TEXT:  
  
   
  
  The Forgotten Isle 
   
  CREDITS 
  Author: Thomas J. Scott 
  Cover Illustration: Santiago Iborra 
  Proofreading: Dorothy Scott 
  Interior Illustrations: Santiago Iborra, Per Sjögren 
  Playtesters: Mark Sinyard, Francine Catterton, Dorothy 
  Scott, Grace Scott, and Sarah Scott 
  Cartography: Santiago Iborra 
  Layout: Thomas J. Scott 
   
   
  The Forgotten Isle is ©1991 Thomas J. Scott and ©2007 Magique Productions, Ltd. Realms of Arkonus and associated 
  logo is a trademark of Magique Productions, Ltd. 
   
  This product uses the OSRIC™ System (Oldschool System Reference and Index Compilation™). The OSRIC™ system 
  text may be found at http://www.knights-n-knaves.com/osric. The OSRICTM text is copyright of Stuart Marshall. 
  "OSRIC™" and "Oldschool System Reference and Index Compilation™" are trademarks of Stuart Marshall and 
  Matthew Finch and may be used only in accordance with the OSRIC™ license. 
   
  ISBN: 978-0-9741974-1-8 
   
  Magique Productions, Ltd.     Las Vegas, NV 89118 
  Email: roa@magiqueproductions.com     Web Site: www.magiqueproductions.com
  
  CONTENTS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 
  INTRODUCTION 
   
   
   
   
   
   
   
   
   
   
  1 
   
  Adapting to Your Campaign Setting 1; Scaling the Adventure 1; 
   
  Module Conventions 1 
  PART ONE: THE QUEST FOR MALADAR  
   
   
   
   
   
   
   
  2 
   
  Game Master’s Background 2; Chronology 2; Player’s Introduction 3; 
   
  Adventure Flow 4; City Encounter Areas 6; The Docks 6; 
   
  The Pearl Sea Trading Company Warehouse 6; Kargan’s Nautical 
   
  Supplies 10; The Sailor’s Cove Tavern 11; The Temple of Geruvoj 11; 
   
  Red Moon Trading Company Warehouse 11; Inn of the Saltbreeze 11; 
   
  The Pegasus Inn 15; The Sea Dragon 15 
  PART TWO: ON THE HIGH SEAS  
   
   
   
   
   
   
   
   
  20 
   
  Game Master’s Background 20; Chronology 20; Player’s Introduction 20; 
   
  The Journey to Maladar 21; The Meeting 22; The Mutiny 23;  
   
  Warships Attack 24; Deciphering the Shark’s Map 25; Entering the 
   
  Maelstrom 25; Arrival 27; The Lagoon 27; The Beach 27; Random 
   
  Encounters 27; Ruins of Nizmar 28; Leaving the Ruins 32; Showdown 32 
  PART THREE: WHO MOURNS FOR THE DEAD 
   
   
   
   
   
   
   
  34 
   
  Game Master’s Background 34; Player’s Introduction 34; Outer Ruins 34; 
   
  Fortress of Lord Syriah 39; The Tower of Rule 42; Ending the Adventure 45 
  APPENDIX A 
   
   
   
   
   
   
   
   
   
   
   
  47 
   
  City Random Encounter Chart 47; Major NPCs 48; The Officers and Men  
   
  of the Sea Dragon 49; Maladar Isle 50; Player Character Impressions of 
   
  Maladar Isle 50; New Magic Items 51  
  APPENDIX B 
   
   
   
   
   
   
   
   
   
   
   
  52 
   
  The Crew of the Sea Dragon 52; Major NPCs 53; Properties of the Maladar 
   
  Map 53 
  APPENDIX C 
   
   
   
   
   
   
   
   
   
   
   
  59 
   
  Graveyard Epitaphs 59; New Magic Items 59 
  PRE-GENERATED CHARACTERS  
   
   
   
   
   
   
   
   
  60 
   
  Mithral 60; Gavin 61; Gwenafyr 62; Krisana 63; Lothinar 64; Rastinoff 65 
  LICENSE 
   
   
   
   
   
   
   
   
   
   
   
  66 
   
   
  MAPS 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Page 
  City of Elisarus  
   
   
   
   
   
   
   
   
   
   
  7 
  Docks and Warehouse 
   
   
   
   
   
   
   
   
   
  9 
  Inn of Saltbreeze 
   
   
   
   
   
   
   
   
   
   
  13 
  The Sea Dragon 
   
   
   
