combat: A lurker�s teeth can bite through hide, hair, skin, orleather armor, but not metal. Its bite causes 1 point of damage.

A lurker�s stinger strikes as if the creature were a much morepowerful monster. The stinger can attack creatures in the Ethe-real plane, and materializes on the Prime Material plane onlywhen the lurker launches an attack. The strike is powerfulenough to pierce any armor and to stun opponents of less thanman-size for 1-2 rounds. It causes 1d4+5 hp damage and injectsa venom into the victim�s bloodstream.

The venom reacts with blood to slow a victim (effects as perthe wizard spell) on the round following the sting-strike. Duringthat round, the victim�s body reacts to the poison; a saving throwmust be made. If successful, the victim is slowed for a secondround, then recovers fully.

If the saving throw fails, the victim is immediately paralyzedfor 1-6 hours, passes into a 1-2 round slowed state, then recov-ers. This paralysis is a rigid muscle-lock affecting all limbs andextremities. It is not a floppy loss of motive power (a victim can-not be posed or easily dressed or undressed, and can easily behurt if moved).

The venom reacts unpredictably. A successful save against onestrike does not give immunity to the next strike (nor does paraly-sis from one strike guarantee paralysis from another).

A lurker can sting 40 + 2d4 times per day without exhaustingits poison. Venom and any food ingested by a lurker are bothheld in expandable body sacks on the Ethereal Plane, transferredto and from the Prime Material portion of the lurker in a way notfully understood.

A lurker�s stinger can be attacked on the Prime Material plane

only if materialized there. On the Ethereal plane, all parts of alurker can be attacked unless it pulls itself fully into the PrimeMaterial plane. This requires an entire round, allowing an ethe-real attacker one �free� attack at it.

A lurker can transfer body material between the two planesdespite any physical or magical restraints placed on it, but cannever fully withdraw into the Ethereal plane. Lurker attacks andvenom have the same effects on both planes, and lurkers have60�-range normal and infravision on both planes.

Lurkers can slowly regenerate lost or damaged body parts.

Habitat/Society: Lock lurkers are so named because they areoften placed as guards on chests and doors to strike unwary in-terlopers through keyholes. Assassins have placed them underinkwells and pillows, in boots, and in other places convenient toa strike (so that the paralyzed target can be slain easily with noalarm being raised).

In the wild, lurkers are solitary hunters, wandering slowlyfrom one feeding location to the next. They can tolerate ex-tremes of heat and cold, including the conditions found insmokehouses, ovens, and icehouses. Lurkers are hermaphrodit-ic; whenever two adults meet, they mate and go their separateways. One to four months later, each lurker lays an egg sack of1d12 x 10 tiny eggs, 60% of which are fertile. Untended, thesehatch in 1d6 weeks, typically producing 3d6 offspring. These eatthe unhatched eggs (and sometimes each other) until they arefully mobile, then wander off in search of food. They never fightother lurkers and mature within 2 years.

Ecology: Lurker venom is valued as an ingredient in inks, po-tions, and processes concerned with slow effects.Their bodies are a preferred ingredient in oil of etherealness; alargely intact body is worth 2 gp (6 gp if the stinger is intact).Lock lurker venom (a clear, gummy fluid that smells like sea-weed) brings about 10 gp per flask (from the few alchemists whorecognize it). Lurker egg sacks bring about 25 gp on the openmarket.

©1992 TSR, Inc, All Rights Reserved

Page 33: Forgotten realms

Tressym FRQ1

CLIMATE/TERRAIN:FREQUENCY:ORGANIZATION:

Any temperate landVery rareSolitary

ACTIVE TIME:DIET:INTELLIGENCE:

AnyCarnivoreVery (11-12)

TREASURE:ALIGNMENT:NO. APPEARING:

NilChaotic neutral1 (l-4)

ARMOR CLASS: 6MOVEMENT: 6, Fl 16 (A)HIT DICE: 2

THAC0: 17NO. OF ATTACKS: 3DAMAGE/ATTACK: 1-2/1-2/1-4

SPECIAL ATTACKS: NilSPECIAL DEFENSES: Immune to all poisons, detection

abilitiesMAGIC RESISTANCE: 40%

SIZE:

MORALE:XP VALUE:

T (up to 2� long, including tail, up to3� wingspan)Elite (14)270

Tressym are beautiful, fluffy, winged cats, closely related to thesmall, feral cats native to the woodlands of the Heartlands of theRealms�the cats domesticated by many in the Dales, Sembia,Cormyr, the Moonsea cities, and the Sword Coast. Tressym varyin the hues and fur-lengths of their coats as much as normal(wingless) cats do. Most resemble a shorthaired grey, tabby, orblack cat, with two batlike wings at their well-muscled shoul-ders.

