[go: up one dir, main page]

100% found this document useful (1 vote)
187 views8 pages

Tomb It May Concern - (4th-6th Paladin)

D&D Adventure

Uploaded by

Gamer4242
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
100% found this document useful (1 vote)
187 views8 pages

Tomb It May Concern - (4th-6th Paladin)

D&D Adventure

Uploaded by

Gamer4242
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
You are on page 1/ 8
TOMB IT MAY CONCERN RANDY MAXWELL You don’t know where— or what—you are. Amwort by bob Groarouen 28 Issue No. 22 Randy says that the antagonist in this ‘module was inspired by a Henry Vaughn poem entitled “The World.” Of partiew lar interest is the third stanza: The darksome statesman, hung with weights i Like a thick midnight fog, moved there s0 hoe He did no stay, nor 0 Condemning thoughtslike sad eclipses ‘rout Upon his sout, ‘And clouds of ering witnesses without Puraued him with one shout Yer digged the mote, and leat his ways be Where he did clutch his prey But one did see That policy Churches and altars fed him: perjuries Were gnats and fle Ierained about him lood and tears: but he Drank them as free “Tomb It May Concern” is an AD&D* adventure for one DM and one player, ingle paladin of 4th to 6th igned prefer to change the module to suit a party of 46 characters of Ist and 2nd level. The tomb may be placed under van glade or forest wilderness, hhas the same statistics and ability scores as the paladin but does not re- y of his special abilities, ssuch as turning undead (see "Role Playing Amnesia" for instructions con bil of the same level act accordingly, quickly to the deception For the Dungeon Master ‘The PC has amnesia caused by a blow to the head. He remembers only his name and that he is a fighting man of some sort. He does not remember that he is a paladin. Although the PC still retains all benefits and abilities of pala dinhood, he may not remember to use them, He does remember how to use his gear and equipment, and he realizes he {i in a dungeon of some sort. He does not remember where he ia, how he came to be there, or why he is there. He en- ‘gages in combat at his present level ‘th level paladin attacks and ‘at th level). Just as the paladin does not forget how to talk, walk, read, land write (if he knew how to do these ‘things to begin with), he doesn’t forget how to use his weapons or armor. The paladin also remembers how to use ‘most magical items. However ory roll (see “DMing Amnesi pineal Lipo functions by a command word. The paladin has a 15% chance per item of remembering its command word (rll, ‘once only per item). ‘The PC awakens in area 1 of the tomb complex, and his adventure begins there. The DM should carefully note ‘what sorts of things the PC can and cannot know at first, and how the PC may eventually find what he needs. Role-Playing Amnesia ‘Amnesia is a complex afMiction. It leaves the victim in a strange nether- ‘world where bits and pieces of memories form no coherent whole. It is important to remember that one memory does not necessarily lead to another, but in some cases one memory may trigger another related or unrelated memory. A victim of amnesia may remember his wife but ‘not his parents or children. He may remember his home in minute detail ‘but not what town it is in or what street itis on, ‘The player should keep in mind that his character may remember that he cean detect evil but not that he can turn ‘undead, etc. However, there isa per- centage chance (given with the DM information) that the paladin will re- member a given ability or information about his adventure each time he ‘encounters a situation where the ability could be used or the information is ‘appropriate. Thus, each time he encoun- ters undead, the paladin has a nagging feeling that he knows something impor: tant but just can't remember what it is. in retains all automatic spe. cial abilities, such as his +2 on all saving throws, immunity to disease, tand aura of protection but is not cor scious of them. When role-playing an amnesiac, remember to keep player information separate from character information. DMing Amnesia ‘The PC is in the middle of an adventure when this module begins, but because of his amnesia he does not remember how ‘tall came about. The DM will relate the information given under various headings ("The Dreams," “The Winter Glade Tale," etc.) as the paladin remem: bers them. The text instructs the DM to make a "memory roll” on 14100 to see ifthe paladin does or does not remem- ber a given detail. Ifthe paladin re. ‘members an ability or piece of information, he may use his knowledge immediately and no further memory rolls need be made for that ability or piece of information. If he does not re ‘member, he is