TEXT: by Moritz Mehlem
  Classic  Labyrinth 
  Classic  Labyrinth 
  Adventures
  Adventures
     CLA2                           An Adventure for 3-5 Characters of Level 2-4
  DOLM RIVER
  DOLM RIVER
    Brave Halfling
   Publishing
  
  Brave Halfling Publishing
  Brave Halfling Publishing
        An Adventure for 3-5 Characters of Level 2-4
  Your group of adventurers has to play bodyguards for a spoiled brat – 
  Your group of adventurers has to play bodyguards for a spoiled brat – 
  unfortunately her father is paying a huge amount of money.
  unfortunately her father is paying a huge amount of money.
  The adventurers have to travel downstream the River Dolm where they 
  The adventurers have to travel downstream the River Dolm where they 
  can learn more about the region between the village Larm and the capital 
  can learn more about the region between the village Larm and the capital 
  Dolmvay.
  Dolmvay.
  This adventure is the second in a series of modules taking place in the 
  This adventure is the second in a series of modules taking place in the 
  “Known Lands” of the LABYRINTH LORD role-playing system.
  “Known Lands” of the LABYRINTH LORD role-playing system.
  It can be played as a stand-alone adventure or as a sequel to CLA 1: 
  It can be played as a stand-alone adventure or as a sequel to CLA 1: 
  FORTRESS OF THE MOUNTAIN KING.
  FORTRESS OF THE MOUNTAIN KING.
  More depth of your campaign in and around the Larm region can be 
  More depth of your campaign in and around the Larm region can be 
  attained by using ACC 1: LARM.
  attained by using ACC 1: LARM.
  Labyrinth Lords might be able to find further use for the new monster, the 
  Labyrinth Lords might be able to find further use for the new monster, the 
  Buggywull, and an evil dwarf-hating society, the “Society of the Golden 
  Buggywull, and an evil dwarf-hating society, the “Society of the Golden 
  Axe”.
  Axe”.
  For a quick start into the game we have included eight pre-generated 
  For a quick start into the game we have included eight pre-generated 
  characters.
  characters.
  
  Classic Labyrinth Adventures                                                                                        Dolm River
  Author:
  Moritz Mehlem
  Additional Ideas:
  Alex Schröder 
  Dominik Elgner
  Cover Artist:
  Andy Taylor
  Interior Artists:
  Andy Taylor, 
  Brian Thomas
  Filip Stojak
  Cartography:
  Andreas Claren 
  Dan Proctor
  Proofreading:             Dominik Elgner 
  Bill Ellis
  Maik Wagner
  Dirk Götz 
  David Macauley
  Playtesting:
  Bernhard Hofer 
  Timo Mölich
  Peter Polcher
  Axel Rausch
  Florian Mölich 
  Alexander Chirkoch 
  Michael Rieger 
  Murat Torunlar 
  Simay Özdogan  
  Thomas Trapp
  Christian Kennig
  Copyright:
  December 2008 Moritz 
  Mehlem. All Rights 
  Reserved.
  1
  Dolm River 
  Dolm River 
  Classic Labyrinth Adventures - Volume II
  The LABYRINTH LORD rules can be downloaded for free at www.goblinoidgames.com/labyrinthlord.htm.
  Brave Halfling Publishing
  
  Classic Labyrinth Adventures                                                                                        Dolm River
  A. About the module:
  This module appears in the series “Classic Labyrinth 
  Adventures,” but you won’t find a single dungeon in it. 
  Don’t worry! It’s as old school as it can get. The 
  adventure is planned as a small side trek for players 
  who finished off the Mountain King in CLA1: Fortress 
  of  the  Mountain  King and  need  some  money  or 
  experience before they can tackle more difficult tasks 
  in the Larm area.
  It  introduces  a  new  monster,  the  buggywull,  and 
  details  the  Society  of  the  Golden  Axe,  an  evil 
  organization  the  Labyrinth  Lord  (LL) may  use  for 
  future adventures.
  Due to the nature of a voyage on a river, this module 
  is quite linear in nature, but the characters still have a 
  lot of choices. For example, after being attacked by 
  the buggywull, they can simply resume their trip or 
  they can try to find the monsters’ lair and eliminate 
  this danger once and for all. A lot of the obstacles on 
  the way can be overcome by using different strategies: 
  the characters can fight the opponents, bribe them or 
  simply  try  to  talk  their  way  out  of  the  situation. 
  Sometimes it’s a valid option to simply set sails and 
  “run” for it.
  B. Background for the Labyrinth Lord: 
  Mayor Caius Rusticus, the patrician mayor of the small 
  village of Larm, wants the PCs to escort his daughter 
  Claudia to the capital Dolmvay. She is to meet her 
  future husband, the oldest son of one of the richest 
  families in the whole  Known Lands, the renowned 
  merchant dynasty Reztnem.
  The mayor has already paid the captain of a river 
  barge, the “Dragonfly”, and its crew. Provisions for 20 
  days have been provided for.
  Now he only needs a handful of able bodyguards for 
  his valuable asset… sorry, daughter.
  The trip downriver from Larm to Dolmvay is about 
  140  kilometres,  thus,  a  barge  travelling  at  15 
  kilometres per day should need 10 days if no detours 
  are taken.
  Dangers the characters have to face, other than the 
  typical  water-based  encounters,  are  a  tribe  of 
  buggywull (new monster: see Appendix 5) on the loose 
  and the Society of the Golden Axe (more information 
  in  Appendix  6),  an  evil  organization  trying  to 
  destabilize the Dolmvay area.
  The mayor has chosen the barge  as his preferred 
  mode of travel, as it’s the most comfortable and most 
  secure way for his daughter to reach Dolmvay.
  Another group of fake bodyguards has been sent to 
  Dolmvay two days ago. These serve as a decoy and, in 
  fact, most of the forces of the Society of the Golden 
  Axe fell for the ruse and are awaiting the group along 
  the caravan road.
  Still the characters might decide to travel by road later 
  on. The Labyrinth Lord should know that this area is 
  not the safest place in the  Known Lands and apart 
  from the agents of the society, the characters might 
  also encounter various groups of humanoids ranging 
  from kobolds to maybe ogres, as well as wild animals 
  like bears or large wild cats.
  On the eastern bank there’s a small  road running 
  parallel to the river, but only a few caravans use it and 
  the group is unlikely to meet other travellers. Patrols 
  from Dolmvay will only be encountered on the last 5 - 
  10 kilometres. It’s up to the players and the LL if they 
  want to travel on foot or if they are able to find any 
  other means of transportation. Another problem will 
  be whether they have enough food if they choose to 
  use the road. The only thing that is certain is the fact 
  that they will arrive many days later than they would 
  have, had they stayed on the barge. 
  This module will come alive from the  LL’s ability to 
  find a good balance in his descriptions, whether it’s 
  between the boring monotony of travel, sudden action 
  2
  