Tressym wings have feathers. The leathery membranouswings are divided into arc-segments by hollow bones, rather likethe elongated fingers of a bat divide up its wings.

Combat: Tressym stalk and pounce on prey, scratching and bit-ing much as normal cats do, but with the added ability of flight,which makes them far more deadly to birds (and insects) of allsorts. They do not, however, seem to attack nestlings or despoileggs. In battle, they are cunning�scratching at the eyes of oppo-nents, for example, and learning danger quickly, so that a tres-sym that sees a wand fired by a wizard knows about the dangerof sticks of wood held by humans for the rest of its life.

In addition to their 120� infravision, tressym can detect invisi-ble objects and creatures up to 90� away. Tressym can also detectpoison; through scent, taste, or touch, they recognize substancesthat are deadly to the intelligent races of the Realms (humans,elves, half-elves, dwarves, gnomes, halflings, orcs, goblinkin, andrarer peoples). Tressym themselves seem to be immune to allknown forms of poison.

Habitat/Society: Tressym are found on occasion in Evening-star�s streets and trees. Northern Cormyr is the only place wherethey seem to breed and gather, although individual tressym, bothwild and domesticated, may be found all over the temperateRealms.

Villagers in Eveningstar feed tressym and try to prevent theworst of their vandalism and aerial catfights. At the same time,they try to prevent any large-scale or magically-assisted trappingand capturing of them. Evenor folk value tressym for their owl-like rodent control in the fields. Most of the flying cats lair innearby Starwater Gorge and hunt the farm fields night and day,avoiding local cats and dogs rather than fighting or tormentingthem.

Ecology: These cute, mischievous little terrors are semiwildand thought to be the result of some long-past wizardly experi-mentation. They are known to live twenty years or more if theydo not meet with misadventure, and are free to take shelterfrom, or fly away from, the worst winter weather. Tressym mateas often as normal cats and do not mate for life. They sometimesmate with normal cats, with whom they are fertile, but only 10%of such young will be tressym; the rest will be wingless.

Tressym are quite intelligent and have been known to formstrong friendships (and hatreds) with creatures of other races,such as humans and elves. Tressym have even been known tosacrifice themselves for those they love.

A few mages have sought these creatures as familiars. At leasttwo Evenor wizards (Lord Tessaril and Maea Dulgussir, who stillconceals her magical skills from locals and visitors alike) havedone so successfully. As familiars, tressym combine the sensoryadvantages of a cat and an owl (refer to the find familiar spell inthe Player�s Handbook), and have additional benefits: they areintelligent enough to carry and manipulate complex and delicateitems; they can observe and report events diligently; they canconcentrate on a task at hand even when hormones or instinctsprovide strong distractions (i.e., they can overcome things thatwould make a lesser familiar lose all attention to tasks or surveil-lance), and they can communicate to their masters the identifica-tions of poisons�even harmful gases not intended as an attack.

Tressym cannot confer or transmit any immunities against poisonto another creature. They are not strong enough to fly with even ahalfling aloft. They can fly hard enough to slow a halfling�s fall to a2d4-damage affair, in descents of 90� or more, but can�t lessen thedamage suffered by any larger or heavier creature.

Tressym tend to get along with others of their kind when theymeet, but they rarely lair or hunt together. They also peacefullyignore bats, griffons, and the like, but are the deadly foes ofstirges and manticores (against whom they will gather with oth-er tressym to fight), and enjoy teasing dogs.

©1992 TSR, Inc. All Rights Reserved.

Page 34: Forgotten realms

The Lonesome Tankard (Inn)One Square = 10 feet

Ground Floor1. Front Porch with overhanging roof; pillars not shown.2. Taproom/dining room with tables, booths (on east wall and

southern corners), pillars, and fireplace (south of #3).3. Bar, behind which Dunman is usually found.4. Wide stairway to upper floors.5. Private dining/meeting room, available for rent.6. Robing room, where visitors can clean up and store

7. Servants� lounge and dining area.8. Dunman�s office and strongroom; heavy door is double-locked.9. Scullery food & cutlery storage.

10. Kitchen; note double-sided fireplace, shared wtih #11.11. V.I.P. lounge and dining area.12. Back room; storage of liquor and specialty items. Stairs atsouth end lead to cellars (not shown).13. Men�s toilet.14. Women's toilet.

Second Floor15. Wide stairway leading from ground floor.16. Stairway to 3rd floor.17. Walk-in storage areas for linens, chamberpots, water casks,candles, lamps, and so on.18. Guest rooms. All have a bed, storage chest, sideboard with chairand ewer of water, wash bowl, clothes rack, lamp, and chamberpot.19. Luxury rooms. Identical to #18 except for fireplace.20. Rooms where PCs and other NPCs may lodge.

Third FloorNot shown. Layout matches 2nd floor, except that the centerstorage closet has a hatch in its ceiling allowing access to the roof.

