This programmed adventure is designed for up to four characters of any experience levels and no larger than mansize. All the characters may be managed by a single player and the module run as a solitaire game if desired, or the characters can be split up among multiple players; but in any case all the characters will compose a single "party" travelling in concert between encounters. Characters can be from any sword & sorcery fantasy milieu, with the reference ruleset employed here being the Labyrinth Lord .pdf file compilation available for free download at www.goblinoidgames.com. Note that in accordance with these rules, treasure items acquired by the party in the module don't confer any experience points unless specifically assigned a gold piece equivalent value or a bonus XP award in the text. Though the bulk of this adventure takes place in the outdoors, the party can attempt to flee from an encounter using the Chases In The Labyrinth rules (preceded by Combat Movement: Retreat if engaged), unless stated otherwise in the encounter text. For simplified "roll"- playing cross- platform adaptability, this module will make use of special Ability checks, as well as Morale checks (note pp. 55 ..56 of the rules). An Ability ATTRIBUTE CK (check) as given herein requires a result of the character's stated or most appropriate attribute's value or less on 1d12, rerolling and adding on a first die roll of more than 6 (& you might assume automatic failure on results of 20 ..24 if necessary). Also, monsters encountered by the party will generally check Morale in groups of like creatures just once: when a group has lost more than half their starting numbers (play fair & don't roll for a monster's hit points until it's been hit), or a lone type is reduced to either less than half its hp or 5 hp or less for those with starting hp greater than 10. Goblin Weal You have been called upon to bolster the defenses of a backwoods temple against possible incursions by a rampaging force of orcs which has been reported as cutting a destructive swath through the outlying goblin hills. Your group is on lookout, ranging afoot through the lower forest in daylight, when you hear a distant wolf howl, and begin to get a creepy feeling that you're being lined up as archers' butts. You may choose to backtrack toward the temple precincts at entry {4}, hunker down to wait and watch 'round here {6}, go on about patrolling the perimeter {8}, or veer off to explore what lurks without {10}. [1] You couldn't truthfully call the goblins your allies, and they seem to appreciate the tenuous character of your duties in this regard. So, they swiftly return you to the surface and release you with some parting advice to send a more proficient set of agents next time. Turn to {3}. [2] If the party is being accompanied by a friendly sparrow, you'll note that the bird has not been seen since you approached the temple, and now one of the priests asks for a private audience with you. Meeting you in the garden, he applauds your behavior in service to their group and offers to you all the use of their settlement as a safe storage vault for any valuables or items you care to stash with them. He hints that arrangements might be made to speedily return to you some specified items upon your issuance of an agreed upon signal, and hands one of you a signet ring, by which the party gains 400 XP. If you had the halfling but lost him, the party gains 200 XP; but if you have the halfling Trever alive & in your care, the party gains 800 XP. In either case, the adventure is concluded here, and you've earned a well- deserved rest until you can hear more about how the goblins are getting along in their so- called relations with their many foes. If you're quitting, some other guards will go up to the high road with you to sit and share a drink while you swap tales of your adventures. else, on with the quest {14}! [3] Human Nomad "Wist" AL L, MV 40', AC 8, HD 1, AV0 19, DG 1d6 (quarterstaff), SV F1, ML 8. Looking like a wild man, a hermit of the reclusive hill folk calls out to you from behind a rocky outcropping. He assures you that he will act as your guide to take you safely back to the temple. Sure enough, with your aid he provides jury- rigged travois transport for any incapacitated character(s) and maneuvers you through devious backtrails and fords to return you without incident! If you have found a scroll of lunar astrology, he will offer you a Silvery Pearl which he takes from under his tongue in exchange for it, but he is reluctant to hand over the pearl unless you agree to the deal. If you have a dwarf in your party, you can guess the pearl's value (as follows) before agreeing. If you agree you'll find that the pearl's value is 10 ^1d3 (a 1 with 1d3 zeroes after it) gp, but there's a 50% chance that it's enchanted and can't be relinquished out of one's touch by someone who doesn't have or hasn't had lycanthropy, and removal of the enchantment requires the same process as removal of lycanthropy (a Cure Disease from the temple would do it). Enter the temple at {15}. [4] Cutting across your way ahead shuffles one of the temple's attendants who seems to have left hurriedly with neither cloak nor headcovering. She appears to have poor vision, and her eyes are bent anxiously upon a leather drinking jack that she holds upright before her with one hand cupped under its bottom and the other clasped over its top: as though she'd trapped some species of vermin. As she perceives your group approaching she shies away uncertainly. If someone in the party wants to hail her and offer support, choose one character to try a CHA CK. If you'd rather pretend not to have noticed her, and pass on to round & follow after her discreetly, every party character must make a DEX CK in whatever order you want; with a cumulative +3 to DEX for each succeeding character. If any roll fails, or you try to accost her directly, she'll turn away & sling the jack into the undergrowth where it will be found empty & dry if recovered; and you'll continue on to the temple at entry {12}; but if all goes well turn to {7}. [5] Lizardman "Zogga" AL C, MV 30', AC 5, HD 2 +1, AV0 17, DG 1d6 +1 (trident), SV F2, ML 12. Giant Gecko Lizard AL N, MV 40', AC 5, HD 3 +1, AV0 16, DG 1d8 (clamp), SV F2, ML 6. 0 ..2 Dwarves AL L, MV 20', AC 4, HD 2, AV0 18, DG 1d4 +1 (Hammer), SV D2, ML 8. If you subdued the draco lizard and left either of the dwarves alive on your first visit here, there's a 60% chance the dwarves offer to take you on a test flight in their aircart to the other side of the river; and if you accept there's a 20% chance the balky draco will end up crash landing right back here (each of you then make a STR CK or lose a third rounding down of his remaining hp as subdual damage until the end of the encounter), or you'll fly safely across {16}. If you decline the offer or crash, the dwarves will side with you as the Lizardman attacks. The Gecko is lying in wait with the Lizardman, using its sensitive eyes to watch out for signs of any contacts coming to meet with the dwarves. The pair is hard to detect, being hidden, motionless, cold- blooded, & blended- in; so if you successfully use any detection ability there's still only a 40% chance to get the drop on them (automatically win first round initiative and gain 25 XP), or else if the gecko passes an initial Morale check to trundle up as a diversion (note its ML stat is -1 for its aversion to daylight), the lizardman hits first. Should the gecko's check fail, it will say sayonara. The lizardman vigilante is armed with a 2- handed trident ornamented with an assortment of hung feathers, whose business end is made of dinosaur jaw bone. It isn't magical, but a hit roll >16 pins his target til released, so that feathered creatures can't fly, he does an automatic 1d6 damage on successive rounds, and a target must save versus Death when pinned or suffer a -2 penalty to hit the user. The trident takes 3 shp to break (ie. 15 hp with a minimum of 3 strikes). If you didn't detect the pair, the lizardman snaps a hydra's tooth talisman from around his neck before engaging to cast a reversed Bless that affects all nonlizardfolk opponent characters. The effect causes -1 to hit, and damage from a hit can't exceed the result of a separate die roll of a type figured by the total number of his foes at the time of casting: 1d(14 -(#opponents *2)), or a minimum of 1 damage per hit. If you killed the gecko, there's a 30% chance you'll find it coughs up a ring worth 75 gp that was stuck in its gullet. If you defeated the pair you gain 160 XP, and you have leisure to investigate the hold of the wrecked boat, when you find that it's been cleared out, but due to the wood's warping in the dry air you detect the faint outline of a secret door to a small compartment. If all of you are unable to open it carefully (a successful 1d6 Secret Door check - since it's already identified - of 1 for any character, or 2 for elves, Pick Lock%, Knock spell, etc.), you can still break it in to find a scroll of 6 Magic- User spells inside: Web, Lightning Bolt, Wall of Ice, Clenched Fist, Incendiary Cloud, & Meteor Swarm. You note that the scroll has a runic 'G' in one corner indicating it's a cursed type known as a "fireworks" scroll; so that whenever a spell from it is utilized (cast or transcribed), there's a 50% chance per remaining spell that another will be automatically cast and removed simultaneously. If you forced the secret door, 1d2 of the spells on the scroll will be unreadable as a result of tearing by broken wood and an influx of filth, and can only be cast as an autonomic chain reaction; otherwise you gain 100 XP. Leave to make your way to the riverside {18}, or decide to abandon the quest and quit {3}. [6] Crouched on watch, you are alert to the movement of a grey- robed figure of mannish build which is garbed as a typical pilgrim with a floppy hat covering its face and a staff clenched in one gloved hand, and goes weaving its way openly, but strangely silently, among the trees in the general direction of the temple. In contrast to the surreptitious passage of the robed figure, you can hear the intermittent sound of a horse's hooves stirring the fallen leaves and you catch glimpses of an armored rider proceeding on a line to follow behind the walker's path. You can head out through the woods {14}; or make your way to the temple {12}, or choose to approach or reveal yourselves to either the walker or the rider and turn to {9}. [7] Human Retainer "Caran" AL N, MV 30', AC 9, HD 1d6 hp, unarmed, SV F0, ML 3. You find that she is in possession of an unstoppered vial of holy water held inside the leather jack. She admits to you that she'd pilfered it from the temple priests, who had