  Classic Labyrinth Adventures                                                                                        Dolm River
  when the barge is attacked, or when the group has to 
  deal with other hazards. In order to “de-railroad” the 
  module, only six fixed encounters are planned. The 
  Labyrinth  Lord can  roll  on  the  list  of  random 
  encounters  or  just  pick  encounters  that  suit  his 
  campaign or style.
  Note: Claudia Rusticus can have a very important role 
  to play in this adventure. You will find some details 
  and her stats in Appendix 7. During playtesting, a lot 
  of great role-playing opportunities arose due to the LL 
  playing her consistently as a teenage nuisance. She’s a 
  very  stubborn  little  diva  who  is  used  to  getting 
  everything she wants immediately.
  C. Players’ Introduction:
  Mayor Rusticus has ushered you into his private rooms 
  and you’re happy to oblige. There have been rumours 
  in Larm about a job he has to offer involving little 
  danger and a huge reward.
  You  know  that  it  has  something  to  do  with  his 
  daughter. Your “contacts” in the Borderland Tavern 
  have  told you that he has hired another group of 
  adventurers, which left the village two days ago via the 
  small caravan road.
  The mayor’s son takes you to his father’s study, where 
  Mayor  Rusticus  is  already  sitting  behind  a  huge 
  mahogany desk, smoking his pipe. His son points to 
  some chairs arranged in front of the desk and then 
  leaves the room.
  From previous meetings you are aware of the mayor’s 
  dignified bearing and so his neutral manner comes of 
  no surprise.
  After  clearing  his  throat  repeatedly,  Mayor  Caius 
  Rusticus addresses you in his quiet whisper: 
  “Gentlemen! Let’s not waste time with idle chit chat. I 
  need your help and I’m willing to pay an appropriate 
  sum. I offer three hundred gold pieces for each and 
  every one of you if you escort my daughter safely to 
  our capital Dolmvay. This assignment will take about 
  ten days of your precious time. Don’t waste too much 
  of it and there may be a small bonus in it for you.
  You can  take  the money or leave it.  What’s your 
  answer?”
  Caius Rusticus (AC 9 red robe or tunic; Magic-User 5; 
  HP 13; #AT 1; DMG 1d4 dagger or by  spell; SV 
  MU5;  Ml  12;  AL  L;  Spells:  charm  person,  light, 
  arcane  lock,  web,  fireball) will  give  the  group  two 
  minutes (real time!) to make up their minds, then he’ll 
  expect an answer.  500 gp are his last word and 
  haggling further won’t do the group any good. They 
  can  take  his  offer  or  refuse  it  (thus  ending  this 
  adventure quickly).
  One option he might offer is a head bounty of 5 gp for 
  every attacker slain during the voyage. The group will 
  only  get  paid  this  money  if  Claudia  Rusticus  has 
  witnessed the attack and if she confirms it has been an 
  attack. So the adventurers might be in for a surprise if 
  they haven’t treated her well the last dozen days…
  The mayor will pay half of the money when the group 
  disembarks, the other half, he says, “will be paid upon 
  your  arrival in Dolmvay”.
  Note: If the characters forget to ask who will give them 
  their money in Dolmvay, they might be in trouble 
  when  meeting  harbourmaster  Gary  Horn.  When 
  asked, the mayor tells them that the Reztnem family 
  will give them the other half of their pay.
  Mayor Rusticus hands the group the “Players’ Map”, 
  which can be found in Appendix 1a.
  The  players  will  meet  Captain  Sook  and  his  six 
  veteran crew members the following morning. They all 
  seem  to  be  friendly,  decent  guys  and  the  player 
  characters can look forward to  some  nice  days of 
  3
  
