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IN PURSUIT
OF THE
SLAYER
BY CARL SARGENT
Can a merciless
killer possibly be
your ally?
Artwork by Bob Giodtosich
Carl Sargent has just finished a third
fantasy gamebook, for 1989 publication
He has also published a book on the
tarot and is currently working on a 160-
page fantasy RPG scenario book, other
‘game products and articles, and one or
two other writing projects. Carl reports
hhe needs to repaint the letters E, R, I, O,
and H on his word processor keyboard
as they have disappeared with use.
“In Pursuit of the Slayer” is a D&D*
module for 6.8 player characters of
levels 69. Any character class can play
the adventure, and a balanced group is
vital for success, but the PC party
should include at least two strong
dwarves or fighters, at least one of 9th
level. Chaotic charaeters are not recom
‘mended. Itis essential to the adventure
that the PCs have mounts. The module
can be played as an individual adven-
ture or easily integrated into an ongo-
ing campaign in any temperate area of
farms, plains, and light forests.
‘This seenario features four monsters
from AC9 Creature Catalogue. While it
is desirable to have a copy of this book
ves all the
ies needed to use
For the Player Characters
‘You slow your mounts toa trotting pace
on this warm summer day as you travel
onward; they are feoling the heat as
‘much as you are. Its lazy, humid after:
‘noon, and somewhere to the north a
farmer is burning stubble judging by the
plume of smoke you can just make out.
‘Then, some way ahead along the road,
one of you makes out a small running
figure heading south toward you. There
is no pursuer in sight, but it must take
something unusual to make anyone run
0 fast on so hot a day. You urge your
mounts to @ faster pace, and now you
cean see clearly that the runner is @
young boy. He stumbles and falls as you
got close to him, and he doesn’t get up.
‘When you dismount and run to him, the
boy looks up at you, his face streaked
with the same black that soils his
clothes. He holds out his hands and falls
forward, exhausted.
‘Soon revived, the boy say his name is
Alberin. He is fleeing from his home at
Fairwell Farm some miles north. Close
to noon, Alberin tells you, a bearded
warrior in armor rode up to the farm on
‘a great black charger. He held a mighty
DUNGEON 43IN PURSUIT OF THE SLAYER
sword in one hand and a slim length of
‘wood in the other. The redcloaked man
simply pointed the wooden stick, and a
‘great ball of fire hurtled from it into the
farmhouse, setting it alight instantly
As people fled in terror, the warrior
slew them with his sword; others per
ished in the raging flames.
‘The man spurred his horse to ride
away, then saw Alberin cowering by the
well. He laughed at the boy, the cruelty
in his face emphasized by the black eye
patch he wore over one eye. “You're too
Tittle to be worth my while killing.” the
murderer chuckled. “Know me as the
Slayer!” he intoned, then rode off to the
north, leaving a dozen souls dead in his
‘wake, Alberin fled in terror despite the
‘man's words and is heading south to the
refuge of a cousin's home.
‘The plume of smoke . .. no stubble
burning, then. The murderer is mount-
ed, and you have litle time in which to
‘choose your next actions.
For the Dungeon Master
In this scenario the PCs follow Wolfram,
the Slayer, and track him to a great
funeral barrow upon a devastated pl
‘There, if nothing happens to interfere
swith Wolfram’s plans, a great undead
army will be magically raised to sweep
south and spread death on a scale which
will make his efforts look pitiful ..
except that they aren't exactly his plans
and efforts,
‘Wolfram is actually a deeply Lawful
and good man, albeit one of very strict
beliefs (ee the end of the module for
details on his statisties and personality).
His wand of fie balls is occupied by an
undead being known as a possession
(also called a sword spirit) which has
taken over Wolfram's mind, It ean also
use the wand itself as a weapon,
Wolfram is headed for the Plains of
Despair, an ancient battleground. There,
the possession intends to leave the wand
tnd inhabit a different magical item, the
‘Staff of Shrivening. Together with the
staff, which is guarded by another undead
creature — a grey philosopher ~ it will
begin the infernal work of animating an
‘undead army from the countless bodies in
the earth, Wolfram’s stopping to kill peo-
ple en route is caused by the possession,
which gains power from the deaths it
‘causes, making the animation of undead
easier and quicker when it reaches its
destination.
‘This grey philosopher has long been
filled with an especially deep hatred of
living creatures, amplified by magical
‘banes deep within the barrow. Its delib
‘erations, unusual for its kind, have
progressed to the stage where itis ready
to begin work animating undead. This
desolate place is also inhabited by
sacrol, a third undead ereature, which
will present another major danger for
the PCs
‘The PCs begin atthe X on the map.
They must follow Wolfram as quickly as
possible and destroy the malevolent
Entities before the Undead army is sum.
‘moned. This is a race against time, but
along the way there are both time:
wasting diversions and also sources of
Important information, especially about
Wolfram.
This powerful man has always been
‘known as the Slayer, for very good rea
son — he isan implacable and merciless
{oe of all that is evil. While he takes no
pleasure in his grim work, his task has
been to kill marauding monsters, evil
creatures, and murderers who have
been sentenced to death but have
escaped justice — until Wolfram catches
‘up with them, Wolfram is not a vigilan-
te, however. When pursuing evil men
{2 opposed to monsters), he kills only
when he knows that they have been
Sentenced to death by judicial authority.
He is Lawful, after al.
‘Along the way, the PCs should find
«enough information to make them real-
ize that all cannot be what it seems
‘where Wolfram is concerned, and they
Should probably realize that killing him
will mean killing a good man and true!
‘The players’ introduction has been
written to sot this adventure in summer
for two reasons. First, it helps to
explain why a fire bal enuses the com
plete destruction of large farm buildings
(everything is very dry and the fire
spreads quickly). Als, it helps to mark
Wolfram as unusual. This man is gallop-
ing around and fighting in full plate
rail and shows no signs of exhaustion!
He must have some magical resistance
to the heat, so he's probably something
special. Adding Wolfram's apparent lack
of probiems with the heat to the ques-
tion, "What's a fighter doing using fire
balls, anyway?” should make the PCs
curious enough about him to set off in
pursuit. The hot weather also sets the
Scene for the thunderstorm on the
Plains of Despair
‘The PCs may want to question
Alberin for any more details they can
get out of him. Ifso, they must ask clear
‘questions. If asked about the Slayer’s
larmor, Alberin deseribes plate mail. He
is fairly cortain, if asked, that the eye
patch was worn over the man’s left eye.
Allberin also remembers that the Slayer
hhad dark hair, and he ean say that the
“fire stick” (as he calls it) was made of
pale wood, about half a yard long. If
questioned closely, Alberin tells the PCs
that the Slayer's horse was sweating in
the hot weather, but the man didn’t
seem to be affected by the heat. If asked
what lies to the north, Alberin tells the
PCs of Crabtree Farm, Harakil’s Farm,
and the village of Kaldarek (see The
Route of the Slayer map), and a few
details about them. He ean also give
ly accurate directions. Alberin
can give alist ofthe dead at his own
farm (his father Marat, mother
‘Hamana, brothers Sylran and Bertran,
and six farmhands) ifthe PCs really
‘want to know. He has no idea why any-
cone would want to do such a terrible
thing at Fairwell Farm.