prepared it in an experimental ceremony at a hot spring, in the hope that it would reverse the effects of paralysis or petrification caused by an evil creature. She won't resist you taking it, but if you leave it to her she'll accompany you to the temple and show you in at {15}. As the vial's not stoppered, it can't be taken adventuring, but must be left with the party's stashed belongings. If you intend to return it to the temple, you'll be allowed to receive one of their available services automatically without payment in the future; otherwise all characters of Lawful alignments will lose experience points equal to 2% of those required for just their last level attained, unless the party makes a 2d6 Reaction roll with a result of 5 or less (8 or less if you'd trailed her away from the temple grounds), with a possible +1 to the required score for some contribution to the temple (as with Hiring modifiers). Proceed to the temple at {12}. [8] You find yourselves walking in the neighborhood of the underground catacombs pertaining to the local priests, which are reached through a plaster- dressed earthen archway set quite a good distance from the temple proper. If you wish to have nothing to do with these ghoulish environs, you can head off from your rounds through the woods {14}, or go over to the temple {12}. The curious may choose whether to sidle up for a look into the hoary death house, or to browse among the delapidated headstones in the adjoining tree- shrouded graveyard, before turning to {11}. [9] Human Merchant "Maldon" AL C, MV 30', AC 9, HD 2, AV0 19, DG 1d4 (dagger), SV F2, ML 5. Human Fighter "Elry" AL L, MV 40' mounted: 60', AC 5, HD 3, AV0 18, DG 1d6 (shortbow & mace), SV F3, ML 7. War Horse "Latour" AL N, MV 60', AC 7, HD 3, AV0 17, DG 1d6/ 1d6 (hooves), SV F2, ML 9. The grey- robed merchant pilgrim bears a Silence 15' Radius enchantment and won't be able to speak with you. If you chose to focus on him, he'll draw his silver dagger while signalling to the horseman, and unless you attack or he passes an initial Morale check, he'll just plod on toward the temple. If he passes the Morale check, then the oncoming rider will automatically pass his Morale. The Mounted Bowman is his bodyguard, but might be willing to stop and speak if saluted. If he passes an initial Morale check, he tells you that his boss is a huckster or pitchman who was enspelled by an aggravated listener, but for some reason the spell effect isn't ending and they've been undertaking pilgrimages to several holy sites to try to find a cure. If so, and any cleric in the party passes a WIS CK, you may suggest to him that nonreversible spells can sometimes be counteracted by recasting the spell at a target's mirrored image: then there's a 75% chance the temple will reward you by themselves contributing 75% of the price of one requested service in the future as you wish. If he's attacked or has to defend the merchant, the bowman will prefer to ride in circles while firing arrows; and if he's engaged, his horse will also attack until he can retreat. He has an Arrow of Slaying Clerics +3 which the merchant provided to him specially, and if necessary to defend the merchant he will fire it, with preference to a target wearing a holy symbol in plain view. The Arrow of Slaying is a single use item: hit or miss after firing it's no longer magical. He also wears mansize chainmail, a quiver of arrows and a dagger, and carries a mace on his saddle. If you worm the story out of them you gain 30 XP unless you then attack one or both. If you defeat the fighter you gain 80 XP and any remaining items, along with 2d00 gp from the saddlebags. The warhorse, however, won't be tameable in your hands. Head off through the woods {14}; or go back to the temple {12}. [10] On a quick excursion from your appointed rounds, you are drawn through the woods toward confused sounds of sharp barks, snarls and growls. Coming out of a break in the trees upon what appears to be a rude path or trail, you see a ferocious- looking wolf of outsized proportions being harried by a pack of lesser wolves. The sight of the great beast gives you pause and puts you in mind of a werecreature raging with its slavering jaws and wrenching motions against its foes: as they in a fury lunge and tear at its hairy flanks. In reaction as you take in the battle before you, you reach for your weapons and bunch defensively amid the tree trunks; when to your astonishment, a soft voice from behind says: "It is wrong to intrude into the natural order of things." Glancing around, you see what looks like a woman of the foresters, dressed in light cloth of green and saffron hanging in folds, who stands with her eyes focused on the whrling tumult in front of you. Decide if you'll back off from the whole rumpus and head out through the woods {14}, or make your way on to the temple {12}, or else choose whether to attack to side with the wolfpack or with the master wolf, or if you'd rather turn to brace the woman, as you go to {13}. [11] 2 Giant Spiders AL N, MV 60', AC 7, HD 2 +2, AV0 17, DG 1d6 (poison), SV F1, ML 7. Elf Sailor "Dante" AL N, MV 40', AC 5, HD 1 +1, AV0 18, DG 1d8 (longsword), SV E1, ML 8. If you were peering into the catacombs, you arrived just as the effects of a spell wore off. Some priests doing their weekly cleaning had chased out a Giant Spider by using multiple reversed Animal Growth spells on it (giant versions of animals can be reduced down to the size of their ordinary counterparts); now it suddenly reverts to full size under your feet. It surprises you, but can't attack on the first round as it reorients itself. Pick a random party character who must pass an INT CK to figure out what's happening, or be swept up across the enlarging spider's back as it skitters forward. If the check passes, the spiders will automatically get initiative for the second round of surprise as another one sneaks up to your rear from the cemetery, and the encounter will play out as usual. If the check fails, the party will be moved to the graveyard as they follow the bucking spider carrying away your friend, who will have to pass a saving throw versus Spell in order to drop off and rejoin the party, or else become webbed entering the spicers' retreat. If you went to prowl the graveyard, or followed a spider there, a random member of the party must pass a saving throw versus Spell or move away in fear as you're presented with the apparition of a thin ghostly figure swathed in glistening white who beckons to you with a pained expression on its pale face. If the save fails, the character will become caught in the spiders' web, and the first spider drops to attack with initiative. If the save passes, the party remains together and initiative is rolled normally. The other spider shows up on the second round, for which the same side has initiative as did on the first round. The spiders ignore any webbed characters until they've immobilized the rest of the party. A webbed character, or another trying to help get him free, makes an unmodified (no bonuses for protective devices, etc.) saving throw versus Breath Attacks, at the start of a round: the first time it passes a save it frees its arms and could use missile weapons or cast spells (or try to burn the web: see Web spell), the second time it passes a save it frees its legs to move and melee normally. If a character bitten (hit) by these spiders passes a saving throw versus Poison (at -2 if surprised, webbed or once bitten, else +2), then the bite causes no damage; or else the character takes 1d6 points of subdual damage indicating a painful swelling that might release a blood toxin as it subsides - so that at the start of every round for a character who has any subdual damage, one point of the damage is removed and the character must pass a CON CK or fall in a faint as with the Sleep spell. Subdual damage causes a character to fall unconscious if it reaches zero hp remaining. All subdual damage is discarded at the end of the encounter. If you defeat the spiders, the party gains 100 XP. If you fought in the graveyard, you discover that the ghostly figure is that of an Elf whom you proceed to rescue from the spider silk. He still has a cutlass sheathed at his side, and in gratitude he goes looking around to retrieve & give to the party a wineskin full of Elvish Grog in exchange for their silence regarding his recent distressing discomfiture. Drinking one dose of the grog at the beginning of an encounter will modify the drinker's ATTRIBUTE CK rolls during the encounter so that a second die is rolled only on a first die result of 10 or more. The skin contains 1d6 doses. If you'd fought at the catacombs, there's a 30% chance that the elf remains alive and the wineskin unpunctured when you search about. Head off through the woods {14}; or go over to the temple {12}. [12] The temple has stationed its brightly- liveried Elephant mascot outside the front entrance to awe trespassers. As it rocks back & forth, it is spouting dust into the air from its trunk (as Dust of Appearance) after gouging at the dry earth with its unbroken tusk. Elephant "Maudi" AL N, MV 40', AC 5, HD 7, AV0 13, DG 1d4/ 2d4 (tusks, doubled in 60' charge) or 3d8 (trample, +4 to hit mansize or less), SV F5, ML 8. This beast won't voluntarily move away from its guard post, and your party will receive automatic initiative, so that one character of your choice may slip by before it can react. Roll for it to hit a randomly- chosen character of those remaining, and if it hits it has, in its curiosity, singled out that one for a 2d6 Reaction roll. Using any applicable animal modifiers, on a reaction result of 8 or more the target takes 1d4 -1 damage from the elephant's bulk & broken tusk, which also causes a permanent detriment of 1 to the armor class of a worn armor type. Otherwise, the character will be wrapped in its trunk and must stay outside, to rejoin the party only upon leaving the temple; unless the character choses to break away, when if the elephant makes a 40% Pick Pockets skill check, the character will find that one item packed or sheathed (but not worn or carried) at random has been lost. In the event the party attacks it, the temple mascot will be allowed an initial trampling attack if you'd first tried to slip by, and a trampled character will be inactive for 1d6 rounds. Gain 800 XP if you defeat it (the temple claims the tusks), and all those who divide XP are subject to a curse such that when a cursed character or its player rolls an Initiative die result better than half the die maximum, the die will be flipped over to its opposing side instead: and the curse can't be lifted until the character somehow loses the amount of XP gained. If you either defeated the elephant or