  Classic Labyrinth Adventures                                                                                        Dolm River
  relaxed river cruising.
  The crew members will deal with all the tasks on 
  board, leaving the players to concentrate on their job 
  of protecting the barge and the mayor’s daughter.
  No stats are given for captain and crew members as 
  they will not take part in any fighting. They rely on the 
  hired bodyguards and won’t even fight if they see the 
  characters are in big trouble. They’d rather surrender 
  than take up weapons.
  This typical river barge has an AC of 6 and it can take 
  60 hull points (hit points) of damage before it sinks. If 
  the barge sustains 45 or more points of hull damage, it 
  can no longer be manoeuvred.
  Fifteen people can travel on it, with six oars and two 
  poles used to move it.
  Its draft of only 2  feet allows movement even on 
  smaller rivers.
  The small wooden cabin has three “rooms”. Two of 
  them are used to store Claudia’s clothes and beauty 
  cases, while the third one is her bedroom. The most 
  prominent feature of this bedroom, apart from the 
  bed, is a huge glass mirror.
  The back part of the deck is taken by the cabin, in the 
  middle and front parts are four barrels of water, three 
  big  boxes  containing  food,  tools,  spare  oars  and 
  everything else you need on a ship.
  There  is  no  plan  of  the  barge  included  in  this 
  adventure. This has been done so that the  LL can 
  tailor it to his needs – that way he can describe it to 
  the players and they can draw the map themselves, in 
  order to play with miniatures or symbols on sheets of 
  paper or battlemats. 
  A small rowing boat (which can be seen on the cover 
  of this module) with enough space for up to seven 
  persons is fastened behind the cabin.
  D. Gathering Information:
  Chart 1: Rumours
  Before embarking, the characters might try to gather 
  information  in  the  usual  places  in  Larm,  like  the 
  Borderland  Tavern or  the  Marketplace on  Market 
  Day…
  (You can find more information about the village of 
  Larm in the Brave Halfling Publishing Accessory ACC: 
  1 Larm)
  d10
  Rumour
  1
  The buggywull seem to be restless at the 
  moment. Is it their mating season again? 
  (true)
  2
  Mayor Rusticus has paid some brigands to 
  kidnap his daughter. (false)
  3
  A green dragon called “Abracux” has been 
  attacking ships travelling downriver during 
  the last few weeks. (false)
  4
  A great white shark has been sighted in the 
  River Dolm. (false)
  5
  The members of the Society of the Golden 
  Axe sometimes pose as pirates. (true)
  6
  Beware the River Pirates. (false)
  7
  The  Society of the Golden Axe is against 
  the liaison between the Rusticus family and 
  the wealthy family in Dolmvay. (true)
  8
  A giant demands a toll from all passing 
  vessels, be sure you have some money to 
  pay him. (true)
  9
  Giant frogs can be expected “between the 
  two rivers”. (true)
  10
  Be careful! The Society of the Golden Axe 
  has important contacts in Dolmvay! (true)
  E. Random Encounters:
  In order to add more flavour to the module, the LL is 
  provided with a list of 20 different situations that might 
  happen during the voyage down the River Dolm.
  When the players’ barge enters a new hex on the map, 
  the Labyrinth Lord rolls a d6 for random encounters. 
  On a roll of 1–3 does an encounter take place and the 
  LL then rolls a d20 to determine its exact nature: 
  4
  
  Classic Labyrinth Adventures                                                                                        Dolm River
  5
  Note: All the encounters are unique. If you roll a number twice, roll again.
  D20
  Number
  appearing
  Hit Dice
  Hit
  Points
  Page
  1
  Giant Crabs
  2
  3
  15
  68
  2
  Large Crocodile
  1
  6
  34
  68
  3
  Ettin
  1
  10
  51
  74
  4
  Giant Rockfish
  1
  5+5
  33
  74
  5
  Gelatinous Cube
  1
  4
  20
  75
  6
  Giant Leech
  1
  6
  35
  83
  7
  Lizardfolk
  5
  2+2
  13, 11, 11, 10, 9
  84
  8
  Nixies
  10
  1
  6, 5, 5, 4, 4, 4, 3, 3, 3, 2
  88
  9
  Sea Serpent
  1
  6
  32
  93
  10
  Killer Whale
  1
  6
  35
  100
  11
  Kobolds
  13
  1d4 hp
  4, 3, 3, 3, 3, 3, 3, 3, 2, 2, 
  2, 1, 1
  82
  12
  Stirges
  7
  1
  7, 6, 5, 4, 3, 2, 2
  97
  13
  Rot Grub
  10
  1 hp
  1 each
  92
  14
  Merfolk
  8
  2
  12, 10, 9, 9, 6, 6, 5, 4
  87
  15
  Mule
  1
  2
  8
  87
  16
  Gold rush!
  17
  Earthquake and Sandbank
  18
  Rapids!
  19
  Market Day!
  20
  Claudia Rusticus runs away
  
  Classic Labyrinth Adventures                                                                                        Dolm River
  1. Giant Crabs
  Two giant crabs climb over the railing of your barge 
  and start attacking everyone in sight with their huge 
  claws.
  2. Large Crocodile
  A large crocodile follows the boat. It doesn’t attack 
  unless provoked.
  3. Ettin
  A lone ettin doesn’t seem to like the characters, or 
  indeed anyone at all travelling on the river. It jumps 
  into the river and tries to kill everyone on the barge; 
  maybe it’s a malfunction between his two heads – who 
  knows with ettins…
  He has a morale of 12.
  4. Giant Rockfish
  The giant rockfish sits on the bottom of the river near 
  the bank.
  5. Gelatinous Cube
  Suddenly the characters see something strange in the 
  water. An area in the middle of the river doesn’t seem 
  to move. It’s a floating gelatinous cube, which will 
  attach itself to the hull of the barge and start dissolving 
  it.
  6. Giant Leech
  The leech comes at night, crawls slowly on deck and 
  starts looking for prey.
  7. Lizardfolk
  Five lizardfolk approach the boat swimming. They can 
  be  fought  or  bribed.  Twenty  gold  pieces  will  be 
  enough for them to leave the travellers alone.
  8. Nixies
  Ten nixies swim alongside the boat. Their reaction 
  depends on how the players treat them. They may just 
  swim away or they might work their magic on one or 
  more of the characters.
  9. Sea Serpent
  Right before dusk a sea serpent starts wrapping its 
  body around the boat, trying to destroy it, so it can 
  start feasting on the persons aboard.
  10. Killer Whale
  Boom! The killer whale crashes into the river barge 
  and tries shaking “food” into the water, in order to 
  treat itself to a nice human meal.
  11. Kobolds Attack
  A group of kobolds try to board the ship at night. 
  They approach it swimming with their daggers in their 
  snouts.
  12. Stirges
  The  romantic  moment  of  a  beautiful  sunset  is 
  destroyed by a group of hungry stirges.
  13. Rot grub
  The bloated carcass of a deer makes contact with the 
  barge. It’s heavily infested with rot grubs, which will 
  start destroying the barge soon afterward if not dealt 
  with properly.
  14. Merfolk
  These Merfolk are “fishermen”. They approach the 
  barge carefully and want to sell very tasty fish that only 
  the Merfolk can catch. They want 1 gp per fish. This 
  unknown fish is so delicious that it raises the “to hit 
  roll” of every character who eats it by +2 for the next 
  two days.
  15. Mule
  A  mule  swims  by  your  barge.  It’s  peppered  with 
  arrows and seems to be barely alive. If one of the 
  characters has a closer look, he/she is allowed a check 
  against their  Wisdom score. If it is successful, they’ll 
  see that two big bags are strapped to the mule. Should 
  the characters find a way of catching the mule, which 
  will attempt to escape, they’ll find a small scrap of 
  leather. Written in blood, the characters can barely 
  decipher the single word: “Help” 
  If the arrows are inspected more closely it’s easy to 
  discern that they have been made by an orcish fletcher.
  The mule belonged to a digger who has been killed by 
  a small war party of twelve orcs (LL p. 89, hp 7, 7, 6, 
  6, 6, 6, 5, 5, 5, 4, 4, 2), and who now carry a big bag 
  containing gold nuggets worth  1200 gp stolen from 
  the digger. His corpse can be found about 1500 feet 
  upriver. The characters should be able to track down 
  the orcs if they want to do so, as the humanoids have 
  6
  