‘The Route of the Slayer map shows
number of locations and the path which
Wolfram has taken. The players do not
receive a copy of this map but can make
their own sketch map from information
gained as they travel. Each time the
PCs do not follow Wolfram’ trail but,
make a detour somewhere else, they
lose time pursuing him. Such lost time
is noted for all loeations where this rule
applies.
"Keep a careful record of how many
detours the PCs make, for this number
‘affects the final combat on the Plains of
Despair. Also, in some locations the
party can gain information about Wolf
ram and the direction he has taken,
although they must ask some questions
or they won't be able to follow him. If,
however, the PCs spend hours asl
questions about trivial details, at
Kaldarek (area 4) or ofthe dwarven
‘merchants (area 6) for example, treat
this as further time-wasting and add
+1 to the detour count. Don't penalize
PCs trying to think of intelligent ques-
tions and looking for people of note in
Kaldarek, but only those spending an
interminable time over matters. The
PCs should realize they are not going to
catch anyone while wasting their time
in this way.
Tt should also become clear to the PCs
that they cannot catch the Slayer on the
first game day. Ifthe adventure starts
just after noon, they will get to the
44 Issue No. 15IN PURSUIT OF THE SLAYER
THE ROUTE OF THE SLAYER
Dapleth Woods (area 8) in the early
evening. After the combat there, the
party will have to sleep and regain
spells, especially curative ones. The PC:
may wonder whether they should pur-
sue the Slayer during the night hours.
Make it plain that they cannot travel in
the woods by night, and that the man
they are following must surely stop,
rest, and sleep also,
No detailed maps are provided for any
farms or for Kaldarek, and they should
not be needed since no combats take
place at any of them. Location descrip.
tions give basic details for describing
these places to the PCs.
Magical Pursuit
Tt should not be possible for the PCs to
have any magical means of catching up
‘en masse with Wolfram before he gets to
the Plains of Despair. A spell such as
‘haste lasts only 30 minutes. While a fly
spell lasts longer, it affects only one
character, and it should be clear that
fone PC — even a strong one — would
hhave serious problems trying to deal
with a man using a wand of fire balls. If
a player is contemplating using this
spell, you may drop a hint on this score,
similarly, magical items have limited
use, either due to short duration (a
potion of ying) or because only one or a
small number of PCs can be affected
(x, boots of speed, carpet offing).
Only a party grossly overequipped with
magical transport items eould catch up
with Wolfram as a group. Ifyou have
such a party, you must find some way of
relieving them ofa few such items
Intelligent players, however, may well
use magtical items or spells such as fly
{and haste to scout ahead and track
Wolfram. A party may split up, agree-
ing to meet later at a fixed place, with
the majority going one way and one or
‘more flying characters making a quick
check off the main trail. This is not a
problem in running the scenario, and
you should be careful not to increase the
detour count if magic is used to speed
up investigations. For example, if the
main body of a PC group goes straight
from Fairwell Farm to Kaldarek, while
1 flying character checks on Harakil
Farm, the farm visit should not be
counted as a detour since no time has
been lot.
Encounter Areas
Many of these encounter areas include
‘meetings with normal, nonadventuring
humans. For convenience, statistics for
‘these people are given here,
Villagers and farmhands: AC 9;
Normal Man; hp 1-6; MV 120140, #AT
4; Dig by weapon type; Save Normal
Man; AL L; equipped as DM sees fit.
1. Fairwell Farm, All that remains
here is a single barn to the north o
group of still-burning shells of buildings
(farmhouse, stables, two barns, farm-
hhands' cottages, ete.) which were almost
entirely made of wood. There are no
survivors, only 10 charred and bloodied
bodies, slain by fire and by the sword,
‘Just to the east of the main farmhouse
is a large well (hence the farm's name)
next to which stand watering troughs.
‘The PCs’ mounts ean drink here (no
time penalty)
2. Harakil’s Farm. Visiting this farm
is counted as a detour, since Alberin
‘made it clear that the Slayer road off
north from Fairwell Farm, and this
place is almost due east. It is clear from
DUNGEON 15IN PURSUIT OF THE SLAYER
‘distance of half a mile away that all
‘appears well on this grain and livestock
farm. The seven farmbands and Hara-
‘was burning stubble over at Fairwell
Farm. Once they learn differently, they
take steps to arm themselves and
defend the farm.
8. Crabtree Farm. Visiting this farm
is also counted as a detour, although it's
not bad play coming here. Alberin said
the Slayer rode off to the north, and the
villain might have come here (although
he hasn't)
‘This farm is physically similar to
Harakil’s Farm, but the owner is a
rotired fighter ifthe PCs specifically
‘ask to see the boas, not settling for the
“obviously peaceful nature ofthe place at
first sight, the five farmhands lead
‘them to farmer Darrigan. Ifthe PCs ask
about the Slayer, Darrigan frowns and
Tooks thoughtful “T'm sure T've heard
that name somewhere, heard something
about a fighter called the Slayer” he
says slowly. “But it weren't said with
fear or anything like that.” He cannot
recall any details. Onee informed of the
destruction of Fairwell Farm, Darrigan
orders his farmhands to arm themselves
fand withdraw to the main house.
Farmer Darrigan: AC 9; F4; hp 22;
MV 1201409, #AT 1; Dmg by weapon
type; $15; Save Fé; ML 8; ALL; long
sword (kept in farmhouse).
4. The Village of Kaldarek.
Kaldarek is a small village of some 80
souls on the main north-south trade
route between Lamford and Carra-
bridge. At the village, horses are often
rested, and coach parties and wagons
stop for the night, so there isa fair-size
coaching inn (run by Martallus and his
wife, Diora) and a blacksmith’
stableman, Rodallan, who is also
responsible for maintaining law and
order in this village. There's little trou-
ble, anyway. Outsiders who cause prob-
lems quickly find out they must face all
the able-bodied men of Kaldarek.
‘The buildings comprise the inn,
smithy, two warehouses, stables, stor-
tage barns, a small shop selling food and
tools, and some 18 small cottages and
larger dwellings, mostly made of wood.
‘Just west of the village stands the
smoldering, burned-out shell of a farm
‘wagon. Beside it lie the blackened
bodies of two horses and four young
men. This tragedy happened two hours
before the PCs arrive (three hours if
they have made a detour, four if they
hhave made two detours). Careful exami-
nation of the area reveals a blackened
patch of ground 20’ in radius and clear-
ly circular.