   
   
   
   
   
   
   
  18 
  Maladar Isle 
   
   
   
   
   
   
   
   
   
   
   
  26 
  Nizmar  
   
   
   
   
   
   
   
   
   
   
   
  29 
  Outer Ruins 
   
   
   
   
   
   
   
   
   
   
   
  38 
  Fortress of Lord Syriah  
   
   
   
   
   
   
   
   
   
  46 
   
   
   
  
  INTRODUCTION 
   
  RAM1-T: The Forgotten Isle is an OSRIC™ compatible 
  adventure module for a group of 6 characters levels 4 - 
  6. The adventure is also suitable for use with any system 
  compatible with First Edition. This module is set in the 
  REALMS OF ARKONUS FANTASY CAMPAIGN SETTING. 
  Use of the REALMS OF ARKONUS FANTASY CAMPAIGN 
  SETTING, 
  published 
  separately 
  by 
  Magique 
  Productions, Ltd, is helpful, but not required for play. 
   
  The Forgotten Isle was an official tournament module 
  used at U-Con ‘91. This version has revisions and 
  expansions that were not part of the original module. 
   
  STOP! 
  This module is for the Game Master's eyes only. If you 
  are going to be a player in this adventure, you should 
  stop reading now! 
   
  ADAPTING TO YOUR CAMPAIGN SETTING 
   
  The Forgotten Isle can easily be adapted for use in any 
  existing campaign setting. Place the adventure in a 
  city or town situated along the coast by a major 
  ocean or sea. The city should be well-traveled and be 
  a port for seafaring vessels. Outside the city, the rest of 
  the module takes place on an obscure plane that 
  does not need to be a part of the main campaign 
  world. 
   
  SCALING THE ADVENTURE 
   
  Although designed for six character levels 4 – 6, this 
  module can be scaled up or down to accommodate 
  more or less powerful groups. Use the guidelines below 
  for making the appropriate modifications. 
   
  Scaling Up 
   
  Part One 
  *Increase the level of all pirates. 
   
  Part Two 
  *Add additional cronies for Razthule at the Showdown 
  (Area #5). 
  *Increase random encounter frequency and quantity 
  of creatures between Area #2 and Area #3. 
   
  Part Three 
  *Add more undead at the Outer Ruins (Area O1). 
  *Include Count Gurik von Hesslok as a vampire. Clear 
  the blocked passage at Area #3 and make the lower 
  chambers his resting place. 
  *Include King Rogan Syriah as a Skeleton Warrior in the 
  final encounter. 
   
  Scaling Down 
   
  Part One 
  *Decrease the quantity of all pirates. 
   
  Part Two 
  *Eliminate Razthule’s cronies at Area #5 
  *Decrease random encounter frequency and quantity 
  of creatures between Area #2 and Area #3. 
  *Place Reaver in the town of Nizmar so that the PCs will 
  have it available for all undead encounters. 
   
  Part Three 
  *Reduce the quantity of undead at Area O1. Cease 
  undead spawns when you reach an undead that is 
  beyond the group’s capabilities. 
   
  MODULE CONVENTIONS 
   
  Text that should be read aloud to the players will be 
  enclosed in a box as follows: 
   
  This is text that should be read aloud to a player. 
   
  All other text should remain confidential or revealed to 
  the players through investigation and discovery. 
   
  The module is broken into three parts with points for 
  taking a break at the end of each part.  There are 
  three appendices, one for each part of the module. 
  When the module refers you to the Appendix, the 
  desired information will be at the end of the module in 
  Appendix A for Part One, Appendix B for Part Two, and 
  Appendix C for Part Three. 
   
  PRE-GENERATED CHARACTERS 
   
  Pre-generated characters are provided for use with this 
  module. Use these if some or all of your players do not 
  have characters of the appropriate level to adventure 
  in this module. If any of these characters are used, 
  note the follow order of their importance: 
   
  1. Gwenafyr Lauren: As a cleric of Geruvoj, Gwenafyr is 
  essential for the operation of the orb of geruvoj. If she is 
  not used, the temple of Geruvoj in Elisarus may allow 
  her to join the group for parts 2 and 3. 
   
  2. Gavin Elflyas: Gavin is a cleric who may have 
  connections to many religious houses in Elisarus, 
  including the Temple of Geruvoj. 
   