  Classic Labyrinth Adventures                                                                                        Dolm River
  no idea they may be tailed. 
  16. Gold rush!
  The group has set anchor and Claudia Rusticus has 
  been  playing  on  a  sandy  bank  close  to  the  river. 
  Suddenly she comes running and shouting that she 
  has found gold.
  There are big gold nuggets in this sandy river bank, 
  indeed. For every 4 hours the group spends searching, 
  they can find 2d20 gp per person.
  17. Earthquake and Sandbank
  Boom! The barge shakes uncontrollably, everything 
  and everyone not tied down is thrown around. On a 
  roll of 1 on a d20 a character, crew member, or even 
  Claudia is thrown overboard…
  When everything has quieted down, no enemies are in 
  sight. It must have been an earthquake.
  In the calm following the confusion a scraping noise 
  can be heard. Then the barge comes immediately to a 
  halt.
  There’s  no  mistaking  it:  the  barge  has  become 
  stranded  on  a  sandbank,  which  must  have  been 
  created by the earthquake. There are only three ways 
  to circumvent it:
  - wait for summer when the snow in the mountains 
  melts, raising the water-level so that the sandbank can 
  be passed (about 4 months)
  - try to haul the barge (about 2 days – only possible 
  with a total added strength of 50 in the party)
  - dig a channel in the middle of the river which is deep 
  enough for the barge to pass (about 3 days)
  Roll daily for other encounters (ignore results of 18, 
  19, or 20).
  18. Rapids!
  The barge has to fight the fast-flowing waters of the 
  River Dolm. Captain Sook and his crew will master 
  the situation, but the player characters will have to roll 
  a successful  Constitution  check if they don’t want to 
  be seasick, thus losing 1d4 HP immediately, fighting at 
  a -2 to their “to hit” rolls and -1 to their “damage rolls” 
  for the next 24 hours.
  This encounter will prove the skills of the LL – will he 
  be able to describe the situation so that the players are 
  really frightened?
  19. Market Day!
  In the late afternoon the characters sail by a huge 
  market. Should they go there, they can buy everything 
  that’s on the list for 90% of the usual price, but they’ll 
  lose half a day of travel.
  Most  of  the  merchants  are  human,  though  some 
  dwarves are selling their wares there as well.
  This encounter might be extended to an entire gaming 
  session with all the things that might happen there:
  •
  a troll, which is showcased in chains, frees 
  itself and starts eating everybody in sight
  •
  a magician performing a great stage show with 
  huge fireworks at the end of the market day
  •
  a  party  member  has  his  pockets  picked  – 
  maybe the thief stole a very precious item
  •
  the characters are asked to find and destroy a 
  group of pickpockets who have been harassing 
  the market for weeks
  …
  20. Claudia Rusticus runs away
  As soon as you set foot on the ground, your teenage 
  protégée runs off and flees into a dense forest!
  F. Travelling on the River
  As mentioned before, the trip will take about 10 days. 
  Both random and planned encounters will take place 
  at a time of the day the LL thinks is best for his or her 
  purposes, if not mentioned otherwise.
  If the barge is destroyed at any point, the characters 
  will have to build a raft. This will take them an entire 
  day. Their speed for the rest of the trip is halved and 
  they can only cover 7 kilometres per day. If they want 
  to add some protection against the sun, and Claudia 
  Rusticus will be adamant on this, they’ll have to spend 
  one more day cutting wood and building a makeshift 
  cabin on their raft.
  If the barge is damaged, but not sunk, two hours of 
  repair will add 1d20 hull points until the ship is fully 
  repaired.
  As said before they can try to get to the road, but 
  because of the aforementioned reasons, it won’t do 
  them any good and will only take longer.
  7
  