At the edge of the village, half a dozen
stand
being tended by his fiends: He was
‘struck by debris from the explosion and
hhas a deep, bleeding gash on his left
‘Acure light wounds spell will heal the
‘damage, and a Lawful PC cleric should
‘most definitely offer this aid. Unless
‘otherwise noted, all villagers here are
treated as Normal Men.
None of the villagers actually saw
‘what caused the fire, but one of the
villagers — a young woman named
Farrah — saw a man galloping away
‘east on a black horse just after an explo-
ssion was heard. He was some distance
away when she saw him, and all she
could make out was his red cloak flut-
tering in the breeze. Others can confirm
Farrah’s report of a loud bang, but no
one else saw any detail ofthe rider.
Ifthe PCs immediately gallop off east,
point out that their horses are sweati
and could do with a drink, easily
‘obtained from the pond in the center of
the village. There is no water source to
the east until they get to Larred's Farm
(area 7) oF into the woods. If the PCs fail
to water their horses in Kaldarek, their
‘mounts will be slowed. Count such
‘slowing as a detour, even if PC cleric
Inter casts a create water spell for the
‘mounts, The horses will need twice
their normal water intake after being
ridden so far in such hot weather and
‘will drink slowly for the entire hour the
‘magical spring is in existence, so time is
still lost.
‘The PCs might split up in Kaldarek,
‘some watering the horses and others
looking for more informants. If they ask
‘whether there isa village elder, mayor,
or other authority, they are directed to
Rodallan, who is in his smithy. Rodallan
hhas instructed his assistant, a youth
‘named Cladaw, that he doesn't want to
be disturbed in his private rooms
behind the smithy. The PCs must either
‘march in, bribe Cladaw to show th
in, or impress the lad with a show of.
‘authority to gain entrance. Rodallan
angry at being disturbed, but if the PCs
‘make it clear that they are trying to
track the Slayer (a name Rodallan has
never heard), he becomes amenable and
repeats a story tld to him by
Garaldath, a young man who was riding
into town from Larreds Farm when he
sav the mysterious rider.
‘The young man described the rider as
black haired and clad in plate mail,
with a sword in its scabbard at his side
No wand was in view. The horse was
large, pure black, and being ridden at a
modest gallop since it was clearly
sweating. Garaldath plainly saw the red
cloak ofthe rider. He didn't approach
him, since he was riding tothe south of.
the man in the opposite direction, but
just after they paseed he heard the man
shout out, “Curse! curse!” and looked
back to see him kick the black horse
into a gallop. Garaldath watched him
ride away east. This meeting took place
‘mile or 8 outside of Kaldarek
Wolfram's ery was due to his briefly
regaining control over his own mind
tnd screaming out what he believed
‘must have happened to him — that he
hhad been magically cursed. The posses:
sion momentarily relaxed its grip on
Wolfram's mind, allowing him a few
seconds to understand his plight and
react with his anguished cry before it
reasserted its malign control once more.
‘Ofcourse, what the PCs ae told is
ambiguous, as it is meant t be
If the PCs converse with Roda
further, he explains that he
ble for iaw and order in Kaldarek and
must report what has happened to the
local baron (you may alter this detail to
suit your campaign if you wish), hence
his earlier interrogation of Garaldath
Rodallan has not yet decided what to do
‘about the situation. Its clear that the
assailant must be powerful and in pos
seasion of magic, andthe village has
nly a few men-atarms, They ean hard:
{y pursue him. Rodallan has thought of
sending messengers to local farms to
give warning; Garaldath himself was
ager to get home quickly, for Larred's
Farm lies to the east, and he left within
fan hour of the attack.
Rodallan says that now that the PCs
are chasing this dangerous man, things
nt they? No need to send
out poorly equipped men-at-arms.
Rodallan will not accompany the PCs,
since he has a village ful of terrified
people — not to mention four dead
bodies — to deal with. The PCs may
readily get information about the farms
Iying east of Kaldarek, andthe location
16 Issue No. 15IN PURSUIT OF THE SLAYER
of the woods, but no further inquiries
will bear fruit here.
‘Rodallan: AC 5; P4; hp 21; MV
120140’; #AT 1 at +2; Dig by weapon
type; Save F4; D 16, W 13; ML 9; AL L;
leather armor, lng sword +1 (in
‘smithy), long bow (in his home).
5. Moynaran's Farm. This farm
iffers from the others. The surrounding
‘area is slightly hilly, and the farmhouse
small — or rather, was small. Wolfram
hhas been here and fire balled the place.
Since the farmhouse was made of wood
and some stone, most of it has burned
down, but a few smoking frames remain
above the charred stonework. There are
no survivors. Three burned bodies lie
within the house, and three more bear.
ing sword wounds are scattered outside.
One of these lies almost half a mile
away from the farmhouse; Wolfram rode
down and killed this farmhand as he
tried to escape. The PCs should find this
body as they travel to the farm. Horses
cannot be watered here as the intense
heat of the fire ball melted the pump
used to raise water from a deep well.
‘The PCs may get stuck at this point.
‘There are no witnesses and no one to
tell them where to head. They may
llop straight off southeast to Larred’s
'arm (area 7), wasting a good bit of
time. Other than magical inquiry, all
the party can do is ride carefully around
the farm looking for any hint of a trail
(or use a spell such as fly for this pur-
pose). If they search diligently, make
‘matters easy for them. Just east of the
farmhouse and not very far from it, they
see a trail of silver coins which have
spilled out along a path heading just
‘east of northeast, obviously toward the
Dapleth Woods. Wolfram's saddlebag
tore and spilled out this trail of 50 sp as
he rode along. The trail extends for
about 500 yards.
After 20 minutes at the farm, tell the
PCs that they can see a thin plume of
white smoke rising in the south (from
area 6). Give them every chance to look
for and find the trai of coins first. If
they do find this trail, they should not
head off south — they have a perfectly
fod tral to fllom, afterall Suspicious
PCs may suspect that the trail is.
decoy, of course.) If they haven't thought
of looking for a trail, this enforced
etour to the south will get them back
on the right path eventually. If the PCs
hhave found the trail but ask for details
of the smoke, you can say that itis
‘much less than that they have seen
from burning buildings, but do not
‘mention this detail unless they are
smart enough to ask.
6. The Dwarves. Visiting this
‘encounter counts as a detour.
‘Smoke rises from a group of three
wagons on the road heading southeast
from Kaldarek. Until the PCs approach
within 120’, the smoke obscures the
‘wagons, making it appear that itis the
vehicles themselves that are on fire.
‘The wagons contain the trade goods
(tools) of six dwarves who have had an
accident along the way. A wheel fell off
fone wagon and the metal rim split. The
dwarves stopped and got out some tools
to repair the damage, building a small
bbut smoky fire to assist their work.
‘The dwarves greet the PCs with com-
plaints about the heat, requests for
assistance, inquiries as to whether the
PCs want to buy some first-rate shovels,
and the like. They will not be offended
if the PCs get to important business the
Slayer) at once, especially if offered a
few gold pieces (add +2 to reaction rolls
if 10 gp or more is offered for any help
or information).