a character received a positive reaction from it, you won't have to deal with it in the future. If you choose not to enter the temple, you'll walk away to {14}; otherwise when you pass in turn to {15}. [13] 2d3 Wolves AL N, MV 60', AC 7, HD 2 +2, AV0 17, DG 1d6 (teeth), SV F1, ML 8. Dire Wolf (Warg) AL N, MV 50', AC 6, HD 4 +1, AV0 15, DG 2d4 (maw), SV F2, ML 8. Dryad AL N, MV 40', AC 5, HD 2, AV0 18, DG 0 (Charm), SV F4, ML 6. If you didn't choose to attack the warg, or you try to wade in for a melee attack, it will make use of the distraction you present and charge off through the forest with those of the wolfpack who can pursuing it. Otherwise, as you're making ranged attacks, you notice it's wearing a crude halter strapped across its shoulders. You'll conduct its fight with the wolves as well, with your party using the wolves' initiative; and if the warg wins initiative in a round there's a 50% chance for an attack of yours to strike a wolf instead. If it kills or runs off the wolves, it will flee before you can close. If you chose to lean on the dryad, and don't just attack her out of hand while she tries to run away, go ahead and roll her Morale check (she's a softie). She'll make use of a potion of Oil of Etherealness that she has bound upside down behind her head under her hair, so that the cork will be dislodged if she tilts her head back. If she fails the check, she'll offer you this potion to let her go. If she passes the check or you try to up the ante, she'll use the potion by letting it run down her back, and after having engaged her in conversation, anyone who thinks of stopping her before or while she fades out will have to at least win an individual initiative roll and pass an unmodified (no bonuses for protective devices, etc.) save versus Spell against her charming defenselessness, and then another (but normally augmented) save versus Spell as she uses her Charm ability just for stopping the first one who gets through. If you didn't choose to face the dryad, and the party includes any familiar creatures or nonplayer characters, pick one at random who must save versus Spell or you'll find afterwards that it has been drawn away to the dryad and left the party for good. If you defeated the wolves, you gain 35 XP for each of them. If you defeated the warg you gain 5 XP for each point of damage your party was credited with. You find that its halter woven of hair has a flap hanging open, but a search of the vicinity turns up nothing likely. If you defeated the dryad you gain 30 XP, but unless she was subjected to Hold Monster or similarly deterred on the first round by a party that won initiative, her potion is lost. If the dryad offered you her potion, you have the option of telling her she can keep it if she'll agree to release a captive she might be holding; when you'll give up the potion, but there's a 40% chance that you'll restore a long- lost acolyte to the temple: gaining 500 XP. If you gain the potion there's a 50% chance that it's actually Oil of Ethereal Slipperiness: two potions of half duration in one bottle that remain separate and can be used individually, or vigorously shaken before pouring to create a space wherein an existing or transiting ethereal being has a 95% likelihood per round of becoming materially grounded. Go looking further on the way out of the woods {14}; or report back to the temple {12}. [14] You are cutting through the outlands toward the river crossing, when you see a disturbance of the underbrush a ways off, that looks like it's a forest beast running from something. If you've been at this entry before, the commotion will be detoured out of your path at a good distance, and you'll continue on to the river {18}. Otherwise, emerging from the foliage on a line coming directly at you is a critter of a type determined by rolling 1d4 as per this list: Boar AL N, MV 50', AC 7, HD 3, AV0 18, DG 2d4 (tusks), SV F2, ML 9. Mountain Lion (Cat) AL N, MV 50', AC 6, HD 3 +2, AV0 17, DG 1d3/ 1d3/ 1d6 (claws & bite), SV F2, ML 8. Black Bear AL N, MV 40', AC 6, HD 4, AV0 17, DG 1d3/ 1d3/ 1d6 (claws & bite), SV F2, ML 7. Buffalo (Herd Animal) AL N, MV 70', AC 7, HD 4, AV0 17, DG 1d8 (horns), SV F2, ML 5. When the beast senses your presence, it bellows and tenses to charge. If you want to just let it run past & set yourselves for whatever might be pursuing it, make a Morale check for it and if it fails it will leave you behind while you turn to {17}. If you choose to intercept the beast or it passes the check, it will engage you in regular combat for up to 1d3 rounds, with no further Morale check. Roll initiative as usual, but you can pick which of your characters it will attack. If you defeat it the party gains 100 -10 *(number in party) XP. When the time limit expires turn to {17}. [15] You are made welcome at the secluded temple in the woods by the religious group who've come to preside here - those preferring to live apart and study peacefully the unusual variety of woodland beings drawn to this vicinity. The list of clerics' spell services offered here is just one per level: 1) Remove Fear, 2) Bless, 3) Cure Disease, 4) Neutralize Poison, 5) Cure Critical Wounds, 6) Heal, 7) Resurrection. The temple priests treat donations as a propitiation of the sylvan spirits rather than as a recompense to their order: so, they will cast the bones after a request is made and only if the reading is favorable do they accede in the operation. To effect this, the character making the request donates at least one increment of 2 gp per level of the desired spell and then rolls a number of dice together equal to 1d6 for each increment donated: if any 6s are rolled, the priests refund an increment for each 6 and perform the service, otherwise the donation is taken without any service performed, although any number of further tries may be made while you're here. After availing yourselves of any needed services, if you've been here before turn to {2}. If this is your first visit in the temple, you are told of an extraordinary embassage that they've received overland from the goblins' chieftain, including a peace offering in the form of the promised return of a captive halfling known to the temple, and an urgent request for a representative party to trek out to one of the goblin outposts forthwith. The other guards have agreed that your group should be the ones to go, so the excited priests provide you with the means for identifying the halfling, whom they call "Trever", and bid you god speed when you depart {14}. [16] Entering the cover of the woods after making the river crossing towards the temple, you begin to hear the sound of a deep voice singing in an unknown tongue what you can make out as a triumphal song that grows louder as it nears you. Before long, pacing surefootedly down the brushy slope comes a Centaur, who is armed with a lance he holds as though returning from a joust, and looks like he has an armored rider mounted up behind his torso. But then you see that rather than a rider, it's an empty suit of black plate mail armor lashed against the Centaur's back. As he spots your party with an ease that you find disquieting, the centaur's song stops and you are concerned to see that his brow becomes furrowed as he turns a searching look in your direction. Make a choice as to whether you'll attack him outright, or stand your ground and perhaps make some peaceable overture, or take to your heels to try for a headstart; before turning to {19}. [17] 2d4 Neanderthals AL L, MV 40', AC 8, HD 2, AV0 18, DG 2d4 (weapon), SV F2, ML 7. 1d6 Orcs AL C, MV 40', AC 7, HD 1, AV0 20, DG 1d6 -1 (long rng bow), SV F1, ML 8. There's a 30% chance that the animal was flushed by, and running from a scouting party of Orcs who each loose an arrow in the direction of the movement, only if they win unmodified initiative (arrows require 20s to hit a random character and even then if only one hits, the target can see it coming & dodge for no damage on a DEX CK); then they try to lose themselves in the remote scrub, but are crept after by neanderthal hunters. Or else the quarry was being chased by Neanderthals who appear in any case and either finish off the beast or call out to you to show yourselves, then greet you and report that there are now no "pig faces" in the area. The habitually stooped neanderthals look you up & down while they indicate they've heard that the temple is going to be sending out a group of "guard dogs" to try making some kind of peaceful contact with the "goblinoids", and that the notion is just too incredible for them: to which they all agree with head bobbing & expansive gestures. If you did any damage to the beast, the neanderthals offer to give you the treated pelt when you return, and the party would gain a bonus 20 *(number in party) XP at the end of the adventure. If you decline this offer there's a 20% chance that the clan will instead at that time present you with a suit of custom made Fine Leather Armor for one character of your choice: which isn't magical, but improves the wearer's DEX bonus by one class up to the maximum of +/-3. From here you may head on out of the woods {18}, or back to the temple {12}. [18] Before you reach the river crossing, you note that a couple of Giant Hawks are circling above it. And then at the riverbank you see that numerous flying Stirges are congregating over and under the moss- bedecked length of the wooden bridge for some reason, so that whenever one nears the water's surface, a Giant Bass (ref Nixie) will spring up from the river to try to snatch it in its mouth - sometimes leading one of the hawks to swoop down to try for the fish, the stirge or both. This is the most convenient place to cross, so to plan your initial approach you can choose to stay low and steal across cautiously with shields raised, stride across forcefully and strike first with braced weapons at any opposition, dash across (including magically transported) in order to brush past the surprised onlookers, or give up this foolishness and break off the quest. Once you've decided & made your preparations turn to {21}. [19] Centaur "Nevo" AL N, MV 60', AC 5, HD 4, AV0 16, DG 1d6/ 1d6/ 1d6 (hooves & lance), SV F4, ML 8. The armor the centaur bears is topped off by a Cursed Helm of False Seeing, which imparts some of its influence as it nods against the back of his head. The helm prompts the centaur to detect hidden figures, and also to impute a paranoid enmity to those he'd consider out of place. When he makes a Morale check, failure means he's able to resist the helm's dominance long enough to see things from your side and gives up the attack as though snapping out of a trance. If you chose to stand fast, make an initial Morale check for the centaur, and if failed, he'll