unable to use the ability or information at that time. Even if the paladin remembers he can heal by lay- ing on hands, he cannot cure his amne- sia this way. Time will eventually cure the paladin’s amnesia, but for magical healing treat amnesia the same as a forget spell carrying his ‘weapons, and armor. Unless his weapons or armor have some ‘magical quality, he has no magical items with him. He carries a bullseye lantern on his belt and the following items in his backpack: six torches, two flasks of lamp oil, a tinderbox, a small ‘hammer, 10 iron pitons, 50’ of rope, one vial of holy water, a large sack, and food and water for 48 hours. This list may be adjusted by the DM to suit his particu. lar campaign needs or to include equip- ‘ment that the adventuring PC normally What Has Gone Before ‘The following events have already hap- pened to the PC and are given in chron- logical order. There is no guarantee, however, that the PC will remember them in this order; it is more likely that ‘TOMB IT MAY CONCERN he will recall them in a garbled or jum. bled sequence. ‘The Dreams. The paladin has been troubled by a recurrent dream in which he struggled through a winterscape, a blustery wind blowing wet snow in his face, and great bare trees reaching out as if beseeching him for help. The most troubling part of the dream was the hhoofbeats. As the paladin struggled through the iey scene, he heard the sound of hoofbeats growing louder and louder until they were suddenly right behind him. In the dream, he turned looked but behind him was neither endless unbroken line of his own heavy bootprints in the snow. At that point the paladin always woke. ‘The paladin had virtually the same dream three times, but the third dream ‘ended differently. When he turned to see what was behind him, he saw a scroll and a piece of jewelry in the snow. ‘As he unrolled the seroll, its gold letters disappeared as fast as he could read the words. When he was through, he held nothing but a blank sheet of vellum as white as the falling snow. He then looked down at the jewelry, but it was slowly being covered by the falling snow and he couldn't quite make out what it was, As he bent doven to retrieve the object from the snow, he woke. ‘The PC doesn't know what the piece of jewelry was, but he may remember the poem on the scroll: Winter Glade, the cold’ desire, No warmth of sun nor heat of fire. In tunnel dark or chamber deep, Break frozen heart, end winter sleep. ‘The Sage: The paladin consulted a sage about his dreams and asked what the poem might mean. The sage could tell him only that his dreams had some- thing to do with his war horse, whom the paladin has not yet called. The sage located Winter Glade on a map and told the paladin the tale behind the name. ‘The Winter Glade Tale: Long ago, in the Year of the Owl, there lived a wiz ard named Sollers Vestitus. The wizard settled in the sylvan woodlands and befriended all creatures of the glades and groves. He lived as one among them ‘did no harm to trees or woodland beings ‘After a time, though, the wizard slowly changed. Some say he was placed under a curse by an evil sorcerer; others claim he was evil to begin with and DUNGEON 29) TOMB IT MAY CONCERN TOMB OF THE 1 square= 10" SYLVAN WARLORD merely bidded his time earning trust and good will until his plans were ripe, Whatever the reason, instead of living ‘among the woodland creatures, he at- tempted to rule over them. He built himself an underground fortress and proclaimed himself the Sylvan Warlord, claiming ownership of the forest and absolute rule ofits denizens. The wood: land creatures turned against him and attempted to drive him from the forest. In the warfare that followed, the wiz: 1d could not break the siege on his lair, fand the sylvan armies could not breach the lair’s defenses. In the end, the des- perate wizard placed a curse of everlast. ing winter upon the glade surrounding his home, No matter how bright the ‘spring or hot the summer day, winter never releases its icy grip from this cursed area. The prolonged winter even: tually broke the siege, sending the attacking brownies, eentaurs, and sa- tyrs scurrying for shelter in warmer areas of the forest. No one knows what became of Sollers; he was never seen leaving the forest, and it was assumed he died in his underground fortre perhaps a victim of his own curse. The area is now avoided by everyone and everything, and it bears the name Winter Glade, ‘The Search. With the sage’s interpre: tation of his dreams and the clue from the poem, the paladin rode off to find Winter Glade and his war horse. After scouring the area, he found the en: trance to the mage’s old labyrinth. As his war horse was obviously not in the ‘area, the paladin