‘The dwarves haven't seen anything of
the Slayer, but if the name is mentioned
to the gray-haired veteran named Slate
Hillsider, he is sure he's heard it before.
Ifthe PCs haven't paid any gold yet, he
pauses meaningfully, as if trying to
recall the name, Ifthe PCs don't take
the hint, he may carefully mention the
‘wonderful effect the sight of glinting
gold has on the memory of a dwarf. At
last he points northeast toward the
Dapleth Woods. Slate says that the
fairies” there know of this person,
although he recalls no details. S
‘the man must be headed there? (
ies” is Slate's derogatory term for elves;
he will clarify this if the PCs ask. Ifthe
‘adventuring party includes an elf, he
points his thumb at the elven PC when
‘using this term),
This information alone is not a strong.
indication for galloping off to the woods,
but ifthe PCs:
Ifthe party is undecided, you may
decide to have the old dwarf remember
something else (of course, more gold is
needed for this). He recalis that one of
the “fairies” once told a friend of his
that a human known as the Slayer
attended their councils at infrequent
intervals, Slate's impression was that
his informant thought this man was a
friend of the elves despite his sinister
If this still doesn't get the PCs riding
off to the woods, you may have to sug
gest that the trail has grown cold and
‘they must either try Larred's Farm or
{go back to Moynaran’s Farm and look
hhard for a trail (a return trip there
‘counts as another detour).
Dwarven merchants: AC 4; D1; HD
1; hp 6 each; MV 60'20°, #AT 1; Dmg
bby weapon type; Save DI; ML 8; AL
dwarven chain mail, small shields,
hhand axes.
7. Larred’s Farm. Visiting this loea-
tion counts as a detour, unless the PCs
spend less than 20 minutes here.
‘This is a large farm, with two farm.
houses and several cottages and barns
clustered together, surrounded by mead-
ows, fields, and livestock pens. Sheep
and a few goats marked with a triangu:
lar blue brand graze happily. There has
‘been no here, but there are no
people in sight. All inhabitants have
retreated into the main farmhouse, the
walls and thatched roof of which have
‘been hastily soaked with water from a
nearby pond. The PCs won't notice t
however, until they get within fifty
yard
‘The occupants are Larred, his son
Garaldath and wife Birrana, and their
16 male and female farmhands all 19
are treated as Normal Men). The males
all have crossbows which they hold
‘behind windows; their cover makes
them effectively AC 2 if any missile
‘combat ensues. Garaldath has brought
news of the Slayer's doings from
Kaldarek, and the farm folk have
retreated into the main farmhouse for
safety. The 10 male defenders stay put
with crossbow bolts nocked, and the PCs
will need to persuade them that they
are friendly and wish to help. Shouted
negotiations will be necessary!
Ifthe PCs didn’t hear Garaldath’s
Idarek, he can give them the
details here (see area 4). Also, one of the
farmhands, while tracking a lost goat,
‘saw the red-cloaked rider galloping
along some miles away, quite clearly
heading toward the Dapleth Woods.
However, Larred still ordered his people
inside the protection of the farmhouse,
DUNGEON 17IN PURSUIT OF THE SLAYER
just in case the red-cloaked rider dou.
bled back. The folk here can tell the
PCs that there are elves in the woods, if
the PCs don’t already know this,
Lastly, the PCs should water their
horses here. Mention that their mounts
are getting tired and, when given the
chance, drink large quantities of water,
taking 10 minutes to do so
8. The Dapleth Woods. As they head
for the woods, the PCs should know only
that Wolfram was headed this way, and
that there are elves in the woods. The
adventurers may feel it is hopeless to
try to pick up the Slayer's trail. Ifs0,
you might suggest that surely an elf or
two may have seen something.
‘As the PCs enter the woods it is eve
ning — not yet dark, but the sun is not
far from the horizon, There is certainly
time to make some headway into the
woods to look for a friendly elf or two.
Make it plain that the PCs cannot con-
tinue on through the night; the horses
need rest badly, and the PCs themselves
will be tired after a long day's busy
pursuit in the fatiguing summer heat. If
the PCs persist in trying to march on
through the night, the next encounter
should drain their magical resources
enough to make them think better of
this, and the elven offer of hospitality
they will get should be irresistible
‘The woods are light but seem cheer-
Jess; no birdsong filters down through
the trees. The horses head into the
woods with some nervousness, and
elven PCs feel that some force of evil
hhas affected the woods, but cannot say
what, Ifthe PCs intend to camp outside
the woods, again note that their horses
need to find water soon. Using a speak
with animal spell to converse with some
small denizen of the woods reveals that
there is a very refreshing spring inside
the woods, and directions can be given.
‘The PCs find this spring (not marked
‘on the map) just before it grows dark,
‘and they will have to make camp for the
night. They are now in much thicker
woodland, almost forest. Allow the PCs
time to tether their horses before the
following encounter, which occurs just
as the party is preparing to retire. It is
‘a dangerous one, so don't spring it on
them while they are taking their armor
off, ete. They must be fairly clase to full
strength to deal with this attack
‘The sound of something huge comes
crashing through the darkening forest.
Allow the PCs one round to make prepa
rations (spell-casting, grabbing weapons
and shields, ete) before they are
attacked from all sides by two animated
trees and four animated bushes.
On the round after this vegetation
attacks, a bizarre creature comes crash
ing into the fray. It appears to be an 18'-
tall treant with black bark and armed
with a giant club. This creature, a
gakarak, is a hostile, treantlike being
which fights all intruders.
‘A successful hit from the gakarak’s club
entangles the PC in writhing vegetation
(Go that the PC is helpless) for six turns
unless a successful Saving Throw vs
Spells is made. The gakarak can also fire
four wood darts from its hands each
round (ranges 50/100/150) rather than
using its club. It may fire darts at several
spell casters if more than one PC is trying,
‘to.cast a spell at it in the same round.
‘The gakarak uses its teleport ability
only to escape the battle if reduced to 8
hp or less. Ifthe gakarak escapes in this
‘way, the bushes and trees itis animat-
ing immediately cease their attacks.
Animated trees (2): AC 2; HD 8; hp
38 each; MV 60'20'), #AT 2 branches;
Dmg 2.242-24; Save F4; ML 12; ALN;
ceis6.
18 Issue No. 45IN PURSUIT OF THE SLAYER
Animated bushes (4): AC 5; HD 4; hp
18 each; MV 60'(20°, #AT 1 branch;
Dmg 1-8; Save F2; ML 12; AL N; CC/66,
Gakaralc AC 0; HD 16; hp 68; MV
180160; #AT 1 club or 4 darts; Dmg
4:24 or 1.8 (4), Save FI6; ML 10; AL
N; CCI66
‘The gakarak has several special
defenses, It cannot be harmed by wood.
