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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 deceptionFor 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 33TOMB 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, 22Ind 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