  Classic Labyrinth Adventures                                                                                        Dolm River
  As a unified mechanism for cases if the boat is rocked 
  hard, either by a thrown rock or by the trap sprung by 
  the buggywull, I suggest a Dexterity check for every 
  person on board, if it’s not successful, one hit point is 
  lost, because the person fell or tripped.
  G. Planned Encounters:
  Some of the encounters take place when the PCs get 
  to specific locations. Those are described here. You 
  can find the places for these locations on the LL’s Map 
  (Appendix 1b).
  Encounter 1: Goodbyes
  Mayor Rusticus and his son are there to wave their 
  daughter and sister goodbye.
  The mayor thanks you, hugs his daughter briefly and 
  stands there waiting for the barge to disappear from 
  view.
  …
  Now you can barely see him, but wait! Did he shout 
  something?
  In fact, he tried to give the crew and the characters 
  one last piece of advice. If one of the party members 
  rolls a successful check against his Wisdom score, he 
  will hear: “Beware the Golden Axe!”
  Encounter 2: Giant on the rocks
  Splash! A huge boulder hits the water right next to 
  your barge. The whole boat is rocking and the captain 
  can barely keep it from capsizing.
  In broken common language someone booms: “HEY! 
  COME HERE WITH BOAT! GIVE MONEY OR BOAT 
  SINK!”
  It’s a  stone  giant’s (LL p. 76, hp 47)  voice.  He’s 
  standing  next to  a pile  of  huge  boulders.  He  will 
  continue throwing them at the barge if the characters 
  don’t react. 
  Attention: One thrown boulder inflicts 3d6 points of 
  damage to the barge’s hull. Remember that the barge 
  has an AC of 6 and 60 hull points before it sinks.
  The giant will order the characters to approach. When 
  they are only 40’ away, he insists on them throwing 
  him a leather pouch containing 100 gp.
  He has arrayed small mounds of rocks every 60 to 90 
  feet,  so  that he  can follow  a fleeing  ship  without 
  running out of ammunition.
  If they do so, he will walk away and let them continue 
  their journey. If he can sense that they intend to be 
  troublemakers; for example, if they start shooting at 
  him, he carries on throwing boulders, trying to destroy 
  the vessel.
  Should the characters be able to reach the river bank 
  and attack the giant in melee, it will only take one hit 
  to make the coward flee. His movement rate of 120’ 
  will probably allow him to escape.
  His lair can be found behind one of the mounds, but 
  the giant has fled for good and won’t return for the 
  next two days. In his small lair are some shreds of fur 
  that he used as a bed. Hidden under the mound is all 
  the money he has “earned” in the last weeks and 
  months. It’s not much considering he flees every time 
  he is wounded: there are nine bags, each containing 
  100 gp.
  This cowardly giant has been the “star” of all the 
  playtesting sessions – sit back and enjoy your players’ 
  reactions.
  8
  
  Classic Labyrinth Adventures                                                                                        Dolm River
  Encounter 3: Buggywull attack
  With a loud creak your barge suddenly stops.
  This is an ambush by a hunting party of 6 buggywull 
  fighters (Appendix 5, hp 6, 5, 5, 3, 3, 3). They have 
  stretched a strong rope across the river in order to stop 
  any  vessel  travelling  by.  An  unsuccessful  Dexterity 
  check means that the character is tripped and takes 1 
  point of damage.
  If the monsters surprise the characters, these simply 
  jump onto the barge, using their “hopping impaler” 
  attack.  Characters  not  surprised  see  “something 
  strange and froglike” in the water and if they react 
  quickly enough, may be able to impede the buggywull 
  from boarding the boat.
  When three or more of the attackers are dead, the 
  surviving buggywull will jump off the barge and flee to 
  their  lair.  If  the  characters  have  the  will  and  the 
  abilities to follow them, they might end the buggywull 
  threat once and for all.
  Encounter 3.1: Buggywull Lair
  After following the strange creatures’ tracks, wading 
  through  this  abysmal  swamp  for  more  than  three 
  hours, you can finally see a small hillock surrounded 
  by  slimy-looking  huts.  Two  things  seem  to  be 
  especially noteworthy: a strange column stands on top 
  of the hillock and one of the ugly huts is significantly 
  larger than the others.
  Should  the  characters  spend  more  than  an  hour 
  observing life in the buggywull lair, they discover the 
  following: it’s inhabited by  eleven adult male fighters 
  (Appendix 4, hp 8, 7, 7, 6, 6, 6, 5, 5, 4, 3, 2), 
  thirteen unarmed females and only five children. The 
  fighter  with  eight  hit  points  is  the  chieftain  and 
  extremely powerful - at least by frog standards – and 
  lives in the biggest hut. His head is adorned by what 
  looks like a very precious crown, which is a bit too big 
  for him and from time to time slips down over his 
  face. 
  If the party attacks immediately, they will find two 
  fighters in every hut and the chieftain in the biggest 
  hut.  Should  they  make  too  much  noise,  all  the 
  surviving  buggywull from the surrounding huts will 
  come to the aid of their attacked brethren.
  The females and young buggywull don’t fight.
  There’s a ritual scheduled for sundown and the war 
  party’s job was to find some food for the banquet to 
  be held the next morning. Unfortunately, they came 
  back empty-handed.
  This ritual takes place next to the column and involves 
  a lot of erratic jumping. Both sexes take part and you 
  can guess – it’s a ritual to make sure there’s a next 
  generation of buggywull. 
  During the ritual the buggywull can be slaughtered 
  without fighting back.
  Every  buggywull  fighter  owns  1d10+1  electrum 
  pieces. In the chieftain’s hut is a huge iron chest that 
  the  tribe has stolen from a sinking  ship, but they 
  haven’t been able to open it yet. There’s a lock but the 
  key doesn’t exist any more. The chest is not trapped. 
  If the characters can open it, they’ll find 4000 silver 
  ieces  and  1200  electrum  pieces  as  well  as two 
  potions of “Plant Control” and a scroll “Ward against
  Undead”. The potions are a muddy brown and taste 
  like bitter almonds.
  Unfortunately,  the  diamonds,  which  have  once 
  adorned the chieftain’s  crown, are lost now, but the 
  gold alone is worth 150 gp.
  Encounter 4: Pirates!
  Around a bend in the river you see a barge similar to 
  your own, flying under pirates’ colours. The lookout 
  reports  another  enemy  vessel  some  hundred  feet 
  behind you.
  Both ships are manned by eight agents of the Society 
  of the Golden Axe (more information and background 
  in Appendix 6) disguised as pirates.
  9
  