‘en weapons, is immune to electrical
‘attacks, and blunt weapons do only 1 hp
damage per hit (plus Strength and mag.
‘cal bonuses, if any). The creature
regenerates 3 hp per round while in
contact with vegetation (which here it
obviously is)
‘None of these monsters has any trea
sure (there will be enough for the PCs
at the end of their quest, if they reach
and survive it)
This fight may be a tough one for the
PCs, especially if more than one of them
is entangled by the elub attacks of the
gakarak. Ifthe party seems to be in
‘Serious danger of being killed off, Kilor-
ian the elf see below) enters the fight at
‘once, using his magic missile attacks to
help the PCs avoid death. If the PCs are
‘winning the fight, Kilorian enters it one
round before the PCs gain their final
triumph — give them every chance of
slory, but bail them out if necessary!
As the fight comes to a conclusion,
three magic missiles flare through the
air to strike the gakarak. Kilorian the
elf comes the party's side, with 24 elven
archers two rounds behind.
Kilorian: AC ~1; E6; hp 30; MV
120140’ #AT 1 at +1 (melee) or +3
(missiles); Dmg by weapon type; Save
B6; ML 10; ALN; $ 13,116, W 13, D
18, C 14, Ch 19; chain mail +3, sword
+1; spelis memorized: magic missile
(2), read magic, ESP, invisibility, ly,
‘haste. In addition to his magical chain
‘mail and sword, Kilorian has a wand of
‘magic missiles with 10 charges,
although he is reluctant to use any
‘more of these.
Elven archers (24): AC 3; El; hp 4
each; MV 120(40%; #AT 1 (at +1 for
Dmg by weapon type: Save
‘shield, short swords, long bows.
these elves know the magic missile
spell, 10 know the spell sleep, and two
have memorized read magic spells.
Because of Kilorian’s help, the PCs
‘should be well disposed toward the elf
and his friends, who are equally pleased
that the PCs have killed the evil
‘gakarak that infested part of their
woods. When the PCs ask about the
Slayer, there will be much to talk about!
Kilorian is astonished at the PCs’ tale
‘of Wolfram's murderous travels and
offers them the hospitality of his group's
tree houses, with rest and refreshment,
‘The Elves and the Slayer
Assuming that the PCs accept this
‘generous offer, they can drink and eat
‘well under the starlight in Kilorian’s
Tuxurious tree house, which can be
reached in half an hour. Here, Kilorian
tells them what he knows of the Slayer,
having surreptitiously used his ESP
spell to check on the truth of what they
have told him,
Kilorian telis the party that “the
Slayer” is the professional name used
by Wolfram, a brave and good fighter.
He is known as such because he is an
implacable and utterly dedicated enemy
of evil. He never takes any evil pris-
coners — hence, “the Slayer.” The elves
know of him because he helped them
fight off a group of marauding ores five
‘years ago. Wolfram single-handedly
slew a hill giant and, pausing for but
‘one spell to be cast from his magical
sword, he then took on a monstrous troll
and dispatched that as well. The elves
hhave good reason to be grateful to him,
although they know litte of his history.
Wolfram is a secretive man, a natural
loner, but he does come back once a year
to visit those he fought beside, and
‘while he hardly drinks and makes mer-
1y, he seems to relax a little with the
elven folk. Ifthe PCs think to ask,
Kilorian tells them Wolfram was last
here about a year
After detailing the reports they've
hhad of the ‘of the Slayer to
Kilorian, the PCs find him very wor-
ried, Indeed, Wolfram has black hi
beard, always wears a red cloak, an
‘has an eye patch. Kilorian tells the PCs
that Wolfram can see perfectly well
through the covered eye, which is some.
hhow enchanted although he knows no
etails. Kilorian can also explain about
the Slayer's heat regulating magical
armor if the PCs think to ask about
this
But Kilorian is most concerned about
the Slayer’s reported use of a wand of
fire balls. Ifthe PCs haven't figured out
yet that this is what Wolfram has been
‘using, Kilorian realizes immediately
the identity of the slender stick. The elf
seizes on this fact and says that Wolf
ram, as a fighter, cannot use such an
item, so clearly this fellow riding
around must be an imposter. The PCs
‘might put it to Kilorian that anyone in
armor using such a wand must be an
oi
Pi ves do not have beards,
land that Wolfram is the only person he
‘ever knew who possessed plate mail
that allowed the wearer to tolerate
‘summer heat.
Kilorian insists the man must be
possible even someone
in Wolfram and stolen his
possessions. Kilorian stresses the need
to take the marauder alive, to see if he
is Wolfram. Ifhe is not, the man ean
then be interrogated to learn of Wolf
‘ram's fate, Try to impress the PCs with,
the strength of Kilorian’s belief; the
imposter motif is one which will be
exploited shortly, and the PCs must get
the idea that Wolfram is « man the
elves trust and can believe no evil of
Kilorian tells the PCs to get some
sleep (accommodations are readily.
available) while he tries to find out if
any of the wood elves have seen this
‘imposter. Waiting but one night to see if
any of the wood elves have more infor:
mation is a perfectly sensible option,
‘and travel at night is very slow and
‘dangerous anyway. The PCs may well
need healing after their fight, but Kilor
ian says regretfully that he can do noth.
ing for them (in fact, one of the elves
keeps a supply of a dozen potions of
healing, but this is the only magical
healing the elves have and, being Neu:
tral, they will not give it away or even
sell iv.
Ifyou wish, Kilorian might even
‘accompany the PCs to find the Slayer,
bbut only if the PCs have been weakened
by the fight with the gakarak (.e., ater
healing they are still many hit points
below maximum, oF a PC has been
Killed). If you do not wish the elf to go
with the PCs, Kilorian explains that he
cannot leave his fellows since there
have been many evil creatures in the
‘woods of late — ores and even a giant or
two — and he is the only elf of high:
enough level to deal with such threats.
Even if he does accompany the PCs, he
will not take his wand with him, leav-
ing this with another elf for defense of
the group.
In the morning, Kilorian excitedly
reports that a red-cloaked rider was
seen close to the eastern edge of the
woods late last night by a wandering elf
‘DUNGEON 19IN PURSUIT OF THE SLAYER
of the group. This elf did not know Wolf
ram and hence made no approach
Kilorian suggests that the man must
hhave made for the Plains of Despair, «
wretched dust bow! and an evil place.
‘The imposter must have business there!
Lamaris, the elf who made the sighting,
‘can guide the PCs to the spot where he
‘saw the rider, Kilorian and the elves
know little of the Plains, only that they
are desolate and barren, and they
believe the area to be cursed in some
way. The elves are very superstitious
about the Plains and will not willingly
enter there, save under Kilorian's
orders.