entered the dungeon hoping to find some clue as to what he ‘was looking for. The rest of his story is continued in the description of area 1 in the following section, The Tomb of the Syivan Warlord Most of Sollers Vestitus's lair collapsed Tong ago. What remains is guarded by the undead he created for his war with {he sylvan creatures, ow 200 yore "The entire complex is musty, Euoty, dirty, and dingy The eilings throughout the tomb are 12’ high. Un. less otherwise noted, doors open without difficulty and require no strength-based ‘open-doors rol 1. Entrance Hall. The paladin awakens lying on his back near the ‘center of the northern wall of this room. His torch still burns nearby. Upon entering this area, the paladin triggered an explosive gas trap (it can not be triggered again) that blew him hard into the wall head first, knocking hhim unconscious for a few seconds and ‘causing the amnesia. The DM may also ‘deduct 1-2 hp damage from the pala: din’s total, but the PC should begin the adventure relatively unharmed, When he awakens, the PC remembers centering this room and can recall the poem on the scroll in his dream. It runs through his head over and over, but he does not know its significance, ‘The paladin may remember additional information without knowing how he ‘came by it. He has a 10% chance (at the start) of remembering the following (roll percentile dice for each): that he can turn undead —that he can heal by laying on hands “that he can detect the presence of evil intent —the dreams the sage —the Winter Glade tale All else is yet too distant and hazy to be remembered. 30 Issue No. 22 ‘The room itself was once an assembly aarea near the entrance to the Sylvan Warlord’s lair. It is now just a large, dusty, empty room. The explosion col lapsed the entrance tunnel in the we: ‘ern wall and knocked a hole in the roof. Ifthe PC attempts to dig his way out through the rubble of the entrance ‘tunnel, he will see almost instantly that it is impossible. Without material to use for shoring up the roof and walls, dirt ‘and rock fall into the tunnel as fast as they are removed. If the paladin finds ‘material for shoring up the tunnel, it will take him 1d12+12 hours to dig his way out. ‘The hole in the roof is 12' overhead and impossible to reach without a lad: der. Even ifthe paladin fashions a grap- pling hook out of materials in the ‘dungeon, he has no luck in using it to ‘get out. Ifthe PC attempts to use a ‘grappling hook, roll 146 and consult the following results: 1.2: The grapple misses the hole and falls back into the room. ‘3-4: The hook goes through the hole, doesn't eatch on anything, and falls back into the room when the rope is pulled 5.6: The grapple hooks on something. ‘When the paladin puts his weight on the rope, it pulls free and falls back into the room, bringing down a shower of rubble from the ceiling that does 1-4 hp damage to anyone standing below. Ifall the paladin wants to do is get ‘out, he can escape by building a large ‘mound beneath the hole in the roof using the dirt and rock from the col lapsed tunnel. It will take 112 +24 hours of hard labor to build a mound high enough to reach the hole. 2, Aleoves. This is nothing but a wide, long hallway. The eastern wall contains 12 curtained alcoves that once housed statues of sylvan creatures. Now ‘each alcove holds the animated skeleton of a brownie. Brownie skeletons (12): AC 3; MV 12; HD I; hp 4 each; THACO 19; #AT 1; Dmg 1-3 (old dagger, SD edged weapons do only half damage, immune to sleep, ‘charm, hold, and cold-based spells; ML special; AL N; MC (skeleton); each does 1.3 hp damage with any weapon used. Brownie skeletons have a higher armor class than normal skeletons because they are a much smaller target (only 134" tall in combat, a normal-size hu- ‘man or demi-human ean only kick or strike down at them. They are turned as normal skeletons When confronted with them, the pala- din has a 25% chance of remembering he can turn undead. Ifthe paladin takes {hp or more in damage from the skele tons, he has a 25% chance of remember ing he can heal by laying on hands. ‘These skeletons attack only in self defense or if someone moves down this hallway farther than 30° from the door to area 1. Once one skeleton is attacked or begins attacking, all the brownie skeletons attack. These skeletons guard area 2 only and will not pursue the PC into any other area. 3. Collapsed Area. The entire east ‘em end of this long dusty corridor is blocked by rubble where the roof has collapsed. This was once the main hall- way that led to the center of the com: plex, but most of the hallway’s ceiling, fas well as the roof ofthe main area, collapsed long ago. Ifthe PC survives this adventure and returns here with an army