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  10
  
  Classic Labyrinth Adventures                                                                                        Dolm River
  Each of the ships are armed with a light catapult. 
  Apart from that they are similar to the characters’ 
  barge (AC of 6 and 60 hull points).
  Their strategy is to shoot the barge to oblivion, kill the 
  crew and bodyguards, then kidnap Claudia Rusticus. 
  The Society has no clear plans for her right now. They 
  just want to prevent the meeting between her and the 
  heir of the Reztnem family.
  The catapults do 1d10 points of hull damage per hit, 
  they successfully hit with a roll of 13 or more on a 
  d20.
  If the barge is still largely intact after 8 salvoes, the 
  “pirates” will sail alongside, board and engage the 
  defenders in melee.
  Should the characters beat the crew of one of the 
  enemy vessels, before the second team is able to board 
  them, the second crew will try to get away in order to 
  tell their superiors.
  Each ship is manned by a captain (AC 4 chain mail 
  and shield; Fighter 2; Hp 15 each; #AT 1; DMG 
  1d8+1 sword+1; SV F2; ML 12 fanatic; AL C) and 7 
  sailors (LL p.  86 pirate, armour:  leather, weapon: 
  battle axe, hp 7, 5, 5, 4, 4, 4, 3). When boarding, 
  both captains and two sailors apiece will stay on their 
  vessels. These will try to escape if the other crew 
  members are killed or rendered unconscious. 
  All sixteen agents wear a golden chain with a small 
  golden axe pendant around their neck, but hidden 
  under their clothes.
  The captains’ axes are adorned with two red rubies 
  (worth  250 gp each), while the crew members only 
  have one ruby on theirs (worth 75 gp).
  Apart from that the captains own 1d20 pp each, the 
  crew members 1d12 gp.
  If captured, the captains will stick to their story that 
  they are river pirates. However, if some pressure is put 
  on the crew members, they will tell the group that 
  they are members of the Society of the Golden Axe. 
  Unfortunately, they have no background knowledge 
  and only know their task was to abduct the young lady.
   Encounter 5: Giant Toads!
  This small and picturesque river arm invites you to end 
  your daily journey two hours early. You simply must 
  drop anchor and call it a day.
  …
  11
  
  Classic Labyrinth Adventures                                                                                        Dolm River
  Claudia insists! Today she wants to have a tea party 
  followed by a captain’s diner.
  …
  A loud croaking noise alerts you of another danger!
  Three  Giant  Toads (LL page  98,  hp 16,  14,  11) 
  surface  right  behind  the  barge  and  attack  without 
  hesitating. Though they are hungry, if they don’t find 
  easy prey, that is if one of them dies or if all of them 
  lose at least half of their hit points, they’ll try to flee.
  Encounter 6: Dolmvay welcoming committee
  An official looking vessel approaches slowly. When it is 
  close  enough,  a small  man  with  a  goatee  shouts: 
  “Welcome to Dolmvay. I’m harbourmaster Gary Horn. 
  Do I have permission to board your barge?”
  Gary Horn (AC 8 dexterity bonus; Magic-User 4; Hp 
  12; #AT 1; DMG 1d4+2 dagger+2 or spells; SV M4; 
  ML 12 fanatic; AL C) is the  Society of the Golden 
  Axe’s  most important agent in Dolmvay. He is the 
  official  Dolmvay  harbourmaster  and  has  a  lot  of 
  contacts in the city. To keep his mission secret from 
  his men and because he doesn’t expect any trouble, 
  Gary boards the barge accompanied by  two fighters 
  (AC 5 chain mail; Fighter 3; HP 20, 19; #AT 1; DMG 
  1d8  battle  axe;  SV  F3;  ML  12  fanatic;  AL  C) 
  belonging to the society, but he himself does all the 
  talking.
  He tells the characters that he will accompany Claudia 
  Rusticus to the Reztnem family and gives them the 
  second half of the money they have earned.
  He congratulates them and sends them over to his 
  small boat, so that his men can take them to Dolmvay 
  where they can spend their money and have a good 
  time before they face their next mission.
  During the conversation, the characters involved might 
  catch a glimpse of the chain Gary is wearing hidden 
  under his tunic (Wisdom check at -3). It’s a golden axe, 
  of  course.  An  even  more  difficult  second  Wisdom 
  check at -5 lets them see that the axe is adorned with 
  4 rubies, which show his extremely high rank in the 
  secret organization.
  Note: If one of the characters insists on an exact 
  description,  his  Wisdom  check will  be  at  only  a 
  penalty of -1.
  Gary’s  men  (LL p.  86  merchant,  armour:  leather, 
  weapon: dagger, hit points 5, 5, 4, 3) aren’t members 
  of the  Society of the Golden Axe and they have no 
  idea  that  their  boss  is  anything  other  than  the 
  honourable harbourmaster of Dolmvay.
  Their task is to take the characters to Dolmvay, which 
  they will do if the characters follow Gary’s order. 
  If there’s a fight, Gary’s men won’t take sides. They 
  will try to reach Dolmvay as fast as possible and get 
  help instead.
  Should the characters become suspicious and voice 
  their uncertainty, Gary will throw his chain overboard, 
  so  that  there’s  no  proof  of  his  connection  to  the 
  society, before casting a web spell on the area where 
  most  of  the  player  characters  are  standing.  Gary 
  doesn’t have his spell book on his person, of course, 
  so he can only use the spells he has memorized this 
  morning: sleep, magic missile, mirror image, and web.
  If forced into melee, Gary fights with his  dagger+2. 
  The last of his spells will be his mirror image spell. He 
  will use it in order to flee under the cover of his mirror 
  images. Then he will try to get to his office to grab the 
  papers that might connect him to the society and flee.
  If taken prisoner, no torture or other tricks will wrest 
  one single word out of his mouth – nothing at all can 
  make him spill his guts. Without the chain as proof, 
  nothing can link him to the secret society. So the 
  characters might be in trouble if they kill him.
  He has got a small leather bag containing  120 pp. 
  Should the group be able to retrieve his  chain and 
  amulet: they are worth 850 gp.
  Main authority in Dolmvay is Mayor Quintilian(AC 6 
  dexterity bonus and ring of protection+2; Magic-User 
  8; Hp 26; #AT 1; DMG 1d4+3 dagger+3 or spells; SV 
  12
  