After a quick meal, more water for the
horses, and time for more healing and
‘memorizing spells, the PCs should head
off at once. Lamaris is a light, willowy
elf and can easily ride behind one of the
PCs the same applies to Kilorian if he
is with the party). He asks to dismount
close by the eastern edge of the woods
where he saw the man (near area 9) and
says the man was heading east from
here. It is about a quarter mile to the
‘edge of the woods and the Plains of
Despair. Lamaris wishes the PCs well
and sets off back into the woods.
The PC may head through the rapidly
thinning trees to the edge of the Plains
‘of Despair, a deathly silent area of
cracked and dry ground coated with
dust. This old battle site is desolate and
despoiled. No plant life grows here save
for « thin border of scraggly, stunted
bushes and hardy grass close to the
edge of the forest.
‘Allow the PCs a little time to look for
any sign of the Slayer before they find
tunmistakable hoofprints headed east.
As they are about to remount and follow
the tracks, who should happen along on
his black horse, about 200 yards to the
north as he skirts the edge of the woods,
but a dark-haired rider wearing a red
cloak!
9. The End Is Nigh. The PCs should
realize at once that the rider approach-
ing might not be the Slayer. The mur
derer’s trail heads east, but this rider is
traveling south, and he ambles along
with no sign of attack. He also has no
‘armor, wand, sword, oF eye patch,
Although this is not obvious at first, it
is clear when he gots within 100 yards
of the PCs,
Ifthe adventurers attack the rider, he
turns around and gallops off west for all
he is worth, disappearing into the woods
before the PCs can get to him. He is out
‘of bow range, o only a long-distance
spell attack (euch as a fire ball) can be
used against him when he is first seen,
In this event, the rider assumes (not
unreasonably) that he is being attacked
by homicidal maniacs and fights to the
death. Ifthe PCs kill him and think
they have dealt with the Slayer, they
will have many more problems facing
them in the near future (see area 10 and
“Concluding the Adventure”). If the
party chases the rider into the woods
fafler a first attack which leaves his
horse alive, they eventually eatch up
with him, although this counts as
another detour
If the PCs choose not to attack him,
Steinmeyer the cleric rides up and
sreets them. He does have black hair
and a red cloak, but (a8 already noted)
‘no eye patch, armor, sword, or wand! He
is an itinerant elerie who greets the PCs
with the amazing line, as he gazes out
over the Plains, “Wonderful day to
think of all the deaths here, isn't i?
Steinmeyer is an unusual man, to say
the least
Steinmeyer: AC ~3; C10; hp 48; MV
12040"), 24080") on horseback; #AT 1
Dmg by weapon type; Save C10; S 12,
112, W 18, D 16, C 15, Ch 13; ML 10;
ALN; bracers of defense AC 2, ring of
protection +3, mace +3, Steinmeyer
hhas 1,200 gp worth of treasure (gems
and jewelry), but no experience:point
award is given for killing him since he
is not hostile. No experience points
should be given for obtaining his trea.
sure, either. His magical bracers are
enchanted bracelets of copper which
confer a basic AC equal to that of plate
mail (AC 2)
Steinmeyer has the following spells
memorized: cure light wounds (x4),
bless, resist fire (X2), speak with ani
‘mal, remove curse, speak with the dead,
striking, create water, cure serious
wounds, cure critical wounds (this spell
cures 3.18 +3 hp damage),
Steinmeyer is 33 years old, of medium
build with short black hair and brown
‘eyes. His faith is simple: Life is a vale of
tears, the world is an unhappy and
terrible place filled with sin and misery,
and death is merciful release from the
toils and travails of existence. However,
every creature's passing from the world
has its appointed time and place, so
taking a shortcut by ending one’s own.
miserable existence is not approved of.
Places where many have died (like the
Plains of Despair) attract Steinmeyer,
for he truly believes that many souls
were released from the miserable bond:
age of worldly life there.
‘War horse: AC 7; HD 3; hp 20; MV
120140°s #AT 2 hooves; Dmg 1.6/1.6;
Save F2; ML 9; AL N; ERI. Ifthe PCs
kill Steinmeyer's horse, they have made
Run this encounter for fun. Steinmey.
ler would appreciate a chance to impress
his beliefs on the PCs, but he also has a
serious purpose in this adventure,
While he knows nothing of the Slayer
(but likes the name!) and won't accom
pany the PCs, he will sell them healing
spells if they need them. The PCs
should be at full strength for the forth-
‘coming combat; being even a few hit
points down could be dangerous for
them. Steinmeyer charges 50 gp for a
‘cure light wounds spell, 100 xp for a
‘cure serious wounds spell and 150 gp for
‘cure critical wounds spell
Ifthe PCs talk to Steinmeyer about
Wolfram, the cleric appears intrigued by
the fact that a fighter is using a wand of
fire balls and offers one possible expla:
nation. He suggests that the item must
be cursed (PCs may recall Wolfram's ery
2D issue No. 15IN PURSUIT OF THE SLAYER
here) or infested by some malevolent
undead spirit which is using the item
‘and controlling Wolfram. Steinmeyer
offers no detailed theories, saying that
he strongly prefers to avoid undead
‘himself and doesn’t know too much
about them.
‘Steinmeyer also knows some things
about the Plains of Despair that he can
tell the PCs if asked. Many years ago,
this was the site ofa great battle
between an evil cleric and his minions
none side, and human warriors led by
‘powerful and good magic user on the
other. The battle was fierce and unyield
ing, and thousands were sain. The
‘once-fertile plain is now blasted and
barren, believed by many to be cursed.
Steinmeyer has heard from several
sources that a great barrow mound lies
‘on the Plains, allogedly infested with
‘ome awful undead presence. Adventur-
fers have tried before to lot it, but none
have come back. “Dead, all ofthe
the cleric continues Iconically. “You
hheading that way? Ab, well. For you, at
Teas, the end is nigh,” he intones, rub-
bing his hands with an expression of
pleasure. He explains that he is pleased
for the PCs, as they will soon be liber
ated from the oppressive weight of their
existences. With this bleak proclama-
tion, he rides off south to spread hi
depressing creed to any who will listen.
‘The PCs now have a fair idea of where
too. As they follow the tral east onto
the Plains, their horses become skittish
forced to continue on foot. Hal a mile
later they find a dead black horse with
‘two saddlebags containing 700 gp, 2,200
‘sp, and mundane supplies (ropes, a ham.
mer and tools, a blanket, waterskins,
and the like). The horse has no wounds,
Dut a lather of sweat still coats its body.
If PC asks for more information about
the horse, tell him that it looks as ifthe
poor creature was ridden until it
roped from exhaustion. If Kilorian is
with the PCs, he insists that Wolfram
‘would never treat an animal in this
way. Something must be affecting his
‘mind or the man is an imposter.
From the site of the dead horse, the
PCs can make out a large barrow
‘mound (area 10) in the distance, some
‘two miles from where they now stand.
Above them the sky is darkening with @
‘sudden storm, and a tremendous crack
of thunder splits the silence, impossibly
loud in their ears. As the PCs get with:
{in half mile of the barrow, a downpour
‘of rain and guste of wind hit them. The
driving rain and preternatural darkness
reduce visibility to 50.