StablesThe inn has no stable, but rents stalls in the stable across the roadto the west for the convenience of guests.

CellarThe cellars are old, damp (the river is near), and lined with stone.They are filled with casks of wine and beer, some larger than aman. Wooden bins of potatoes and onions hang from the rafters(so that if flooding occurs, they will be buoyed up by the water). TheDM is free to add things of interest, but as far as Dunman knows,the cellar holds just this provender, old broken furniture and thelike, a laundry area, and slop-buckets (he takes the garbage outweekly and buries it in the gorge near #32 on the Village map).The cellar also contains several old, smashed armoires. In them,Dunman keeps the gear of adventurers who never came back: oldswords, daggers, coils of rope, blankets, saddlebags and eventents, boots, belts, shields, helms, and armor. PCs can have thesefor a price (Dunman won't reveal where he keeps them, though).

outerwear.

Ground Floor Second Floor

Tessaril�s TowerOne square = 10 feet

Ground Floor1. Porch2. Entry Hall3. Dining Room4. Kitchen

GroundFloor

SecondFloor

5. Pantry6. Grand Stair (to 2nd floor)7. Stairs Down to Cellar (cellar not shown)8. Washroom9. Cloak Closet

10. Audience Room11. Ladder (to 2nd floor closet)

Second Floor12. Grand Stair (from 1st floor)13. Ladder (from #11)14. Upper landing (sitting area, sculpture gallery)15. Tzin Tzummer's Cha,mbers16. Guest Bedroom17. Guest Bedroom (two Purple Dragons sleep here when no visitors arestaying in the house)18. Guest Bedroom (Azoun's chamber)19. Linen Closets20. Bower (sitting area with plants; two Purple Dragons sleep here whenvisitors are present)

Th i r dFloor

Cupola(FourthFloor)

21. Upper Stairs (to 3rd floor)

Third Floor22. Lofty Landing (two Purple Dragons are constantly on duty here whenvisitors are present)23. Spell Chamber (for spellcasting)24. Ladder from #13 (ends here; dummy ladder continues to ceiling, with falsetrapdoor above; weight on upper rungs releases jets of sleep gas)25. Stairs to Cupola (4th floor)26. Locked Closet Fitted With Alarm Gong (contains most of Tessaril�sCormyrean documents)27. Minor Magic Storage Closet (potions, scrolls, material components)

Cupola (Fourth Floor)28. Stairs Down to 3rd Floor29. Wardrobe Closet30. Tessaril�s Chamber (contains a roof hatch reached by climbing one of thefour ceiling chains that Tessaril�s bed hangs from)31. Magic Storage Closet (lead-lined, magically guarded)

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Dungeon Dressing TableUse this table to add spot interest features to the Haunted Halls,especially when PCs are traversing areas previously explored.Roll 1d20.

01: A human skull and some scattered bones are strewn on thefloor.02: A black arrowhead (badly tarnished silver worth 1 sp) with afew fragments of wooden shaft.03: The dust-covered glass fragments of a shattered vial (of thesort used to carry potions), still with its cork stopper. Its spilledcontents left a faint yellowish-green stain on the floor, in whichcan be seen a footprint: the outline of a bare, left human foot.04: A dark, motionless swirl. It�s a cloak of fine wool, now mil-dewed and worthless.05: A heap of tumbled, broken stones. Some pieces have curved,sculpted surfaces. (They can be roughly assembled into a statue:the life-size image of a man brandishing a sword and a spear. Hehas a long, snakelike tail as well as legs.)06: A loose stone underfoot. It can be lifted out to reveal a stor-age niche, which may contain a wand, coins, a bag of gems, or thelike, perhaps with a skeletal spider or mummified snake atopthem.07: A dust-shrouded, cobweb-covered lump. It is either the long-dead, fist-sized husk of a spider, legs curled around it, or a stoneor human skull.08: Rotting, gnawed goblin corpses (1d6 in number). They havebeen stripped of clothing and valuables and lie sprawled on thefloor.09: Three crumbling torch-ends, burnt low and dropped longago. Or: Two oak logs, 6 feet long and about 1 inch thick. Ironhoops are hammered into their ends, with a few links of chainattached.10: A mummified, long-dead bat.11: A face-down, headless human male corpse. It has withered tocrumbling skin over bones. Its clothing has perished, spilling out2 cp, 3 sp, and 1 gp. It has a badly-rusted short sword (1d6 dam-age, 1 in 6 chance of breaking per round of combat use) and adisintegrating black cloak bearing a shiny, new silver pin (abrooch of shielding). Vary the corpse�s gear each time this isused.12: Water seeping out of a wall to form a puddle. The water issafe to drink.13: A leather-armored goblin body lying face down, half-crushedunder a massive stone block that fell from the ceiling. The stonemust be shifted to get at the corpse�s treasure: a crushed shield, ashattered iron dagger, and purse holding 2 cp.14: Three scuffed, open chests; they may contain anything (ornothing) the DM desires.15: Music fills the air, alerting PCs to the presence of six floatinginstruments: a flute, a shawm, a lyre, a harp, a hand-drum, and akrummhorn. The instruments glow with an eerie, flickering,blue-white radiance and float in midair, pIaying by themselves.They play the same short tune over and over (the DM shouldchoose something he can whistle or hum).