  Classic Labyrinth Adventures                                                                                        Dolm River
  M8; ML 12 fanatic; AL L) and depending on the 
  characters’ actions they might make his acquaintance. 
  He’s a very serene and just man. His highest priority is 
  always the good of his city Dolmvay and the group will 
  need  very  good  arguments  in  order  to  back  their 
  claims to bring down Gary Horn.
  H. Concluding the Adventure
  There are two possible outcomes of this adventure: 
  The mayor’s daughter is taken safely to the Reztnem 
  family. There they get the rest of the money Mayor 
  Rusticus has promised them. That is if Gary Horn 
  hasn’t already paid them. The rich merchants give 
  them an additional  500 gp as a bonus if they have 
  needed less than 12 days for the trip.
  After 13 days they only get 200 gp extra.
  No matter how long the journey took, each character 
  is awarded 500 experience points, in addition to the 
  xp gained through the money, if the party was vigilant 
  and did not fall for Gary Horn’s ruse.
  If they hand over the “package” to Gary Horn, they 
  got the rest of their money as well, but they don’t get 
  any additional gold or experience from the Reztnems. 
  The  LL might want to use this situation as a future 
  adventure hook. Obviously, someone has to find the 
  young lady and bring her back to the Reztnem family 
  or to her father.
  Who else should do it other than the persons who are 
  responsible  for  her  disappearance?  In  case  the 
  characters are unsuccessful, they will probably get no 
  more jobs in Larm or Dolmvay, because soon every 
  possible  employer  will  have  heard  about  their 
  unsuccessful mission.
  I. Adventure Hooks
  Some ideas for follow-up adventures after completing 
  the module:
  •
  Maybe the characters must prove Gary’s guilt 
  by  finding  the  base  of  operations  of  the 
  Society of the Golden Axe and bringing the 
  proof to the Dolmvay officials.
  •
  Maybe they have delivered Claudia into wrong 
  hands and Claudius Rusticus forces them to 
  find his daughter.
  •
  Their trip back to Larm is as dangerous as the 
  voyage to Dolmvay.
  •
  The orc war party (random encounter 15) was 
  only part of a bigger invasion force.
  •
  The characters are hired by the Reztnem family 
  to guard the wedding ceremony.
  •
  Possibly it’s the characters’ own wish to do 
  something about the  Society of the Golden 
  Axe.
  •
  Claudia and the second son of the Reztnem 
  family fell in love with each other. Shortly after 
  Claudia’s arrival, they both escaped to an old 
  crypt  near  Dolmvay.  Unfortunately,  the 
  denizens of this crypt aren’t amused, so the 
  players’ characters have to bring them back 
  alive.
  13
  
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  14
  Appendix 1a: Players’ Map
  Appendix 1b: LL’s Map 
  
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  15
  Appendix 2: Buggywull Lair
  
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  16
  Appendix 3: Known Lands
  
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  17
  Appendix 4: Pregenerated Characters:
  All the characters start with 1 xp more than is needed to reach their present level.
  All characters can choose basic equipment (backpack, torches, rope....)
  Every character gets a healing potion (heals 1d8+1 HP).
  HP
  AC
  STR
  INT
  WIS
  DEX
  CON
  CHA
  Al.
  1
  Fighter 2.
  14
  3
  16
  9
  8
  13
  17
  8
  l
  2
  Cleric 3.
  14
  6
  15
  11
  18
  7
  9
  11
  l
  3
  Dwarf 3.
  16
  6
  18
  10
  12
  7
  12
  10
  n
  4
  Halfling 3.
  14
  5
  15
  7
  7
  17
  13
  10
  n
  5
  Thief 3.
  8
  5
  11
  11
  7
  16
  13
  8
  n
  6
  Magic-User 3.
  6
  7
  13
  15
  8
  15
  11
  12
  l
  7
  Elf 2.
  10
  2
  13
  16
  6
  13
  14
  12
  l
  8
  Fighter 3.
  17
  4
  16
  8
  8
  8
  13
  15
  n
  Weapons and Armour:
  1
  Chainmail,Shield, Sword
  2
  Chainmail, Mace
  3
  Chainmail, Warhammer
  4
  Leather Armor, Shortsword
  5
  Leather Armor, Sword
  6
  Dagger
  7
  Chainmail, Shield, Sword
  8
  Platemail, Warhammer
  Languages:
  1
  Common, Alignment
  2
  Common, Alignment
  3
  Common, Alignment, Dwarvish, Gnomish, Goblin, Kobold
  4
  Common, Alignment (Is able to write and read simple words in Common)
  5
  Common, Alignment
  6
  Common, Alignment
  7
  Common, Alignment, Elvish, Gnoll, Hobgoblin, Orcish
  8
  Common, Alignment (Is able to write and read simple words in Common)
  Spells/Turn Undead: (an asterisk indicates that a spell has been memorized)
  2
  Level 1: * purify food and drink, * cure light wounds
  Level 2: * hold person
  Turning: 1 HD (5), 2 HD (7), 3 HD (9), 4 HD (11)
  6
  Level 1: light, * magic missile, charm person, * sleep, read magic
  Level 2: * web
  7
  Level 1: light, * charm person, read languages, read magic, * sleep
  