of laborers, he could eventually unearth the barracks, dining halls, areas of the complex but would discover nothing of value, The hallway is ‘guarded by eight centaur skeletons, Centaur skeletons (8): AC 7; MV 18; HD 2; hp 9; THACO 19; #AT 2; Dmg 1-6 16; SD edged weapons do only half damage, immune to sleep, charm, hold, and cold-based spells, ML special; AL N; ‘MC (skeleton) ‘Centaur skeletons move faster than normal skeletons and, due to their curi- fous mix of animal and humanoid bone structures, are more powerful (2 HD) as well. A centaur skeleton is turned as if it were a zombie. These monsters are able to attack twice per round, striking with their bony hooves. When first confronted with the cen taur skeletons, the paladin has a 35% chance of remembering he can turn undead. Ifthe paladin takes any dam: age in combat with them, he has a 35% chance of remembering his healing ability. ‘The centaur skeletons immediately attack anyone entering area 3. They will pursue the PC only as far as areas 1 and 2, The centaur skeletons will not follow into area 4. Ifthe PC evades the centaur skeletons by going into area 4, the skeletons remain in area 2 for 1-8 hours before returning to area 3. Apparently, the paladin is not the first TOMB IT MAY CONCERN adventurer to enter the tomb. Lying face down in the center of the hallway are the moldering remains of « halfling corpse, and against the northern wall another decaying corpse. Ifthe halfling. corpse is examined, nothing of any interest is found. Ifthe corpse by the northern wall is examined, the p discovers that this dead dwarf has a pouch containing 25 gp in mixed coins and a small silver disk with the dwarfs name and address, Ynvar Swergheim of Mirabar, etched in both the common tongue and in dwarven runes, Still in the dwarfs skeletal hand is a rune- inseribed hand axe +1. ‘The runes say that the axe is a ‘Swergheim family heirloom and declare that anyone caught carrying it without permission will be in for a fight. If he survives this dungeon, the paladin should certainly attempt to return the pouch and axe to the Swergheim family, ‘The paladin need not personally deliver the dwart's belongings to his family: they may be sent by messenger with a short note as to how the paladin came by them. Ifthe paladin does so, he will receive 500 gp as a reward from the ‘Swergheim family in Mirabar 4. Meeting Hall. This was once a well-appointed meeting and council chamber. It now contains the rotting remnants of silk and satin sofas and chairs. The eastern wall of the room is covered by a large, heavy tapestry. This oom is guarded by six satyr zombies that immediately attack anyone enter- ing the chamber. Satyr zombies (6): AC 8; MV 9; HD 2; hp 9 each; THACO 19; #AT 1; Dmg 2-8; 'SD immune to sleep, charm, hold, and ccold-based spells; ML special; ALN; MC Gombie, common), Satyr zombies are slightly faster than normal zombies because they were fast when they were alive. The zombies attack using their hhorns, but like normal zombies they attack last in each round. However because oftheir curious humanoid and animal mixture, they are more difficult to.control and are turned as ghoul: ‘When first confronted with the satyr zombies, the paladin has a 35% chance of remembering he can turn undead. If he takes any damage from the satyr ‘zombies, he has a 35% chance of remem. bering his healing ability ‘The tapestry on the eastern wall is old and black with age, making it impos- sible to tell what it once depicted. Ifthe DUNGEON 34 ‘TOMB IT MAY CONCERN. PC moves the tapestry to look behind, the fabrie collapses, engulfing the PC. ‘This causes no damage, but entangles the PC in the heavy tapestry for 1d4 +2 rounds before he can work himself free During this entanglement, the PC suf- fers a ~2 penalty to his tovhit and dam- age rolls because of the encumbering tapestry. Anyone attacking the PC gets a +4 bonus on tovhit rolls because the paladin is unable to defend himself properly. ‘The collapse of the tapestry (or some other form of detection) reveals a con- ‘cealed door that leads to area 5, 5. Storage. This was once a storage room for the laboratory (area 6) It con- shelves and cabinets filled with all sorts of pots, vials, and containers Many of the containers are either ‘empty; the oncedangerous and expen- ive alchemical contents of many others have been rendered inert and harmless by time and long exposure to the stale ‘ir of the room, However, ifa collection of 12 stop- pered jugs in the northwest corner is carefully examined, the PC will find three jugs containing a powerful and still potent acid. The paladin can use these acid-flled jugs as grenadelike missiles against Sollers (see area 8) or other creatures in the tomb (consult the ADED 2nd Edition Dungeon Master's Guide, pages 62.63 and Table 45: Grenade-Like Missile Effects, page 63) ‘The old jugs holding the acid will break immediately upon hitting something and do not require an item saving throw. 