"The darkness and the unnatural
‘storm are magical effects triggered by
the proximity of the undead possession
‘to magical banes buried deep below the
‘mound. What happens when the PCs
‘get close to the mound will depend on
‘their timing and how many detours
they have made,
10, The Barrow Mound. A long,
‘grase-covered hill rises 20’ above the
plain. It is the tallest object for miles
‘and the only possible place that the
roughly oval mound is about 100" long
and 65' wide. The only entrance is a 5
diameter tunnel in the mound’s east
face. Inside, the ceiling height in the
burial tombs is 89.
‘The Combat
‘This section looks very detailed, but you
hhave only to organize the combat as
shown in one of the four following para-
graphs, depending on how quickly the
PCs have followed Wolfram's trai.
‘No detours. Ifthe PCs have made no
detours (clever and fortunate’), Wolfram
and the sacrol detailed later) are out-
side the barrow mound and attack the
PCs. The grey philosopher within the
‘barrow has not yet been disturbed, and
he and his malices (see details below)
‘can be fought separately when the PCs
center the barrow after dealing with
Wolfram and the sacrol. Wolfram will
‘use only two of the three remaining
charges in his wand and will not use it
if'a PC closes to melee. The possession
bides its time, animating Wolfram’
‘sword and attacking the PCs after Wolf
ram has been overcome.
‘One detour. Ifthe PCs have made only
fone detour, the sacrol stands outside the
Darrow and attacks there. Wolfram is
inside the barrow with the grey philoso-
ppher and the malices. The warrior is
‘about to take hold ofthe Staff of Shriven-
{ng (details at barrow encounter area A)
to conjure and animate undead creatures.
Wolfram fights with his sword while the
‘alices attack; the fires off one
‘charge from the wand of fire balls at the
POs as they enter the barrow (ifthe PCs
lose initiative), then animates Wolfram's
sword and attacks after Wolfram has been
Two detours. Ifthe PCs have made
two detours, things are worse. Ringing
the barrow are 20 skeletons which must
be fought along with the sacrol. Inside
the barrow, the grey philosopher is fully
awake and able to send four of the mal:
{ces outside to attack the PCs (these
‘cannot travel more than 100’ from the
‘grey philosopher). Inside the barrow,
Wolfram has abandoned the wand of fire
balls and wields the Staff of Shrivening
‘as well as his sword (using both weap-
‘ons in melee). The possession inhabits
‘the wand and attacks the PCs. If Wolf
‘ram is overcome, it animates the Staff
of Shrivening to attack the PCs.
Three or more detours. If the PCs have
made three or more detours, the combat
is the same as for two detours except
that the number of skeletons outside
the barrow is doubled. Twenty of these
fare present at first, and as the PCs close
to melee, another ring of 20 rises from
the ground to attack.
Dealing with Wolfram
‘The PCs should by now have realized
that Wolfram must be insane, cursed,
‘magically controlled, or have suffered
DUNGEON 24IN PURSUIT OF THE SLAYER
an alignment change. Thus, they may
wonder how to overcome the fighter
rather than kill him. Ifthe PCs express
this intention, there are several possi
bilities. Be heipful ifthe players ask
‘you about the feasibility of any course
of action
One obvious possibility is the use of
magic, most obviously the hold person
spell or a spell such as web, Wolfram
ccan be affected normally by these, but
his saving throw isn't bad and this
strategy may fail, Unarmed combat, if
you have the D&D Companion Set with
the full rules, is another possibility for
the PCs, who may try to grapple and
overwhelm Wolfram. He, of course, will
attack with a weapon in reply to such
attempts to overcome him,
‘You should also allow PCs the option
of subduing Wolfram with blunt weap-
fons or the flats of their swords, Roll all
hit rolls and damage normally; when
Wolfram's hit points fall to zero or
below, he falls unconscious. (All such
damage must be done in this way; the
PCs can't decide halfway through to kill
him, If they do, discount all previous
damage from “flat blade” blows and run
‘normal fight to the death’) Likewise,
the party cannot decide to start subdu:
ing him in the middle of a combat.
A dispel magic spell will not affect the
possession that controls Wolfram, but @
dispel evil spell (against which it makes
1 Saving Throw vs. Spells) forces it to
leave the item which it eurrently occu:
pies, thus freeing Wolfram, although
the horrid thing will infest some other
‘object after five rounds and attack as
best it can. Ifthe possession fails its
Saving Throw vs. Spells, itis destroyed
Tf Wolfram is incapacitated (in which
cease the possession drops its control and
‘animates an object to attack) or the con
trol over him is otherwise broken, he falls
into a state of catatonic shock and is out
‘of the action forthe rest of the combat
‘The Undead Creatures
Skeletons: AC 7; HD 1; hp 5 each;
MV 60(20"), #AT 1; Dmg by weapon
type; Save F1; ML 12; AL C; swords;
BD/S7. These animated skeletons can be
‘Turned normally but are immune to
sleep and charm spells.
Sacrol: AC 5, HD 8; hp 47; MV
18060’, #AT 2 (1 touch/I choke}; Dmg
level drain28; Save F8; ML 12; ALC;
CCI87. The sucrol is an undead creature
formed of the angry spirits of those who
died here. It appears as a large floating
human skull surrounded by a many
hhued mist which billows out over sev:
eral yards. Two tentacular extensions of
‘the mist body drain one level of experi
‘ence each per hit, then choke the victim
for 2-8 hp damage in every succeeding
round, These extensions always strike
two different opponents. A sacrol may
be Turned as if it were a spectre, but 80
close to this barrow a successful Turn:
ing attempt only makes the sacrol hes
tate for 1-4 rounds before attacking
‘again, The sacrol will pursue the PCs
‘anywhere on the Plains within one mile
of the barrow mound.
Grey philosopher: AC 4; HD 9; hp
40; MV nil; FAT nil; Dmg nil; Save C9;
ML 12; ALC; CC/B5. The grey philoso:
pher dwells within area A of the barrow
‘mound but may project its malices (fit
ting, almost invisible figures which are
the projections of its evil and brooding
thoughts) up to 100" away. The philoso
pher, the undead relic of a Chaotic cleric
who died in the ancient battle here, is a
fray, insubstantial figure that sits atop
‘stone throne in the barrow. It does not
attack, nor does it defend itself. When it
is destroyed, its previously cowled and
invisible face peers out with an expres
sion of evil enlightenment, and the
figure disappears with a bloodcurdling
scream. The grey philosopher cannot be
‘Turned, but its malices can be Turned
fs speetres (a successful Turning
attempt affects 2-12 of them). These
hateful little entities look like small,
wisps of smoke with vaguely human,
faces and spindly clawed hands.