  3. Rastin Volkoff: Rastin is the group leader and a 
  capable warrior. 
   
  4. The Others 
  -1- 
  
  PART ONE: THE QUEST FOR MALADAR 
  PART ONE: THE QUEST FOR MALADAR 
   
  GAME MASTER’S BACKGROUND 
   
  Maladar had the potential to be the greatest single 
  empire the Realms would ever see. Lord Syriah was 
  Maladar’s mighty leader, overseeing grand cities that 
  continued to thrive year after year. Slowly, the rulership 
  transformed from a benign monarchy to a malicious 
  dictatorship. The people of the land were subjugated, 
  their 
  movements 
  monitored 
  and 
  restricted. 
  Punishments were dealt for even the most trivial 
  infractions. Freedom in Maladar was lost. 
   
  A rebel surge began and then followed 70 years of the 
  most devastating civil war ever to take place. Slowly 
  during the seventy years of war, the battle transformed 
  from a physical struggle with foot soldiers, mounted 
  warriors, and sea vessels to a huge magical gambit. It 
  was a race to see who could develop the most potent 
  weapons of sorcery to obliterate the opposition. Huge 
  workshops were built to research and develop these 
  machinations 
  of 
  devastation. 
  The 
  places 
  were 
  impregnable strongholds watched over by powerful 
  fighters and managed by the highest level mages. 
   
  Lord Syriah’s powers grew with each battle against his 
  enemies. In time, his ego gave him the notion that he 
  would someday rival the greater powers themselves.  
   
  The greater powers watching over Maladar decided 
  that Lord Syriah and his people were to be punished. 
  They bestowed a great curse on Syriah and the 
  subjects of his realm, transforming them to undead 
  status. At the same time, they caused a magical 
  weapon to react uncontrollably. A chain reaction 
  ripped the continent asunder, hurtling fragments 
  through space and time. The only fragment accessible 
  from the Realms is now just a small island drifting in an 
  endless sea on an obscure plane. 
   
  When rumors surfaced that a pirate ship in the Pearl 
  Sea had recovered a map to the Maladar Realm from 
  a sea wreck, the Enigma hired a thief named Kaldurr to 
  locate the pirate captain and steal the map. Kaldurr 
  found his mission less than routine, failing to liberate the 
  map from Captain “Shark” Thompson. To cover up his 
  failure, Kaldurr forged a masterful replica based on 
  having viewed the original for only a brief period. He 
  returned to the Enigma with wild stories of his enormous 
  difficulties in obtaining the map. As compensation for 
  all his troubles, Kaldurr demanded a ludicrous sum of 
  money to part with the forgery, which the Enigma 
  leaders reluctantly agreed to pay. With the map in 
  possession, they immediately commissioned a small 
  fleet of warships to comb the ocean for any evidence 
  of Maladar. The duties of commanding the three 
  warships fell to Razthule of Behldark who regards the 
  hunt for Maladar as an absurd venture unworthy of his 
  talents. He doesn’t share his comrades’ beliefs that 
  there is any truth to the legends of the forgotten isle. 
  However, if the place exists, Razthule is bound and 
  determined to find it, allowing nothing to interfere with 
  his mission. Razthule’s instructions are as follows: 
   
  1. Use Kaldurr’ s map to locate Maladar Isle. 
   
  2. If the isle exists, spend as much time as necessary to 
  uncover the magical artifacts mentioned in the 
  legends. 
   
  3. Destroy anyone deemed a threat to accomplishing 
  goal #2. 
   
  CHRONOLOGY 
   
  One month ago, the Enigma learned of the map to 
  Maladar Isle recovered within the Pearl Sea. Kroshoon 
  Brezlure of Behldark hired the thief Kaldurr to steal the 
  map. 
   
  Two weeks ago, Kaldurr returned to the Enigma to sell 
  them his forgery of the Shark’s map. 
   
  Ten days ago, a fleet of three warships under the 
  command of Razthule of Behldark set sail to the Pearl 
  Sea in search of Maladar Isle. 
   
  Today, the PCs will learn of the existence of the map to 
  Maladar 
  Isle 
  and 
  Captain 
  “Shark” 
  Thompson's 
  intentions to lead a quest to find the isle and recover its 
  treasures. 
   
  Four days from today, the PCs will conclude their 
  investigations in the City of Elisarus and will be ready to 
  begin their quest to The Forgotten Isle. The precise 
  adventure path that they take to reach that moment 
  will be completely up to them. 
   