6. Laboratory. This large room is filled with all manner of laboratory ‘equipment: beakers, funnels, hammers, kettles, mortar and pestle, scales, test tubes, tongs, tweezers, vials, and many alchemical devices and other apparatus of arcane usage. The room contains several tables and workbenches that, while rather old and rickety, can be fashioned into a ladder for exiting the crypt through the hole in the ceiling of ‘area 1 or used as digging tools and shoring for clearing the entrance tunnel ‘On a table near the northern wall is a large stack of books and papers. Ifthe paladin examines this stack, he will not be able to understand everything but will realize that some of the papers and books are instructions and formulas for ‘a mage’s transformation into a lich. If the paladin destroys the papers and ‘books, he receives 200 xp for the deed However, these items would be of of interest to those of evil alignment, 60 they may be kept and sold for 200 gp. If the paladin does so, deduct 200 xp from his total. The stacks of books and papers also stirs memories in the paladin ‘While examining the stacks, he has a 50% chance of remembering the sage, 7. Armory. This was once the | armory but now holds little more dust now. There are several wooden racks used for neatly stacking spears and swords, but these hold only three ‘wooden spear shafts without spear: heads. The door in the northern wall ‘opens on a collapsed tunnel. Ifthe PC attempts to dig through the rock and ‘earth blocking the tunnel, he will need ‘something to shore up the walls and ceiling. Ifthe PC digs steadily north- ward for 146+12 turns, he will break through to area 3. The racks and spear shafts can be used to construct a make- shift ladder for exiting the tomb through the hole in the ceiling of area 1 between area 7 and area 3. 8, Tomb. The once-rich furnishings in this large chamber are now crumbling slowly to dust. Rotting tapestries hang ‘on all four wails. The tapestry in the middle of the northern wall conceals the door to the treasury (area 9). ‘At the eastern end of the room is Sollers Vestitus. He sits on a rickety wooden throne that rests on a dais of rough-hewn granite. He is a curious mixture of the pathetic and the danger- ‘ous. Lord of nothing, ruler of naught, Sollers isa vietim of his own arrogant mistakes, He attempted lichdom before he was sufficiently powerful to create such a crossing between life and unlife. His eyes glow with a pale hateful light ‘as he sits in a condition he brought upon himself. He has turned himself into a juju zombie. Semilichdom. Any wizard may at- tempt to become a lich at any time. Even low-level wizards have been known to try. Whether in terror of death or in some mistaken belief that they held the key to the process, those who ‘attempt lichdom without sufficient power are doomed. The lucky ones die in the process. The unlucky ones cross the boundary into undeath, arriving on the other side with much less power than a lich. ‘The term “semilich” is really a mis. omer and applies only to wizards who attempt lichdom but sueceed in achiev: ing only a lower undead status. The term has nothing to do with the relative power of these creatures. These self: ‘made undead generally appear in a wide range of forms including coffer corpses, ghouls, shadows, mindless zombies, and hate filled juju zombies. Because of the many variables involved in the lich-ereation process (the race and power of the wizard attempting lich- dom, and any major or minor mistakes made in the arcane magicks and conju rations involved), the unlucky wizard may find himself as almost any form of undead other than a lich. Sollers Vestitus (ju,ju zombie: AC 6; MV 9; HD 3 +12; hp 25; THACO 17; #AT 1; Dmg 3-12; SA attacks as 6-HD mon ster; SD +1 or better weapon to hit; immune to sleep, charm, hold, and cold based spells; half damage from fire- based attacks and blunt weapons; ‘turned as spectre; ML. 13 (self controlled) ALNE; MC Gombie, juju. ‘Sollers sill retains average intelli ence and is, therefore, more intelligent than a normal ju:ju zombie. However, he cean no longer cast spells. Sollers has a belt pouch containing seven keys: large gold one worth 10 gp and six small silver ones worth 1 gp each. The gold key unlocks the door to the trea ssury (area 9) and the six silver ones unlock the chests therein. Sollers is aware of the PC from the ‘explosion caused in area 1 but waits here to see ifthe person daring to enter his lair is @ worthy opponent. The unfor- ‘tunate opponent