shake his head and romp off as though you'd been a mirage. In a round, one character may attack the centaur from directly in front, but the centaur gets +2 to hit that character with his first attack roll. From all other positions around him there's a 40% chance that any damage aimed at him will be absorbed by the empty armor instead. If the party wants to flee, the centaur will rear and hurl the lance as a man would a javelin with no range adjustments, which, however, if it hits a random target, causes that character at least to be halted and remain to try to stave off the centaur's ramping hooves; otherwise you'd escape while the centaur stands bewildered at himself. If the centaur is killed and the party had acquired a friendly sparrow, the sparrow will now unhappily fly off and leave the party. If you defeated the centaur you gain 80 XP, and there's a 50% chance that the armor's owner will buy it back for 1d3 *200 gp if a couple of you carry it on to the temple. If the centaur chose not to fight, you gain 40 XP anyway. You are on your journey's last leg, as the temple is close by {12}. [20] At the margin of the hill country, on a bluff left when the river changed its course, you see two Dwarves servicing a small- wheeled, rickety wooden cart of skeletal, lattice- like construction. They're attempting to hitch up a Giant Draco Lizard which has a net binding over its wings, when with a lurch the aggravated beast slips its rope lead and turns on them. The party can opt to sit by and enjoy the spectacle, aid the dwarves to recapture the lizard, or take advantage of the dwarves' discommodity to attack them; then turn to {23}. [21] 2d6 +4 Stirges AL N, MV 60' (flying), AC 7, HD 1, AV0 19 (1st atk +2, auto post hit), DG 1d3 (sucking), SV F2, ML 9. 7 Giant Bass AL N, MV 50' (swimming), AC 7, HD 3 -2, AV0 17, DG 1d4 +1 (bite), SV F1, ML 4. 2 Giant Hawks AL N, MV 150' (flying), AC 6, HD 3 +3, AV0 16, DG 1d6 (beak & talons), SV F2, ML 8. It takes the party 1d3 +1 rounds to cross the river if you chose to hurry, or 2d3 for those forging ahead, or 3d3 -1 if minding your step. While crossing, each party member will have to fight off 1d4 stirges (roll individually in move order), up to a combined limit of the starting number rolled. If you chose to dash across, subtract -1 for every DEX CK a character makes in sequence before failure; then proceed to assign stirges to the next character, adding in to the die roll the cumulative numbers subtracted. If you chose to stride in, once each round in addition to normal actions a character who's being attacked by more than one stirge may try a CON CK to shoo one aside, and then if a lone bass hit roll snags that stirge it's defeated. If you chose to steal by, a character's effective AC improves by 1 for each stirge that was assigned that character which is defeated. Upon the party's crossing over, unless the party chose to steal by, make a Morale check for each existing hawk and for each successful check pick a character at random for the hawk to dive upon, worsening a target's AC by 2 if it hadn't defeated all stirges assigned it. A hawk that makes its hit roll deals normal damage to the target and also grabs and flies off with any helmet or headcovering worn by the target: causing a detriment of 1 to AC until other suitable headgear is acquired. There's a 30% chance (+10% if striding, or +20% if stealing) that you'll find in a bed of moss an Amber Lens: a small disk of a hardened substance, in this instance collected by the stirges and seemingly composed of a bloody flux combined with a mossy sexcretion. Determine its power of damage die per round as 1d(1d4 *2 +2). When the light of a lantern or something else more powerful than a torch is shone through such a lens, it produces a ray causing damage to any plant- based matter, and can effectively remove the contamination of a Slime or Mold in 2 rounds; but after it is used in a round it cracks and becomes useless if damage of 1 was rolled. Party bonus 50 *(damage die type) XP. The party divides 16 XP per stirge defeated. If you're quitting turn to {3}; or else once across, go on your way either into the hills toward goblin country {20}, or deeper into the woods toward the temple {16}. [22] Approaching over a grassy terrace from around a knoll comes a swirling flurry of animated miniscule creatures flying in an undulating crowd that follows the contours of the terrain as it looms up like a surging wave in your direction. As it nears, roll 1d6 and it looks to be: on 1 ..3) a clustering throng of tiny bats such as might be summoned by a vampire, on 4 ..5) a vast, humming scourge of midges or biting flies like those that might be called by a Giant Locust's alarm, or on 6) a dense, billowing plague wind of germ- like pollen or mold seemingly motivated as by a Plant Control effect. The gyrating mob cycles within itself while it presses on, appearing to contain a shifting or misty neucleus at its core. And you can see that it must pass close by you in its progress. Choose to pursue or avoid the monster mass, then turn to {25}. [23] 2 Dwarf Engineers "Orful", "Wilvur" AL L, MV 20', AC 4, HD 2, AV0 18, DG 1d4 +1 (Hammer), SV D2, ML 8. Giant Draco Lizard AL N, MV 40', AC 5, HD 4 +2, AV0 15, DG 1d10 (chomp), SV F3, ML 7. If you chose to team up with the dwarves to resubdue their lizard without killing it (note it can't be charmed due to its rage & the net's hindrance), all weapon attacks upon it must be limited to half damage rounding up (it's just a lizard, not a real dragon), and it will give up if it fails its half damage Morale check or is reduced to zero hp; but magical incapacitations wear off. Each round the dwarves remain there's a 50% chance it will attack them rather than your party. If you're just watching, conduct the dwarves' attempt to subdue the lizard as above. Then at any point, you may choose to attack the dwarves as follows. If you attack the dwarves, the lizard may be confused: each round it remains roll 1d6 and on 1..3 while you intervene it pulls up its shackles and runs off, on 4..5 it attacks the dwarves, or on 6 it attacks your party. Either of these intelligent dwarf artificers can sense when they're being opposed by a Lawful sapient weapon, and in such a case, if they haven't yet rolled a Morale check, there's a 70% chance one will choose to defend with his hammer: giving the dwarf AC2, and if the weapon of the threatened attack has a dwarvish detection power (ie. walls, floors or traps), will require the user to make a simplified influence check of a WIS CK, and if failed the weapon moves him to instead attack his own party for 1d4 rounds. If the dwarves are defeated there's a 10% chance you'll find 4d10 gp, and if you attacked them you gain 30 XP. Otherwise, if the lizard was subdued with your aid and either dwarf survived, from under a pile of reeking lizard dung protected by a bit of board they retrieve a treasure map that they recovered from a wreck, showing a stone- covered accessway to a burial complex in relation to the position of a ceremonial mound which it describes but lists no location for; and they give it to you as a long shot token of their thanks. The dwarves are here experimenting with fashioning an aircart that can be flown while being pulled by the lizard. A larger tent they've erected at the base of the bluff indicates they're intending to stay a while. That tent protects an excavation they're making of an old, silted- over river barge with its cargo hold now stove in. You can go forward into the foothills {22}, or give it all up and quit {3}. [24] You are negotiating some of the low hills in this area, when you catch sight of a force of marauding orcs on the move not far before you. Looks like a group who call themselves the "Cutting Edge" band. As you pull in to pass behind a rise to try to find a better vantage point, you file beneath a small rocky ledge that has been rigged as a deadfall trap. Since you are alert for dangers over the rise, you scan the ledge as you approach and each party character who has a detect traps ability may check to try to avoid dislodging the wrong rock pile. If anyone passes his or her check, you find the trap and pass it by without incident as you creep away with a gain of 150 XP and go on to {26}, but if none pass then the trap is tripped at {27}. [25] 1d6 *10 +40 Bats Horde AL N, MV 40' (flying), AC 6, HD 1hp indiv, AV0 na, DG 0 (Confuse), SV F0, ML 6. Insect Swarm AL N, MV 20' (flying), AC 7, HD 4, AV0 na, DG 2hp (stinging), SV F0, ML 11. Spore Cloud AL N, MV 10' (flying), AC 9 (vs fires), HD 2, AV0 na, DG 0 (suffocation), SV F2, ML na. In combat with these shifting multitudes, all character hit rolls and saving throws have a penalty of -2. Missile weapons cause no damage, and although other weapons are effective here and get normal bonuses to hit, they do but 1d4 damage with no bonus. The ones you encounter here are fortunately in transit rather than in a feeding frenzy or being protective of a living space, so their attacks will all be identical and incidental. They must pass a Morale check at the start of every round to keep up the attack. They attack one party character per round at random who must save vs Poison to resist panicking in terror at being landed on by a motile shroud of the pinching/ itching, insinuating and irritating little buggers. If the save fails, the character takes possible damage of 1d2 -1 for the combination of their stinging and his own frantic pummeling at himself to drive them out & off, and if not already acted, can't take any other action for the round. There's a 25% chance that this monstrosity is real: in which case if you chose to avoid it, it will go its own way after you win initiative in a round, or if a character it attacks passes the save. If you had pursued it, you've invited its attention and will have to deal some damage to it in two rounds before it can be avoided as given. Otherwise, it is not really as it seems, and instead was conjured up by: Human Magic- User "Holopena" AL C, MV 40' mounted: 120', AC 9, HD 3d4 hp, AV0 19, DG 1d4 (dagger), SV M3, ML 7. Riding Horse "Sens" AL N, MV 120', AC 7, HD 2, AV0 18, DG 1d4/ 1d4 (hooves), SV F1, ML 7. This apprentice magic- user is stationed on a distant hilltop practicing the casting and control of a space- filling Phantasmal Force. She is testing the bounds of the theoretical dichotomy between active illusions as monsters and passive illusions as environmental elements. Every member of the party makes a saving throw versus Spell, with no penalty if the party chose to focus on pursuit of the manifestation, and if any succeed you disbelieve it out of existence. Failing disbelief, she'll have the mock monster turn on the party whether you chose to avoid