   
  -2- 
  
  PART ONE: THE QUEST FOR MALADAR 
  PLAYER’S INTRODUCTION 
   
  Six months in Elisarus--Stuck, that is, for six months. No 
  adventure worthy of your talents, no job, and hardly 
  enough money to support a family of pack-rats. Your 
  group is at your wit's end. No adventure means no 
  income and no income means you will have to get 
  ordinary, boring, low-paying jobs. These are hard times 
  for adventurers, but you still have hope that an 
  irresistible quest waits just around the corner. Tomorrow 
  you'll be looking for work. but tonight you still have a 
  few coins to waste. You seek the best spirits in town, to 
  be found at the sailor's cove tavern. 
   
  It is not long before your remaining coins vanish into the 
  pockets of the tavern owners. There is much talk of 
  getting up early and looking for work, but no one is 
  happy about that. It's been inevitable for some time 
  and now that it has come, you find it more difficult to 
  accept than you thought. It's getting late and you 
  know you should retire for the evening, but you just 
  can't bring yourselves to leave the comfort of the 
  dimly-lit tavern. Most everyone else has left. Your group 
  comprises the majority of patrons. 
   
  Everyone scrounges through their pockets, gathering 
  just enough for one last round of drinks. When the drinks 
  arrive, all the other customers have departed and you 
  are left alone. You down your last drink slowly and 
  without conversation. 
   
  As the six of you prepare to depart, you hear a heated 
  discussion taking place just outside the tavern. It is 
  difficult to make out what is said, but several words 
  jump out at you: treasure map, Maladar, and setting 
  sail. 
   
  If the PCs get outside quick enough, they can catch 
  the rest of the discussion. 
   
  As you leave the Sailor's Cove, you see two sailor types 
  standing about 20 yards away just up the road. The first 
  man is talking furiously, frantically waving his arms. His 
  friend stands with arms folded, trying to stay calm. 
  Neither seems to notice you. 
   
  "This nonsense will get us lynched goin' into places like 
  that! The crew we have is already big enough. We 
  don't need more men! Gerin, this Maladar business, it's 
  all just a trick ta get us ta work for the Shark for free. 
  Well, I ain't shipping out for a month so he can chase a 
  fairy tale." 
   
  "Ahh, relax, they didn't recognize us! Turk, I wouldn't 
  back out on the cap'n now. He's a mighty dangerous 
  man. And who knows, there's got to be truth to the 
  tale. If the cap'n got the Orb of Geruvoj and the map 
  to Maladar Isle, the treasure’s there, Turk..."  
   
  Maladar Isle is something that just about everyone in 
  the REALMS OF ARKONUS has heard something of. 
  However, there are so many variations on what 
  Maladar is or was and whether or not it is fantasy or 
  fact. Before proceeding with this encounter, pass out 
  the PC Impression sheets found in the appendix to 
  each player so that he knows what his character has 
  heard about Maladar. 
   
  If the PCs approach Turk and Gerin openly and ask 
  about the overheard conversation, they will be roughly 
  told to mind their own business. If the PCs persist, Turk 
  and Gerin will attempt to escape, fighting only if they 
  must. If they are allowed to escape, Gerin and Turk will 
  be able to prevent the PCs from signing on as part of 
  the crew, by convincing the captain that the PCs are 
  dangerous, untrustworthy brawlers. 
   
  If the PCs approach and innocently ask about signing 
  up as part of the Shark's crew, making up a good 
  reason for why they know Turk and Gerin are the right 
  people to talk to, the two will be much friendlier. The 
  last place Turk and Gerin went in they were practically 
  thrown out. They have been told by the Shark that 
  each crewman must recruit two more men; the PCs will 
  easily fulfill their quota. 
   
  If the PCs mention the name "Shark," they will be 
  corrected by Turk and Gerin who maintain that they 
  work in the service of Captain Corrigan Breck of the 
  Blue Knight. 
   
  The two sailors will offer each PC a seaman's berth at 
  princely wages (2 gp per month with 5 sp immediately 
  for signing up now). As a benefit of employment, all 
  crewmembers receive room and board for free. If the 
  -3- 
  
  PART ONE: THE QUEST FOR MALADAR 
  PCs feel insulted and point out that they are 
  adventurers by trade, the two want to know everything 
  about them and their capabilities. If they explain some 
  of their talents, Turk increases his offer to 4 gp per man, 
  with 1 gp immediately. He says that the voyage of the 
  Blue Knight will offer plenty of opportunity for 
  adventurers. He answers few questions himself, saying 
  that they will learn everything before the ship sets sail in 
  four days. He says they won't be needed right away, 
  but that they should visit the Inn of the Saltbreeze each 
  day to receive any messages from him. The two men 
  give their names--Turk and Gerin--only if the PCs insist. 
   