proves his worthiness by passing the undead guards and find: ing his way to this tomb, where Sollers hhas kept himself for the last 200 years, He broods on his failures, on his hatred for living things, and on his revenge should he ever be disturbed, Once the PC enters this room, Sollers attacks unceasingly and pursues until either he or the PC is dead. However, Sollers will not leave the tomb complex. If he knows or is aware that the PC ccannot escape the tomb, he will be in no hurry to kill the paladin but will at tempt to prolong the “fun.” Sollers is evil and is affected by a paladin’s aura of protection. Upon first ‘meeting Sollers, the paladin has a 75% 32 Issue No. 22 "TOMB IT MAY CONCERN chance (roll separately for each) of re membering his dreams, the sage, the Winter Glade tale, and his ability to turn undead. If he takes any damage in combat with Sollers, he has a 90% chance of remembering he can heal by laying on hands. "The door to the maze leading to area 9 is concealed by a tapesty. It otherwise ‘appears to be a normal door, though it requires a strength-based open-doors roll to unjam. 9. Treasury. This small bare room is, at the end of a winding maze of corri dors. Its locked wooden door will take 10 hp in damage before being knocked from its hinges or before the lock gives away. Ifthe paladin has not recovered the key from Sollers, he will have to batter the door open. Bughear zombie: AC 6; MV 9; HD 6: bhp 26; THACO 15; #AT 1; Dmg 4-16; SD blunt weapons do only half damage; immune to sleep, charm, hold, death ‘magic, and cold-based spells; ML spe cial; AL N; MC (zombie, monster. ‘This horrible creature was set to guard Sollers treasure before he at tempted lichdom. It waits patiently while the door is being battered down or opened with the key but immediately fattacks anyone other than Sollers who enters the room. In combat, the thing will not pursue an intruder beyond area 6. The monster zombie can be turned as fit were a ghast Upon first meeting the creature, the paladin has a 50% chance of remember: ing he can turn undead. Ifthe PC takes any damage from the monster zombie, he has a 50% chance of remembering his healing ability. Sollers's treasury was never huge to begin with, and it was greatly depleted by his conflict with the woodland crea tures and by the purchase of the neces. sary ingredients and devices for the lichereation process. The remnant of his treasure is arranged in six chests along the western wall. The chests are uuntrapped, but each is locked and will take 4 hp damage to open. Unless the PC has obtained the keys from Sollers the PC will have to batter them open, ‘The first chest contains only mixed coins, mostly silver and electrum pieces, ‘worth 1,000 gp total In second chest are 10 vials of unhol water. The paladin should get experi tence points equal to the gold:piece cost of these items if he consciously destroys them. The glass is fragile, and if the PC hhas battered open the chest, 1-10 vials will be broken by the battering (the PC {gets no experience points for destroying them accidentally), ‘The third chest contains three potions: oil of fumbling, a potion of levitation (the PC may use this potion to escape through the hole in the roof of area 1), fand a potion of healing. Bach potion is in a small stoppered jug. There is. a chance that battering the chest open hhas broken the potion containers roll a ‘5% chance for each potion) Chest four contains jewelry: a neck. lace worth 150 gp, four rings worth 90 gp each, two brooches worth 50 gp each, fand an equus (see description at end of adventure to determine type and de: scription). Immediately after discover: ing the equus, the PC remembers that he is a paladin and is aware ofall spe cial abilities appropriate to paladinhood (no roll necessary), if he has not remem bered them already. He also remembers his dreams and recognizes the equus a the piece of jewelry lying in the snow of the third dream. The paladin has a 50% chance of remembering each of the following events: the sage, the Winter ide tale, and the search Whether he has ealled for his war horse or not, the paladin recognizes the ‘equus for what it is: his war horse. He knows, by divine enlightenment or simple intuitive insight, that this magi cal ite automatically know what it does or what its command word is, but he w know that the piece of jewelry is his by right of that mysterious bond between paladin and war horse. Every paladin knows well that there are no guaran. tees with fate; he may die or the war horse may be destroyed before he finds the creature. Only the gods know how a particular creature is fated to be a par: ticular paladin’s war horse. It is there after up to the paladin to find the creature, win