or pursue, with combat as above, but if you want to flee the scene use individual initiative and the illusion will be outdistanced if all in the party beat it's initiative roll. Fighting a multiplicitous illusion is tricky: treat it as AC 9, and if an attack hits its imaginary nucleus (on an unmodified hit roll of 19 or more) it disintegrates, or else only 1d4 points of it vanish. The Morale check is still made each round, but against the mage's ML for her to keep up the required concentration under your perturbances. Damage taken by a character is treated as subdual so that one made unconscious is raised to 1 hp after the encounter, but beyond that since damage was, nominally, assumed by the character, it is only dissipated gradually - roll a Spell save die for each point remaining at the start of coming potential encounters with a cumulative +1 (+1 on the next encounter) - and can't be healed by other means. If you are all knocked out by an illusion, she'll stand by until you come around. If you stayed & saw through, or overcame or outlasted her illusion (any counts as having defeated it), she apologizes with Ventriloquism speaking in Chaotic (but you recognize the accolade: "Impressive!"). Then she reveals herself at long range, relying on her master's reputation to shield her from your ire, and waves to you before she swings herself up onto her invisible mount and disappers to ride away. If the bogey was defeated, then if it proved to be real you gain 80 XP or if it turned out to be illusory you gain 40 XP. If you determine to make a detour to the overlook where she had stood, there's a 30% chance you'll have to try to detect a trap and if you all fail one character at random must pass a saving throw versus Spell or see one's reflection in a puddle of water prepared to Charm Person causing a state of euphoria (I'm Ok, you're Ok) that prevents the character from attacking until either taking damage or passing another Spell save whenever the party rolls for initiative; otherwise there's a 30% chance that you'll find her glassteel- bladed dagger (+4 to hit in melee vs worn armor types) that slipped from its sheath unnoticed in her excitement and so gain 50XP. Be off enroute to goblinland {24}, or decide to abandon the quest and quit {3}. [26] In the rugged hills beyond the last settlements, you come across a few goblins resting in the shade of a hillside. They are equipped with picks & shovels, and seem to be supervised by one of them who wears lighter armor and a pair of slit goggles over his eyes that glint as he turns to look towards you. You are surprised to see that the leader gives you a high sign indicating his association with the Thieves' Guild of a large town several leagues distant, and moves closer speaking to you in the Common tongue while the rest keep their places. This goblin says they've been looking out for you and can escort you to the halfling you seek, but on the way they're going to take time to plug a hole. They've felt it would be a good idea to camouflage the shaft of one of their remote wells against possible discovery by the orcs, who are prone to polluting and degrading such as they find. You follow along with the goblin work party to the mouth of an old mine tunnelled into a bare cliff face. The thief tells the other goblins to get ready for work outside until he sneaks in to check out the well. He removes his goggles and remarks that he thinks the exterior light will be sufficient, as he looks over to your group. You can choose one thief from your party if you want, to go with him into the dim covert as he signals to you to move silently, or you can all prefer to remain outside to aid in the covering operation; then turn to {29}. [27] 2d3 -1 Goblins AL C, MV 20', AC 6, HD 1 -1, AV0 20, DG lesser die of 2d6 (weapon), SV F0, ML 7. The deadfall precipitates the stones of the ledge onto the heads of the party. Arrange a marching order, and then roll for a random character who will have set off the deadfall: that one and the one following, if there is another, will be affected and have to make an INT CK. If there's a second character affected, he can choose to take a -3 penalty to his INT and add a +3 bonus to the INT of the one ahead of him if he wishes to try to shove the other out of the path of the stones. A character who fails the check rolls 5d6 and takes 1 damage point for every die showing 5 ..6. If a 5d6 roll totals 18 or more, the character is unable to move or act for 1d3 rounds, and then if he works to free himself rather than being helped by others, he must pass a STR CK or take another 1 damage point. A character who passes the INT CK rolls only 2d6. The falling of the trap gets the attention of goblins who'd also been observing the orcs from behind a nearby hillock, and some will arrive on the next round (note stat has been adjusted for their -1 to hit in the open). They are incensed at the spoiling of their orc trap, and unless they fail a Morale check, will attack the party for 1d2 rounds before the need for caution asserts itself and they come to see that you're not orcs after all. You will receive 50 XP if you manage to leave at least one of them standing by that time. Once the goblins calm down or are defeated, you can finish extricating yourselves from the debris and face around in the direction they came from {26}, or turn away from all these pointless goings on and decide to quit {3}. [28] Your party is conducted behind the lines of the fluctuating battlefront created through the invasion of the orc war machine. Your eyes keep darting aside in anticipation or alarm while you wend a halting trail among the ebb and flow of reinforcing goblin bodies, and not for the first time your thoughts turn to wondering what may be the governing intrigues motivating these strangely contentious riots. These thoughts are interrupted at a point in the line where the orcs' faster movement has allowed them to envelop a less flexible goblin formation. Making up a pincer reaching in, you see the taller forms of a band known as Dragon Claw Orcs who use no shields but have hooked blades strapped to their offhand forearms. The orcs' standard of an improbable skull with a flame flickering inside it begins to edge forward as the goblins, fearful of its rumored capability of a breath- like or greek fire weapon, break ranks. Those goblins accompanying you say to flee out of danger whilst they of necessity face the foe. If the party choose to engage against the orcs turn to {31}, or if you retreat farther toward safety go on to {30}. [29] Shrieker AL N, MV 3', AC 7, HD 3, AV0 na, DG na, SV F1, ML 12. Goblin Thief "Bix"AL C, MV 20', AC 8, HD 4d6 hp, AV0 18, DG 1d8 (scimitar), SV T4, ML 5. 1d4 +1 Goblins AL C, MV 20', AC 6, HD 1 -1, AV0 19, DG lesser die of 2d6 (weapon), SV F0, ML 7. Down a short length of tunnel, across the unadorned gaping pit of the well from you, the fungous mass of a Shrieker has found root and grown up. Before its outline would be perceptible in the dim light filtering through the tunnel opening, the goblin and your thief if accompanying must make a Move Silently check to keep from alerting it. If either one should pass the check (monitoring one another) you'll be able to infiltrate and take out the shrieker with no problem (a shovelful of dirt poured in the right place will do). If the shrieker's alerted, both thieves if present need to pass their Climb Walls check to stay out of each other's way as they dodge and leap past the wellhead in order to be able to attack it on the first round before its siren wailing amplified by the horn- like cavern cuts loose for 1d3 rounds. This lone specimen will be silenced if reduced to 0 hp in a round, or if struck with an unmodified hit roll of 17 or better. Once it stops, roll a d6 for each round of shrieking, and if any die shows a result of 1 ..3, a hail will come from those outside announcing the imminent advent of bad guys against whom you wouldn't want to be sealed up in here, and the combined group will have to abandon the well and bug out. If you don't end up being chased away, you'll have leisure to investigate the area. If your thief had joined the goblin to explore, there's a 60% chance that in the far recesses of the tunnel you'll find a lidded clay jar containing a scroll with sheets of parchment diagramming starcharts of the zodiac along with cycles & occultations of the moon: which you may take with the goblin's compliments. At the same time, in the workings outside there's a 35% chance that a rotted sack of nuggets with a value of 250 gp will be unearthed, and if the number in your party left outside matches or outnumbers the goblins without the thief, they allow you to take it all, exchanging knowing looks; but if you're outnumbered, you'll have to split it up into equal individual shares with the goblins. If you've had enough of this lunacy and want out, you can stalk away at {3}, or else the goblins pack up and lure you onwards at {28}. [30] You progress deeper into the hilly fastnesses, turning to avoid knots of rumbling combatants. But the sounds of conflict again begin to grow louder to your front and you finally slip through a sentry cordon, then ascend a long terrace to emerge onto a goblin outpost hilltop, here strengthened with a defensive rampart and spaced bulwarks manned by ferocious Hobgoblins to resist the orcish siege engines drawn up before it. As you arrive, the orc catapults have begun sending bounding fireballs to arc over the wall and dash themselves about. These fiery missiles scare off the wolves and even panic the fearsomely- arrayed hobgoblins, some of whom start to make a maddened lunge to climb over the parapet and rush down at the orc formations, to the consternation of your goblin escorts. Make whatever preparations you wish, then you can choose to try by your example to exert a fortifying influence over & restrain the hobgoblins, or to go join them in launching a sortie and/ or returning fire on the orcs, or to let them alone and keeping an eye on the sky worry about finding a place to avoid the bombardment; then turn to {33}. [31] 3d4 Orcs AL C, MV 40', AC 7, HD 1, AV0 19, DG 2d3 (weapon), SV F1, ML 8. 2d4 Goblins AL C, MV 20', AC 6, HD 1 -1, AV0 20, DG lesser die of 2d6 (weapon), SV F0, ML 7. 