  Classic Labyrinth Adventures                                                                                        Dolm River
  Appendix 5: New Monster
  The Buggywull
  No. Enc.:
  10-40
  Alignment:
  Chaotic
  Movement:
  120' (60' swimming)
  Armour Class:
  6
  Hit Dice:
  1**
  Attacks:
  3 or 1 weapon (buggywull 
  always attack last in any round)
  Damage:
  1d2, 1d2, 1d4+1 or by weapon
  Save:
  Fighter 1.
  Morale:
  9
  Hoard Class:
  III (individual) or 
  VIII + IX+ XII (in lair)
  Buggywull  are  frog-like  bipedal  creatures.  They 
  typically live  in wet areas like swamps, rainforests, 
  humid caves, or coastal regions. Water is essential for 
  them, as they need to dampen their body twice a day 
  if they don’t want to dehydrate.
  Depending on their intelligence, buggywull fight with 
  their natural weapons (two claws and one bite) or they 
  can use weapons.
  Their  special  attack  is  their  “hopping  impaler”.  A 
  buggywull hopping to attack (which gives him +1 on 
  his “to hit” roll) and using a spear or another impaling 
  weapon  causes  double  damage  when  hitting  the 
  opponent successfully.
  A special defence is their chameleon-like skin. They 
  can  change  the  colour  of  their  skin  at  will,  thus 
  surprising the opponent on a 1-3 (d6) or even 1-5 (d6) 
  when hopping to the attack.
  Their weakness is the fact that they always attack last 
  in a round, as their hopping gives the enemy enough 
  time to attack first.
  Buggywull live in organized groups and there is always 
  a leader (with 1-5 HD depending on how large the 
  group is) aided by a few lieutenants (1-3 HD).
  They  have  their  own  language,  which  consists  of 
  different croaking sounds, but the most intelligent of 
  them are able to communicate in very basic common 
  tongue.
  18
  
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  Appendix 6: The Society of the Golden 
  Axe
  The  Society of  the Golden Axe is an  evil  human 
  organization  operating  from  the  mountain  ridge 
  southeast of Larm. The organization was created for 
  the purpose of destroying the dwarves living in this 
  area. But their focus has shifted in the last few years. 
  Now the society’s aim is to destabilize and ultimately 
  throw the whole region in the triangle of Dolmvay, 
  Nahm, and Larm into war. 
  The “Axers” have made said mountain ridge their base 
  of operations, their main force lives in an abandoned 
  monastery  right  at  the  southernmost  point  of  the 
  ridge.
  To reach their goals they have their spies and agents 
  in the three cities: one of their spies lives in Larm, 
  there are three in Nahm, and fifteen are operating in 
  Dolmvay.
  You can still get a feel for the origin of this group 
  when you know their secret symbol, a golden axe worn 
  on a silver chain. The number of rubies adorning the 
  golden axe shows the rank in the society: one ruby is a 
  low-level operative, while the heads of operations in 
  the different regions have four rubies. Only the leader 
  “Barin III” has got a necklace with 5 rubies.
  Their weapon of choice is the battle axe, which was 
  initially used to taunt the Dwarves by using the hated 
  enemy’s weapon.
  In order to drive the arch enemies even wilder, all the 
  members of this group use typical Dwarven names like 
  “Burin”,  “Dimli”  and  then  just  add  numbers,  thus 
  calling themselves “Burin III”, for example. The spies, 
  of course, have common names for the region where 
  they work.
  To run this adventure it’s not necessary to go into too 
  much detail, suffice to say, that the actual leader is a 
  human woman going by the name of “Barin III”. She 
  has two trusted advisors, the magic-user “Barbin I”, 
  and the elf “Dormin II”.
  Their  head  of  operations  in  Dolmvay  is  the 
  harbourmaster “Gary Horn”.
  In this adventure, the society plays an important role 
  as Gareth Holtz, their spy in Larm (more information 
  about  him  can  be  found  in  the  accessory  ACC1: 
  Larm),  has  told  them  about  the  planned  marriage 
  between the mayor’s daughter and the son of one of 
  the richest families in the capital Dolmvay. Their aim 
  now is to prevent this marriage.
  Kidnapping Claudia Rusticus has two advantages for 
  them: first they can get a huge ransom out of the two 
  families,  and  then  it  helps  them  in  their  plan  to 
  destabilize the whole region.
  …  As you may  have  already guessed,  one  of  our 
  forthcoming adventure modules might deal with an 
  attack on the Society’s base of operations.
  Appendix 7: NPC
  Claudia Rusticus
  Class:
  normal human
  Level:
  0
  XP:
  0
  AC:
  9
  HP:
  3
  Strength:
  4
  Intelligence:
  13
  Wisdom:
  6
  Dexterity:
  12
  Constitution:
  9
  Charisma:
  16
  Claudia  is  the  daughter  of  Larm’s  mayor  Caius 
  Rusticus. She is used to always getting what she wants 
  in no time.
  She  isn’t  happy  with  the  fact  that  her  father  has 
  arranged this meeting with her future husband. So she 
  will try to do everything to make it more difficult for 
  the characters to escort her to Dolmvay.
  Like  her  father,  she  is  very  stubborn,  focused  on 
  herself, trying never to show her feelings, which, of 
  course, can’t be always controlled.
  She is very vain and uses her good looks to influence 
  other people; three to four hours every day are spent 
  in front of her huge glass mirror.
  No one and nothing can separate Claudia from her 
  small handbag. Its contents are a purse containing 
  125 gp and a potion of invisibility.
  19
  
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  9. Updating the License: Wizards or its designated Agents may publish
  updated versions of this License. You may use any authorized version of
  this License to copy, modify and distribute any Open Game Content
  originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the
  Open Game Content using the name of any Contributor unless You have
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  12 Inability to Comply: If it is impossible for You to comply with any of
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  13 Termination: This License will terminate automatically if You fail to
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  14 Reformation: If any provision of this License is held to be
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material
  by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of
  the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles
  Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney
  Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte
  Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
  John Tynes, Andy Collins, and JD Wiker.
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer
  Games, Inc.; Authors Scott Greene and Clark Peterson, based on original
  material by Gary Gygax
  Labyrinth LordTM Copyright 2007, Daniel Proctor. Author Daniel Proctor.
  END OF LICENSE
  Copyright 2008, Moritz Mehlem.
  Delving DeeperTM, The Old IsleTM, Classic Labyrinth AdventuresTM,  Classic 
  Labyrinth AccessoriesTM and Brave Halfling PublishingTM  are all trademarks of 
  John Adams.
  20
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - CLA2 Dolm River.pdf