Malices (15): AC 1; HD 1; hp 5 each;
MV 15050"; #AT 1 touch; Dmg 1-6, 18,
oF 1-10 (see below); Save C6; ML. 12; AL’
C; CC/R5, The touch of a malice causes
1.6 hp damage to Chaotic creatures, 18
hp damage to Neutrals, and 1-10 hp
damage to Lawful.
Possession: AC variable; HD 7; hp
30; MV 30(10", #AT special; Dmg varia.
ble; Save C9; ML 12; AL C; Ego 21; CC!
87. The possession is not a visible
creature (although a detect evil spell
will reveal its presence as a glowing,
amorphous shape, and a detect invisible
spell may also reveal it. It is a spirit
which inhabits objects and which can
attack only through them. Thus, it ean
22 Issue No. 15fire the wand of fire balls which Wolf
ram carries and can animate objects,
causing them to fly through the air in
‘order to attack as a HD monster.
’A poscession can be attacked and
damaged, its armor class depending on
the object it occupies. In this eomba
is AC 2 within either Wolfram sword
or the Staff of Shrivening (detailed lat
er) The possession an be Turned (as a
‘ampire, causing it to be driven from
the weapon it occupies in the form of a
ray, shadowy cloud shaped like the
Object it has just le. The clerie must
specifically direct his Turning attempt
alt the object occupied or atthe cloud
form. In cloud form the possession can-
not attack, but neither ean it be at-
tacked (save by dispel evil spells, and it
‘must find a new objeet to occupy. You
may wish to have it flee to one ofthe
PC's weapons and snatch it from the
fadventurer’s hand to attack (but only do
this ifthe combat is going fairly well for
the PCs) Finally, ifa second attempt to
‘Turn the possession is successful while
it sin cloud form, itis at once
destroyed,
Allin all, this is a complex and very
tough combat indeed. You should try a
simulation of it before using it in game
play. The undead creatures will fight to
the end, although only the sacrol will
pursue the PCs ifthey flee,
Barrow Encounter Areas
A. Main Chamber. The grey philoso-
pher (see “The Undead Creatures”) sits
fn its cold throne here if it has not yet
been disturbed. There is one object in
this chamber that is important. This is
the magical Staff of Shrivening, which
‘may be used by Wolfram in melee or be
animated by the possession and fly to
the attack. This isa highly evil staff +2
which strikes victims for 212 +2 hp
damage (2-12 +4 hp damage against a
Lawful opponent). On any hit, the vie
tim must Save vs. Spells or be affected
by one of the following effects (roll 146):
paralysis for one turn (1-3), mummy rot
(45), energy drain (6). Ifa natural 20 is
rolled, the vietim is drained of two expe-
rience levels (as if hit by a spectre)
‘The staff also has powers of summon-
ing and controlling undead, but these
are determined in part by how, where,
and by whom it is used. The PCs will
rot be able to use it (to do so is a highly
evil act), Ifthe staff is controlled by the
possession, it takes the possession's
‘umber of hit points to destroy it (37, in
this case),
B. Chamber of Tombs. Three wood.
‘en tombs, broken open and unoccupied,
take up almost all the space in this
‘small side chamber. The first tomb
contains five gems scattered in the dust,
worth a total of 2,700 gp. The second
tomb holds a silvered dagger +2, and
the third contains a gold-banded and
‘gem-set ivory horn worth 3,000 gp.
C. More Tombs. There are only shal
low, empty tombs here, but 2" below the
soil, at the point marked with an X on
the barrow map, is a buried chest of
iron-banded hardwood which contains
wealth and magic looted by some of
those who fought and died on the Plains
0 long ago. The chest is locked but not
trapped and contains the following
treasures: three bags holding 800 pp,
1,700 gp, and 4,000 ep; a pair of gold
bracelets worth 1,000 gp apiece; a heavy
silver neckchain set with jaspers, tour
malines, and a dazzling ruby worth
12,500 gp; a short sword +2 which can
detect invisible objects three times per
day on command; a carefully wrapped
wand of polymorphing with 16 charges;
a heavy ceremonial mace +2, and a
‘small casket containing three magical
rings, ll of plain gold. One of these is a
ring of protection +1, 5' radius, the
second isa ring of regeneration, and the
third is a ring which magically raises
the Wisdom of any character wearing it
to 16 so long as itis worn on the hand.
(PCs with a Wisdom score of 16 or bet:
ter gain no benefit from wearing this
ring.)
Concluding the Adventure
‘The PCs may be forced to flee this final
combat at some stage. Ifthey do, only
the sacrol will pursue them. If one of
the adventurers looks back as they run,
he sees a massive phalanx of skeletons
rising from the ground around the bar-
row. There can be no return against
such a force. The depredations of this
skeletal army will be highly unpleasant
for the surrounding country but not @
total disaster. If you wish, you can
inform the PCs some weeks later that
the undead army has been finally over-
come by a large force of men-at-arms
‘commanded by some other brave heroes.
Ifthe PCs return to fight, the DM
IN PURSUIT OF THE SLAYER
should create the statistics of the
undead army as he sees it.
‘The PCs may triumph against the
‘undead but kill Wolfram, being either
‘unable or unwilling to subdue him (or
not having thought of this). If Wolfram
dies, there will be no additional
experience-point award.
Ifthe PCs defeat the undead and
overcome Wolfram without killing him,
they have indeed succeeded well, You
should award a bonus of 1,000 xp per
action (see statistics on Wolf:
end of this module). Wolfram
will have no memory of his actions
while under the control of the posses:
sion. He is absolutely horrified to hear
‘what he has done and insists on making
amends. Sensible PCs will point out
that he can hardly ride back and try
this, since everyone in the area will try
to kill him on sight. Wolfram will then
‘make his way back to the elves in the
Dapleth Woods for their advice.
‘One special note about experience:
point awards: If Lawful PCs in the par-
‘ty decide with no prompting to donate
money to the farmers and others who
‘have lost relatives and property, award
‘an additional 100 xp to each character
‘ho does this. Give the full experience:
point award for treasure gained with no
reduction for any given away in this
‘manner. But don’t suggest such generos-
ity to the players. The extra experience-
point award is only given for good
role playing of Lawful characters
‘There are plenty of possibilities for
spin-off adventures should you wish to
develop any of these. Wolfram is a man
with powerful contacts who can intro-
duce the PCs to important NPCs in your
campaign world. Such NPCs could com:
sion the party for all kinds of tasks
and quests. Wolfram himself might
pledge his service to a Lawful PC fight-
ter for a fixed period (run him as an
NPO), but given his grim and uncom:
promising personality, this might create
some problems. He might also want to
‘atone for the murders he has commit.
ted: begging « Lawful PC cleric o pre
table penance for him.
‘Wolf then plead withthe cere to
take him to a major temple of the cler-
's deity so that he can make atone-
‘ment and pledge service to the most
powerful cleric there (setting up @ minor
adventure for the PC cleric along the
way, if you wish),
(eontinued on page 64)
DUNGEON 23