it, and protect it from harm, Chest five holds a erystal shard called ollers's Heart. Ifthe paladin finds Sollers's Heart, he has a 75% chance of remembering the Winter Glade tale and the sage (roll separately for each). The Heart is actually a heart-shaped piece of crystal, cut and polished in stich a way DUNGEON 33 TOMB IT MAY CONCERN ns ao ee ‘tes withthe moet common listed below. Jewelry List ‘The DM may choose the type of ewelry most appropriate for the PC or roll ran- domly using 148, All jewelry forms of equs fare worth 101-200 (14100 + 100) gp in value. ‘Once the command word is spoken, it takes ‘one round for the piece of jewelry to change Int the creature o fr the creature to he (Sev ld and de as any mortal creature. ‘this happen, it immediately reverts: ee Se fore Se ee case -: SeERAGE ae at merci Seeman ‘Used asa clasp fora cloak or cape. ‘2: Medallion. This isa large copper piceieeinge ic mesett a ‘morphs into on one side and the command ‘Word etched on the other. 'S Coin. This large silver or gold coin is ‘always broader and thicker than a standard silver or gold piece. One face is stamped. ‘withthe command word for the item and the other with the creature it turns int Pendant. This tiny figurine of «crea ‘ture hangs from a silver chain. The must be examined earefully to find ‘command word. When this word is spoken, ‘the Figurine polymorphs ito the creature depicted. ‘6: Earring. This item isthe same as the pendant version but is worn through the ear ‘on. wire instead of around the neck. "7: Cameo. The eameo may be worn on a ‘chain or pinned toa garment. It is an obsid- fan slhovette of creature against a tur. ‘anise background. The command word is ‘iched on the reverse side ‘8: Searab. This small figurine is carved of fither onyx or jade in the likeness ofthe creature it polymorpha into. It must be ‘examined carefully to discover the com- ‘mand word. The scarab cannot be worn on a chain or pinned toa garment but must be carried in a pocket or pouch like a coin ot em. Creature List ‘The DM may choose the creature form into ‘which the equus polymorphs from the fl- lowing table. The jewelry form polymorphs {nto one type of creature only The DM who prefers to roll randomly should add the roll, ‘f 1d8 to that of 1412 and consult the table below. He should use only creature he {ela confortable with and ia sare wil not {give the PC an unfair advantage in the ‘campaign. Types of creatures can be added ‘tw or deleted from thelist as the DM sees fit. Any of the following ereatures that do ‘at appear in Table 49 on page 78 ofthe AD&D 2nd Edition Player's Handbook should be considered equal toa heavy horse in movement rate and encumbrance. Sees, Same ere csaie Ee bietees rset nD cam coe emer epee ep onis cima saving throws 1th eve wine ML. TG,AL CO, MC. The unicorns nel feocen912 (it 98) ean be ridden {ly by female character: male Sharacter rll the unirn, une the ltrabeny war horse (20 instead 8: Glan stage ACT: AMV 21; HD 5: by 90, STHAGD ib; 4AT t tanlers or 2 (boven Dg16 or 1414 Mls 6; ALN: MAU oa hincrenture’ otligene i 67 inde | AS BMEACTMV IS HDA hp2, | 'THACO 16; #AT 2 (horney Dg 1825 SAcharge, ML 15; ALN; MNI/12. The buf han an intelligence o 47 (144 +3) 65: Superhonvy war horse: AC 6 MV 15; ‘HD +4: hp 38 THACO 15: 483 (oven and tite Dmg 181.84 SD 1 infraision, rmoty tal old and ®horm aol M1 AL/NG MC thore\ Thi horse has an intelligence of Tazads +e 1% Heavy war horse: AC 7:MV 15; HD S+shp al: THACO 17-483 fhooves fd biter: Dmg 181.845, ML 15: ALN: MC hrs). This horse has a intl fence of 8 lds +0) 14]b:Superneavy war horse special | Same es above rao 68) though thas | MV's, a40)b.bonoson scaring | pacity load itn and no 1738 Camel: ACT. MV 21: HD 3: bp 18: TTHAGD 17, 4AT Lio) Deg MASSA fpiting: MU ALN: MC animal, Hint fis camel uta mare mellow intone cn ond Intelligence of $7 #3) 19: Water buffalo: ACT MV 15 HDS; bp JWeTHACD 15, /AT 2 horns; Dg 181- MLA ALN,MC anal, herd Tis srater bf haan intelligence of 1 Gare. 20: Ultaheavy war hore: AC 5: MV 24 HD 56: hp 38, FHACO 16: 4 3 ‘hooves and bites Dmg 18/1814 $0 {60 inravinion immunity to poison and sl hod a charm mel M18, AL UG: thors Pin pecial horse can Understand but not speak the common tengue andi ble cere oxime fend ‘Shipand pos without trace mele three times per day each oat animals or plants once per day, and water walk once Far pesk This erie on ntligee woienass8) XP Value: 2,000 GP Value: 8,000 | 34 Issue No, 22 Ind from page 38) to always sparkle and shine. Its ‘many facets catch light from any source fand throw it hack as a cold white glare. ‘Throwing the crystal against the wall, ceiling, oF floor inflicts 1 hp damage to the Heart; edged weapons do only half damage, while blunt weapons inflict