1d4 Dire Wolves AL N, MV 50', AC 6, HD 4 +1, AV0 15, DG 2d4 (jaws), SV F2, ML 8. Your party will use a mutual initiative roll with the goblins, whose stat for hit rolls has been adjusted by -1 for their aversion to daylight fighting. The Dragon Claw orcs make a two- handed attack that is treated as a single roll to hit and, as noted in their stats, gives them AC 7 since they use no shields; but allows them to strike without a normal hit -1 penalty, and deals damage as shown. They are leery of shoving in too close to each other's wildly swinging blades, so only one orc may attack or be attacked by a goblin or character per round. The orc standard guardians pull a wiinding rope to spin it like a top, so that hanging bags flail out to disperse a dusty plume of fine soot & ash that's an irritant of a type acting as tear gas which they have conditioned themselves to tolerate. Within 20' all but orcs can't cast spells or make missile attacks, all sources of a bonus greater than +1 are treated as +1s, and on a rolled 3 or less to hit one must pass an INT CK or the weapon used is convulsively flung off into the melee. If the goblins are reduced to less than half their starting numbers and fail their Morale check, you'll be left to stand up to the orcs by yourselves unless you also try to retreat and flee. The dire wolves will join in as cavalry to the rescue on round 5, and won't be affected by the ash which will have settled by then. If the foe is beaten back (number of orcs encountered here defeated) by round 7, any weapons dropped by the party are recovered, or else not. If the orcs are defeated, you gain 20 XP per orc the party accounted for/ put down. Plus, if anyone in the party suffered damage and at least one of the goblins who fought alongside you survived, he'll give up a Healing potion that would even restore 1d6 +1 hp to a character at 0 hp in these circumstances (ie if used now), although one raised from 0 hp won't be able to take an active part in the next 1d3 potential encounters. Fall back and rejoin the reserves to be led on {30}, or lose interest & quit {3}. [32] Following the guides, you descend into what seems to be one of the goblins' little- used tunnels. Presently you are halted and given a lit torch along with a couple of unlit spares, the use of which causes you to receive black looks from the occasional goblin scurrying past. Left standing in an intersection, at one branch of which is a small room off the passage, you have a moment to yourselves while those in your train have gone into nearby quarters to reequip. Venturing a quick look through the open room's archway, you get sight of raised earthen platforms on which are set various buckets and bowls, beside cranked or pedaled devices of wood, metal & stone: like tumblers, grinders, mixers, & wringers. From the mess and the smell it looks like they were trying to imitate or replicate the acidic and corrosive effects of some of the ickier kinds of slimes & oozes. You have a bit of time to try to step in and see if you can get away with a useful sample, but only characters of spell- casting classes (those who can use spells when they're 1st level) can reasonably isolate some potent yet manageable material and efficiently fill a bottle or bladder with the stuff. The others can keep watch in the hall. So hold your noses and dabble around in the acrid gunk {35}, or else feel it's more prudent to stand by & await the goblins' return {34}. [33] 1d6 Hoboblins AL C, MV 30', AC 6, HD 1 +1, AV0 18, DG 1d8 (weapon), SV F1, ML 6. Party characters receive bonuses to saving throws as usual for protection- type spells. If you chucked any spells or other mementos in the orcs' direction, or cast or performed something to make a stab at reining in the restive faction among the hobgoblins, there's a 50% chance the hobgoblins' ML will be raised by +1. Unless you then chose to seek shelter, each of you makes a CON CK to ignore pressing dangers and present a bold front to the troops, and for each passed result the hobgoblins' shaken ML rises +1, but falls -1 for each failed result. Roll for a catapult hit by assigning numbers starting at 1 to each of the hobgoblins and continuing with the members of your party (keeping the same number assignments for any subsequent roll). Then roll 1d12 (or 1d20 if you chose to sortie or engage in a shootout) and if one's number is rolled the figure rolls 1d3 (or 2d2 if you chose to duck & cover) to see how many skips/ bounces the fireball had made upon striking the target's spot. Next roll 2d20, taking the higher die result as the target's saving throw against the bounding impact (Wand), and the lower result as the save against incendiary fragments (Spell). Lastly, if one or both saves fail, roll as appropriate: 1d10 for smashing damage and 1d6 for burning damage, subtracting the number of bounces from both rolls; but if the target passed a save, the other damage can't reduce its remaining hp to less than his or her current level. The hobgoblins' ML gets reduced by -1 if a hobgoblin was killed by the fireball, or increased by +1 if you chose to duck out and a hobgoblin was only injured (since you all will tend to him; plus a 50% chance for another +1 if you raised his hp). Now check their Morale on 2d6, with a passed result as usual being less than or equal to modified ML. If you were making a counterattack or counterbattery fires, a passed result means you get it done and disable a catapult: gaining you 100 XP. A failed result requires a second catapult hit roll, but roll 1d12 as your group is hard put to recover from the imperfect execution. If you were addressing their fears, a passed result means they get a grip on their courage and improve their positions to frustrate further sniping: gaining you 200 XP. A failed result requires a second catapult hit roll, but roll 1d20 as you subside back into the main body. If you took shelter, a passed result means you end up standing alongside them to fight the fires: gaining you 300 XP. Roll for a second catapult hit regardless, but if the check passed, roll 1d20 as they prod you under more secure cover. If you didn't choose to just hide out, party characters can here add or replace any sort of standard weapons, and portions or full sets of any type & size armor they want up to Scale mail; although the mansize hobgoblin- made stuff is designed to look pretty daunting. You also find that the Padded armor available is specially constructed to protect its wearer from the effects of poisonous attacks and even includes a quickly- usable, ninja- like mask covering the nose & mouth, so that for the most part whenever a saving throw against an externally- applied poison is called for, the wearer first makes a DEX CK and if it's passed the save is considered passed, with any half damage or residual effects then possibly nullified by the usual save. At a lull in the frenzied action, your goblin companions come to collect you and you can either go along with them {32}, or resign this commission and quit {1}. [34] You are moving by an opening, outside of which are posted 3 dour- looking goblin guards who tense threateningly as you near, when from the passage behind them begin to come sounds of thudding blows mingled with high- pitched chattering & keening. The three guards as well as the goblins escorting you turn and plunge into the opening, leaving you standing without. If you choose to duck in and follow, pick which of you if any will have lit torches and turn to {37}, or fold your arms and wait until you can get back to the business at hand {36}. [35] It does indeed appear that the goblins were trying to concoct derivatives of imported virulent gelatinous organisms: probably for use as weapons. If you can find and contain enough of their product, you too could use it as a thrown attack, with power depending upon the type you scrape up. A user rolls to hit AC 9 or adds +4 to the target's AC, whichever is less, applying a range modifier to the hit roll treating it as a thrown Oil Flask= +1 within 5 ..10', -1 within 31 ..50'. For four rounds starting on the round after a target is hit, the ooze acts like an attacking monster of its rated hit dice, maintaining the same AC as for the throw, and on a hit does its rated damage, else none for the round. Each character might acquire just one type apiece. To see what type a searching character comes up with, roll 1d8 with results as follows: 1 ..3) nothing stirring, 4) Black= 2HD @1d8, 5) Gray= 3HD @2d8, 6) Clear= 4HD @2d4, 7) Ochre= 5HD @2d6, 8 ..10) Pass an INT CK or roll again for just one round of possible hit/ damage. If you employ an intensified light source or spell affecting one or more searchers, the d8 roll and the character's INT both get a bonus of +2, maintained on any rerolls. One who passes the INT CK, or gets a nothing result when rolling for possible damage, may start over if desired. For every searching character who acquires a dose, the party gains 100 XP. Saunter back out to the hallway as the goblins reform {34}, or raise a fuss about the unsafe conditions in this place and tell them you're quitting {1}. [36] The goblins finally conduct you into a circular chamber like a kiva, lit by wavering sconces upon the walls, and stop you just inside the doorway before some few of them go to take up a position for the formalities of a hostage release. Across from you is a halfling who, though standing somewhat uneasily, appears to be hale and in good humor. The other sides of the box are formed by the goblins waiting with eyes fixed across from them on an individual whom you are surprised to see is obviously a kobold. The diminutive kobold seems to be costumed as a tribal shaman with a dark cloak, and wears a shrunken headpiece designed to mimic a dire wolf. Your arrrival looks to have caused a heightening in the kobold's already agitated state, and it fumes with barely- restrained animosity. You must decide to prepare yourselves in case of emergency either to safeguard the halfling, or to fend off a potential attack. Then turn to {39}. [37] Ogre "Clef" AL C, MV 30', AC 5, HD 4 +1, AV0 15, DG 1d10 (bash), SV F4, ML 10. 