If touched by any living creature, the instruments stop play-ing, the glow fades, and they slowly settle to the ground. They have been enchanted by a ghost pipes spell (*FRA) and are notmagical.

This feature can be used several times (who is wanderingaround this dungeon casting ghost pipes spells, anyway?), butwhen it has grown familiar, replace this die-roll result with acontinual light, glowing fungi, or other radiance.16: A pit trap. A 10� x 10� section of the stone floor drops awaylike a flap, revealing a 30-foot drop (3d6 damage). It then snapsback up into position, sealing in any creatures fallen into thetrap. To free them, the trap must be sprung from above and ashield or something similar must be wedged into it to hold itopen, or the floor section must be shattered. On one wall of thepit, someone has used charcoal to scrawl in elvish, �Beware thehorned one!� At the DM�s option, the pit could contain a trapped,hungry monster.17: A dusty, securely-stopped vial. It contains musky, spicy per-fume.18: A dented, rusting iron cup.19: A stout wooden chair with one leg missing, fallen on its side.Its underside is a single oak board; if this is pried away from thepadding, 50 gp will be discovered stuck to the board with pitch.Or: A stone table. At the DM�s option, there could be somethingunseen under it, such as a permanently invisible (except as ithits) warhammer +1.20: Someone or something has dug a rough hole here about anarmlength deep into the wall. Rubble (5d4 rocks, ranging fromfingernail-sized to fist-sized) lies on the floor below.

The House of theMorning

One square = 10 feet

Ground Floor

The remainder of the temple is left to the DM for deveJopment asthe campaign dictates.

Rivior's KeepOne square = 1O feet

3rd Floor

2nd Floor

Hall andBedchambers

Page 37: Forgotten realms

Village ofEveningstar

1. The Lonesome Tankard INN (see accompanying map); proprietorDunman Kiriag (F5, NG)2. Eveningstar Hall (meeting house, guard barracks, jail)3. Stables (horses bought, sold, rented); proprietor Ladian Ruldo (see

also #30). Dunman Kiriag of the Lonesome Tankard rents space in thestable for the use of his guests.4. Market Square5. Ashnairn�s Fine Clothing Shop6. Ebbard Highsong, Butcher7. The Old Boot (wagonmaker and harness shop); proprietor Arbold

Tethyr8. Residence of Auldo Morim (town clerk and purser) and barracks

for local Purple Dragon detachment (9 men)9. Residence of Lord Tessaril Winter (F 10, CG, an ex-mage who pos-

sesses a necklace of missiles and a wand of magic missiles)10. Shop and home (upstairs) of Vilnar Orsborg, barber/perfumer/tattoo artist11. The House of the Morning, temple to Lathander; patriarch Charis-bonde Trueservant (Pr 11, NG)12. Temple Granaries13. Temple fields (wheat and vegetables grown by and for clergy)14. Pillar Rock (entrance to old tomb cave in base)15. Redhand Pool16. Deltar�s Mill; proprietor Deltar Tummarlin

17. High Pasture (common grazing land)18. The Iron Hand (smithy); Master Armorer Dhurthal Ironhand19. The Golden Unicorn Inn; proprietress Selda Imyara20. Shop of Baskar Lendo; sage, print shop, parchment and ink maker21. Mother Tethos; cordials, herbs, gentle curios (a doctor and midwife,but not a cleric)22. The Low Lantern (tavern, dance hall, theater); proprietress Maea�Iron Eyes� Dulgussir23. Tethyr Hardware (chains, rope, oil, candles, etc.); owned by ArboldTethyr and run by his three fat daughters24. Tethyr�s Court (rooming house); owned by Arbold Tethyr, run byhis wife and eight live-in maids25. Shop and home of Uldar the Potter26. The Silver Branch (jewelry, fine silks, glasswork, art, etc.)27. Carpenter�s shop and rooming house owned and run by RoarelOlff28. Eveningstar Bakery; proprietress Urda Malo and her daughters29. The Welcoming Hand Inn (a burned-out ruin at present)30. Stables; proprietor Ladian Ruldo (see #3)31. Apple orchard and farm belonging to Taburg Shen32. The old Thaddath farm (ruined barn and stone tower house, used as the village dump and midden)33. Old Meg�s hut34. Path leading to the Haunted Halls

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