full smage. When 8 hp damage have been inflicted on the Heart, it shatters to a fine frosty powder. If Sollers’s Heart ‘comes in contact with unprotected skin, such as if picked up in a bare hand, it infliets 14 hp in cold damage per round of contact, Sollers’s Heart was a key ingredient to the curse upon Winter Glade, and its destruction ends the ‘The sixth chest contains a well preserved tapestry worth 250 gp. The continued fom page 27) ‘Tuyewera CLIMATETERRAIN: Tropical, any terrain FREQUENCY: Uncommon ORGANIZATION: Bands ACTIVITY CYCLE: Any DIET: Nit INTELLIGENCE: Average TREASURE TYPE: Nil ALIGNMENT: Any evil NO. APPEARING: 13 ‘ARMOR CLASS: & MOVEMENT: 6 HIT DICE: 6 THACO: 15 NO. OF ATTACKS: I weapon or fist DAMAGE/ATTACK: By weapon type orld SPECIAL ATTACKS: Steals breath, causes disease SPECIAL DEFENSES: See below MAGIC RESISTANCE: Standard SIEM MORALE: Special XP VALUE: 2,000 ‘The tuyewera is a horrible type of un- dead monster created by evil clerics in remote jungle villages. The cleric takes the corpse of a man slain by death: ‘magic spells and ritually removes the legs at the knees, The tongue is also severed. The cleric then enchants the tapestry depicts @ sylvan glade where ‘many creatures frolic and play. When the paladin looks at the tapestry, he has 25% chance of remembering the Winter Glade tale and the seareh (roll separately for each) Concluding the Adventure The trees and plant life of Winter Glade fare not dead but are dormant because of the endless winter. Ifthe paladin de- stroys Sollers's Heart, he lifts the curse from Winter Glade. The glade does not immediately burst into bud and flower but warms gradually as if undergoing a natural spring thaw. After about one month, the plants and trees will begin leafing out and returning to normal. If corpse, bringing the ancestral spirit of a ‘mage or priest into it to give the corpse a horrid animation. ‘The tuyewera moves about on its hands and leg stumps. It is as inteli ent as a man and has the following thieflike skills: move silently 50%, hide in shadows 90%, pick locks 50%. It serves as a thief and bodyguard to the cleric in addition to being an assassin, ‘A tuyewera can use a weapon in me- lee but is restricted to using weapons that can be held in one hand, since the other hand is needed for balance and ‘movement. If disarmed, a tuyewera will strike with its gnarled hand for 1-4 hp damage, Each hit by the hand has a 25% chance to inflict a fatal disease on its opponent, as per the spell cause disease in the 2nd Edition Player's Handbook ‘The deadliest attack of the tuyewera is its ability to drain breath. Ifit encounters a sleeping, unconscious, or helpless person, a tuyewera can suck the breath out of the victim's mouth, thereby slaying him. This requires one full round, at the end of which the vie tim must save vs. death magic at ~4. IF he fails to save, he is instantly slain; if hhe makes his saving throw, he is placed in a deathlike coma for 1-4 days. TOMB IT MAY CONCERN the paladin fails to destroy the crystal, Winter Glade continues under its iey curse until someone finally does destroy Sollers's Heart If the paladin escapes the tomb with. out destroying Sollers or recovering the equus, Sollers realizes what the paladin {safter and keeps the magical item with him at all times. Ifthe paladin returns alone, he may try to win the equus from Sollers. Should the paladin return later with an adventuring party, Solles will destroy the equus and all other magical items in his lair rather than let them fall into the party's hands. In any case, once the paladin has escaped the tomb, his memory returns to normal in one ‘month's time. ‘As undead, tuyeweras are immune to all mental attacks, cold, sleep. and ear Holy water does 2.8 hp damage per vis ‘Tuyeweras are turned as spectres, but aan evil cleric eannot take control of a tuyewera away from the clerie who created it {A special enchantment goes into the making of a tuyewera that renders it immune to all weapons (turning and destructive magic, such as fireball, are still effective). However, there is always ‘a counterspell that removes this en cchantment. Clerics who create tuy’ ceweras keep this eounterspell handy, justin ease they meet someone else's tuyewera ‘The spells and counterspells used for creating tuyeweras are granted only by the deities of evil witch doctors in tropi: cal lands. Such spells are not normally available to PCs who do not visit these lands, It is recommended that PCs be ‘unable to ereate such monsters, but they should be able to use the counter- spells to make the tuyeweras vulnera- ble to attack, ‘The legendary version ofthis monster is described in "Out of Africa." in DRAGON issue #122. DUNGEON 35

You might also like