1d3 +3 Goblins AL C, MV 20', AC 6, HD 1 -1, AV0 19, DG lesser die of 2d6 (weapon), SV F0, ML 7. Holding a torch before you whilst goblins even smaller than what you're used to squirm around you heading in the opposite direction, you make for the far end of the short, cramped passage. Floundering over the struggling bodies into a larger area where you can finally stand upright, you are brought up short by the sight of a hulking Ogre, backlit and half framed in a jagged space freshly excavated into the far wall, who has thrown off even his typical shreds of garments in order to work at digging a way into the hillside. This is a chamber of the goblin warrens habitat. The orcs consider it a weak spot and will encourage a continuing breakthrough from the ogre sapper's mattock, which does an automatic 1d2 shp per round, with a further 2d3 shp required at this point for the ogre to force an entry. No orcs will venture to enter, but wll fire arrows around the ogre as he digs and when he attacks, if he gets in. The goblins feel they can't do anything while the ogre is knocking the wall into their faces, but they still gather in front of the breach with the idea of preventing an entrance. In this difficult space, an arrow does but 1d4 -1 base damage, whether fired by the orcs or by the party. Each round, upon the ogre's action, orcs fire 1d2 arrows into the room. As long as any goblins remain, while the ogre is digging there's a 65% chance that the party will be targeted, else the goblins will be targeted. Once the ogre's through, the probabilities are reversed. An arrow needs a roll of 19 or better on 1d20 to hit a random target, but gets a bonus of +2 if the target is a party member with a lit torch or other light source. If the party extinguishes all lights or uses none, there's a 45% chance the orcs will switch to flaming arrows, which have +1 to damage; but if they don't, the ogre and any party members with ordinary visual capability suffer a penalty of -2 to hit when the ogre enters the chamber: due to the weakness of the lighting from the undermining gap. The party may flee without hindrance while the ogre's digging. Once the ogre enters the room, unless the room is lit you'd have to scramble to find the exit: requiring at least one passed saving throw versus Petrify with a -2 penalty among all party members, with no other actions that round. If your combined forces defeat the ogre, the party gains 200 XP, and if any party members want to plunge into the dugout opening to brave 1d2 more arrows from the retreating orcs, there's a 35% chance you'll retrieve the ogre's incentive payment of a jeweled cloak clasp worth 2d00 +50 gp from a pouch in his discarded clothing. Regardless of the outcome, the goblins wearily offer you a pat on the back, and you can go on with them {36}, or give in and call it quits {1}. [38] You are just getting fully under way out of the goblins' locale when the leader of a roving squad of Gnomes emerges from a branching gully and glowers at you all. As he seems to assure himself that you are the same party they had earlier witnessed in connivance if not cahoots with the goblins, he points his shortsword accusingly at you and issues a challenge in Common, labelling you traitors. These would seem to be some of the more lawfully principled gnome stock. As the leader stands with his chest heaving, you observe that he has an eye- catching crystal prominently mounted on his shield; and that one of the pair coming up behind him bears what looks like a crossbow device strapped on to his back, with his mate standing by as gunner; though a crossbow at this close range would hardly be efficient. You may try to pacify them or clue them in to the temple's machinations if you want to take a chance on exhibiting the halfling, if he's with you, and having one party member make a CHA CK. If the check fails they'll have initiative for the first round and may attack the halfling as the instigator of the plot. If you pass the check you can leave them in peace {40}, or then take a free round if you jump them in return. To fight them off turn to {41}. [39] Halfling "Trever" AL L, MV 20', AC 7, HD 1 -1, AV0 19, DG 1d6 (shortsword), SV H1, ML 7. Kobold "Raef" AL C, MV 20', AC 7, HD 1d4 hp, AV0 19, DG 1d4 (bite), SV F0, ML 6. Shadow AL C, MV 30', AC 7 (req +1), HD 2 +2, AV0 17, DG 1d4 (sapping) & STR drain, SV F2, ML 12. 1d3 Goblins AL C, MV 20', AC 6, HD 1 -1, AV0 19, DG lesser die of 2d6 (weapon), SV F0, ML 7. The Kobold is paired with a symbiont Shadow, and suffers no damage until the shadow is destroyed. The shadow doesn't itself attack, but can enfold to intercept an attack by any character who makes a weapon or spell attack at the kobold, and whether a weapon hits (note only magic weapons can damage it) or misses. If the unmodified hit roll against the kobold is 13 or less, the attacker suffers the loss of -1 STR down to a minimum of STR 3, takes 1d4 damage and the shadow has the same number of hp restored in vampiric fashion, even if the attacker's damage had reduced it to 0 hp. Once you've recognized the shadow, you'll know that a strong light source would suppress it (forces it to cling tighter to the shaman), so that the effective hit roll number is 7 or less, and if it fails a Petrify saving throw (need 14) on a hit (even with a spell or nonmagical weapon), the kobold is hit directly. Roll an initiative die for each of the four groups: the goblin(s), the kobold, the halfling and yourselves. If the sum of the halfling's plus yours is greater than the sum of the goblins' plus the kobolds, and you chose to safeguard the halfling, then you defuse the situation by keeping out of reach. Or else actions will be taken in initiative order. If the halfling isn't being attacked, he'll move to join you if you chose to safeguard him, otherwise he'll join with the goblins. The kobold will try to put the bite on the halfling, or if he's with either you or the goblins, a random member of your party - but if you chose to fend off attacks, you may pick those whom he'll face and you get first attacks. The goblins will feel they must attack your party if you attack the kobold, but will yet try to dissuade everyone from further violence, so if any goblins are still active after two rounds they'll call a halt to the shaman's demonstrations. If Trever survives the encounter, make a note of his stats as he joins the party (becoming a fifth member if necessary) and then either clamber up a tall ladder back out to the open air {38}, or tell the goblins you're too beat up to go on and want to quit {1}. [40] Perched on the crest of an isolated tumulus along your path, a gloomy- looking Hill Giant is chewing the remnants of a stew he seems to have cooked up himself in a blackened cauldron which he holds by its hanging handle to dip into. Swinging his head to one side, his eyes cross as he seems to take note of you, and rising with an ungainly grunt, in the Common tongue he demands payment for passage. He still holds the cauldron in one hand, but his eyes don't leave you as he reaches down with the other to feel about for the shaft of his oversized spear lying slightly behind his feet, then proceeds to amplify his request by blurting: "Gold!" As you consider what to do in this situation, you can observe that the animal remains left lying near his cookfire look like they came from an unfortunate blink dog. Also, the cauldron he's dangling must have been pillaged from an alchemist, as it's of the kind usually used to brew potions. If you have the dwarves' treasure map, you'll realize with a start that this mound looks like the very one described on the map! Decide if you'll proclaim yourselves agreeable to his demand, or defy him; then turn to {43}. [41] 1d3 +2 Gnomes "Ladun" & posse AL L, MV 20', AC 5, HD 1, AV0 19, DG 1d6 (weapon), SV D1, ML 8. Roll for initiative; and if your fight with them goes on for 4 rounds, the goblins will catch wind of the ruckus and the gnomes will try to retreat and melt back into the surrounding terrain. If the gnomes number more than three, gnomes 4 ..5 would each additionally have one Dart made from a crossbow quarrel. These get a -1 hit penalty, but do 1d6 damage and have automatic initiative on the first round. They aim these at their opponent's heads, and if a target hit by one passes a saving throw versus Wand, it takes no damage but gets the dart stuck in its cap or visor so that for 1d2 rounds it must make another save vs Wand or can take no action other than movement for that round. The leader holds a small size Mir- age shield, which can cause an attacker to see double. When struck by an attack, if its user hasn't acted yet in the round, there's a 75% chance the attack will be decoyed through the mirror image and cause no damage, but if the roll's 5% or less the shield then loses its power as the crystal is shattered. Once an intelligent attacker recognizes this, he can cancel the effect by passing a saving throw versus Spell to disbelieve immediately prior to the hit roll. The shield's wielder may choose to make no action if he wins initiative, for after the wielder has acted in a round, the duplicate is so apparently coterminal with the real shield that there's no effect for the remainder of the round. The shield's use doesn't affect any subsequent action the user makes. One gnome has a bulky net projector (or "web slinger") carried on his back. He can't fire it himself, but has to bend forward while another triggers it to launch a rope net at a target to hit AC 9, but if two opponents are standing together two hit rolls are made and the net may entangle either or both. The net affects its target(s) as a Slow spell (reverse of Haste), with the additional effect of Confusion for actions if two are trapped. Removal of the net requires a target to devote a round to pass a DEX CK with a -2 penalty. It's assembled to be only a one- use device, and isn't salvageable by the party. If you defeat them, you gain 50 XP. There's a shortsword and their hammers. Their darts are unconformable to other's hands, doing 1d4 damage, but for each one taken as a trophy you gain 20 XP. The Mir- age shield is too small to be used by other than a halfling, but that makes it easier to lug along and while it's still functional its value is 70 gp. Go once more upon your way {40}, or call it all off and quit {3}. [42] In a depression between the hills, you come across some utterly gory evidence of the depredations of scavenger Bugbears. As you stand with your minds shocked at the wanton cruelty indicated by the grotesque remains, you are given to feel unforgiving toward the unforgiving. Yet, considering your own situation, it might be better to turn your thoughts to the safety of your party, with these assuredly crafty creatures at large and perhaps not far away. The signs seem to show that there are fewer than six of them, and they were gathered here less than a day ago. You may choose to put your mission on hold and try to go after them {45}, or if you keep on your way there's a 55% chance you won't have to have any run- in with them (and a party whose members' combined remaining hp total less than 25 gains a bonus 100 XP for keeping a cool head against rashness) {44}. Otherwise they'll trail you to stage an ambush, but spell casters will have had time to relearn one 1st level spell in the interval as you slow watchfully {45}. [43] Hill Giant "Komo" AL C, MV 40', AC 4, HD 8, AV0 15, DG 2d8 (mash), SV F8, ML 8. Since he's a giant, he'll want a sackful of gold as a toll; but a layer of gold pieces on top would dazzle him sufficiently: say, 30 gp in total value, or as much as you have. The giant has a -3 penalty on all attacks (as shown in his stats) due to the dizzying effects of what he's eaten. He can't blink, but until the end of the encounter he perceives ethereal/ invisible, etc. characters and can also hit them without additional penalty. He can hit by swinging or throwing the cauldron or jabbing or throwing the spear, but would have to lose a round to ready the spear. When he connects with the cauldron, each multiple of 5 damage points he rolls is converted to a structural hp, and the target must make an Item Saving Throw as per Method 2 (p. 55) against each shp for defensive items it may employ (any mechanized mount, then any shield, then any armor, then any magical protection items). If the target employs none of these, or an item has no magical bonus number nor AC, a 1d6 result of 4..6 knocks it unconscious or to pieces, otherwise a 1d6 result of more than 1 +(half an item's magical bonus, rounded up) means the item loses either -1 magical bonus until it's 0, or adds AC +1 until it's 9 (when it's destroyed). A target figure then only takes normal damage points equal to the remainder (=rolled damage modulo 5). The giant is a compartmented monster, partitioned in thirds. When you roll up it's hp, round them up to a multiple of 3 and note that damage to a third can't cause more damage than that third's remaining hp. To begin with, on any hit there's a 50/ 50 chance of hitting either of the 1st or 2nd thirds (the lower two), unless the attacker specifically aims high with a missile- type attack, when the 3rd would be hit. If a third is hit when it has no hp remaining, there's no further effect. However, when both lower thirds are eliminated, all attacks are automatically directed against the upper third. The giant only checks Morale when 2 of 3 have been eliminated, and if the check is passed he'll try to change weapons to the spear if he hasn't already. If you pay him, or the cauldron causes less than 4 shp, you can get the cauldron from him, and there's a 20% chance that you can turn it in to get 2d6 *50 gp from an alchemist possibly needing some blink dog. If you have the dwarves' treasure map, and you don't flee from the giant, you could try to break through the shallow heath to the stone- capped vault, but if you have the halfling with the party he'll not want to delay long. If you paid off the giant, you'd be able to enlist him to wade in and ransack the site for a "share" of the loot (you can get by with giving him 15% of its recognized value). Otherwise, there's a 70% chance that while you're delving into one profitless cyst after another, the halfling would sneak off to make his own way back home (you see how they are). If you wind up losing the halfling or welshing on a deal with the giant here, the treasure you find won't be counted toward party XP. What you eventually find is 1d10 *100 gp and 3d4 loose gems with individual values of (1d00 -1d00) *5 gp. Pack up and hit the trail {42}, or throw in the towel and quit {3}. [44] Coming down the foothills, you draw back as you become aware of a commotion to your front, which you begin to make out as a Giant Snake thrashing about: flailing & biting at the earth and plants over a small area. It seems to be coiling and writhing in its death throes, when, looking more closely, you perceive that it has been wounded and has what appears to be the detached stinger of a giant scorpion implanted in its flank. If you want to move in cautiously for a better idea of what's going on turn to {47}. If you want to give it a wide berth and pass by, turn to {46}. [45] 1d3 +1 Bugbears AL C, MV 30', AC 5, HD 3 +1, AV0 16, DG 2d4 -1 (limbs), SV F3, ML 9. These disgustingly bestial pariahs have developed a habit of checking their backtrail while cunningly foraging for victims; being astute at reading signs and noting minute variations in the environment, as well as in a predatory gauging of likely movements. If you'd pursued them, you may take a free round of missile weapon attacks at short range before rolling initiative as they close with you. In any event, if they number less than your party, there's a 50% chance that one of them won't be with the main body but will spring from concealment behind you and get a free attack on the first melee round with a +4 to hit (this constitutes these bugbears' surprise ability). Those in this gang seem to have gone psycho, and they wield grisly severed limbs as clubbing weapons with which they attempt to subdue their opponents. Any damage they do is treated as subdual damage. Once they score a hit on a target character, that character is subject to revulsion and makes subsequent attack rolls with a reduction in its level in accordance with its remaining hp relative to the individual's added hp per level (or, if you haven't tracked hp added per level, the average for such a die rounding up). A party character reduced to zero hp is out of action, but if the rest of the party defeat the bugbears, all subdual damage will be discarded after the encounter. You can attempt to flee from them, but the party would lose 200 XP. If your whole party is subdued, there's a 60% chance that after looting you the bugbears will be discovered by a goblin patrol and trade you as slaves {1}. If you defeat them, the party gains 100 XP times the number of bugbears, with a bonus 200XP if the last bugbear failed its Morale check and you leave it tied up as a present. If you had chosen to pursue them, you'll recognize where they stashed their loot, or else there's only a 20% chance that you'll recover the assorted coins worth 2d10 *10 gp by searching. Now you can get back on track {44}; or if you'd rather, pack it in & quit {3}. [46] You return to the area of the dwarves' campsite by the old bluffs. If you'd left the Draco Lizard alive, it will be visible lying up top between a couple of trees, snoozing with regular breathing. However, you don't detect any other signs of activity out of doors. The tent over the dwarves' archeological dig lower down is still standing as it was previously, but the ground around looks more disturbed or trampled and untidy than before. You can make what preparations you wish and approach {5}, or go on by to the river bridge {18}. [47] Giant Rattlesnake AL N, MV 40', AC 5, HD 4, AV0 18, DG 1d4/ 1d3 (1st bite/ 2nd bite), SV F2, ML 7. The snake's rattles have been crushed, and it starts with its remaining hp halved rounding up. It has a penalty to hit (as shown in its stats), and is only AC 7 for nonmissiles, but it still gets its two bites per round. However, in its present condition use individual initiatives with a separate roll for each bite. On the first round if no character engages it and it lunges at missile or spell firers/ throwers/ casters, it gets only its 2nd bite at the end of the round. The toxicity level of the rattler's poison bite has been diminished by its ongoing exertions. After taking bite damage, a character must pass a saving throw versus Poison or must then make a STR CK and compare the result to the Spell column of the Fighter Saving Throws table, and dies if the STR CK result was more than the required score for 0 level, otherwise he rolls a number of d8 equal to the lowest level of the category for the highest table score less than or equal to the check result, and must reduce his remaining hp to the rolled total (or 1 for 0 level) if in excess. Then if the check result was greater than the character's current STR, he's reduced -1 STR. After the encounter, a character who was bitten any number of times makes just one STR CK at the start of each hour (say each time you arrive at a new location), and will regain his STR and feel no further effects of the poison upon passing three hourly STR CKs in a row. If you allow the scorpion's poison to pervade & kill the snake while it exhausts its own in blind attacks, both types are nullified. The snake dies when it fails a Morale check, which it rolls for at the end of every round. Until this occurs, the party may attempt to defeat the snake, or to extract the scorpion's stinger from its body. One character per round who wasn't the target of a snake attack earlier in the round can try to pull out the stinger by passing a DEX CK followed by a STR CK. If the snake fails its Morale check at the end of the round that the stinger is removed, it will slither off to lick its wounds, otherwise it will attack the party until it's defeated or the party flees. If you removed the stinger from the snake, you gain 50 XP and there's a 60% chance you'll be able to preserve and use the scorpion's poison. If you kill the snake, you gain 70 XP and there's a 50% chance you'll be able to preserve and use the snake's poison, with a 30% chance for the scorpion's poison if it remained embedded. The properties for a character's use of these poisons are: effective against a vital corporal creature of 6 HD or less, when stabbed with a successful hit roll without any bonus, the target must pass a saving throw versus Poison or suffer 1d4 damage for 4 rounds by rattlesnake poison or 1d6 damage for 6 rounds by scorpion poison. If you were able to remove the scorpion's stinger before the snake perished, you'll be amazed to find that a little brown sparrow has flown down, apparently to befriend the members of your party, and will follow you flitting from tree to tree as you go. Hike on toward the lowlands {46}, or finally tire of the whole business & quit {3}. Numbered Entries Gazeteer: [4] outside temple: Attendant/ Unstoning Holy Water [6] lower woods guard: Merchant/ Fighter/ Arrow of Slaying [8] perimeter patrol: Gt Spiders/ Elf/ Elvish Grog [10] veering off guard: Warg/ Wolves/ Dryad/ Oil of Etherealness [12] temple entrance: Elephant [15] temple services: quest briefing [2] quest end check: XP advancement/ signet [3] party quits: Hermit/ Pearl/ return to temple [14] bordering outlands: Neanderthals/ Fine Leather Armor [16] forest reentry: Centaur/ Falseseeing Helm [18] bridge crossing: Stirges/ Gt Bass/ Gt Hawks/ Amber Lens [20] old bluffs: Dwarves/ Draco Lizard/ treasure map [22] grassy knolls: Swarms/ Illusionist/ Charm trap/ Glassteel Dagger [24] low hills: deadfall trap/ Goblins [26] rugged hills: Guild Goblin/ Shrieker/ lunar scroll/ nuggets [28] behind the lines: Dragon Claw Orcs/ reviving Healing Potion [30] hilltop outpost: Hobgoblins/ catapult fireballs/ Poison- proof Padded Armor [32] goblin tunnels: compounding room Hazard/ Slime Bombs [34] goblin warrens: Ogre/ Orcs/ cloak clasp [36] goblin kiva: Halfling/ Kobold/ Shadow [38] back to surface: Gnomes/ Mir- age Shield [40] old mound: Hill Giant/ cauldron/ mound loot [42] hills depression: Bugbears/ coins [44] down the foothills: Gt Snake/ Scorpion Poison(s) [46] old bluffs revisit: Lizardman/ Gt Gecko/ Fireworks Scroll To give playtesting feedback and to check for current revisions of this file as well as other game adaptations that may be of interest, see the Case Games page at playhob.com/Case/cas.html.