  If Turk and Gerin were hassled and have fled, the PCs 
  can attempt to follow them. However, they must react 
  immediately or pursuit will be impossible. 
   
  As the PCs are following the two, there is a 50% chance 
  that Turk and Gerin will notice. If they are aware of the 
  PCs, they will make things difficult by ducking into a 
  few alleys, hoping to throw the characters off their trail 
  (20% chance of success). If the PCs don't lose the 
  sailors, proceed to Area I. 
   
  Special Note: The PCs are boarding at the Pegasus Inn 
  where they have been for the past 6 months. See Area 
  H on the City of Elisarus Map. 
   
  ADVENTURE FLOW 
  This part of The Forgotten Isle is not a strict linear 
  sequence of encounter areas. Use the following day 
  by day guidelines to keep the adventure on track. 
   
  Night One 
  The Player’s Introduction should be run to handle the 
  PCs first night. If the PCs take the bait, they’ll end up at 
  the Inn of the Saltbreeze for an information gathering 
  mission. If so, go to Area I after following Turk and 
  Gerin. 
   
  If the PCs do not follow Turk and Gerin, they will 
  discover posters hanging throughout town as follows: 
   
  WANTED 
  Skilled seamen of bravery and courage sought for 
  adventure on the high seas. Crewmen sought to man 
  the Blue Knight. 
   
  Interested parties are directed to the boat's docking 
  position.  Women are not normally accepted in the 
  "Shark's" crew, but can be enlisted with some 
  persuasion. 
   
  Day One 
   
  The PCs may investigate the city to learn more about 
  the mysterious Captain “Shark” Thompson and his 
  crew. 
   
  Night Two 
   
  If the PCs are investigating the area around the docks 
  and warehouses on the second night, run the 
  encounter labeled Pirate Pillage below. Otherwise, run 
  the encounter labeled A Visit from the Temple instead. 
   
  Pirate Pillage 
   
  Just up the road you hear a woman scream, then a 
  crash, loud voices yelling, and windows smashing. The 
  ruckus is getting louder as you move to see what is 
  causing it. Eventually you see that a small attack is 
  taking place a few hundred yards down the street. 
  Several men with swords, clubs, and knives are 
  breaking into buildings, setting fires, attacking citizens, 
  and 
  defacing 
  public 
  property. 
  Numerous 
  men, 
  women, and children are running from their homes in 
  an attempt to escape the brutal attackers. One of 
  them, a woman, is struck down with a club. Her 
  daughter falls on her bosom and screams for her 
  mother to awaken. 
   
  The attackers only number 10, but they've already 
  caused a lot of damage to life and property. The 
  group consists of pirates in Captain Shark's employ who 
  are out for what they consider to be a "good time." 
  Their attack will be brief and, if not challenged, they 
  will flee after a few rounds, disappearing down 
  alleyways and back streets. 
   
  If the PCs step up to do battle, the pirates will fight 
  them off for a couple of rounds, using everything 
  available to aid them (crude fire bombs, objects they 
  can pick up and throw, their weapons, hand-to-hand 
  brawling, etc.). They will then break off combat and 
  seek escape as above. They cannot be followed 
  without being lost in pursuit. 
   
  When the attack is done, the PCs will have to deal with 
  the fires and injured persons who number 12. Of these 
  12, 50% are critical and the others have superficial 
  wounds. The critical cases must be handled within an 
  hour or they will die. Any PC clerics cannot handle all 
  the injured and so they should go to the Temple to 
  seek assistance. If they don't think of it, a concerned 
  family member will suggest it. 
   
  Pirates (10): AC 8; F1; hp 5 each; # AT 1; Dmg 1-6 
  (rapier); SA Nil; SD Nil; MR Std; MV 120 ft.; SZ M; AL CN-
  CE  
   
  A Visit from the Temple 
   
  A cleric of Geruvoj from the local temple will visit the 
  PCs room at the Pegasus Inn (unless they've relocated 
  and cannot be reached). The young woman, Alisha, 
  -4- 
  
  PART ONE: THE QUEST FOR MALADAR 
  will explain about the attack and that several 
  innocents have been injured. She says that they could 
  use the help of any clerics in the group to tend to the 
  wounded through the night.  
   
  Tending to the wounded will occupy the two for the 
  rest of the night. They will get very little sleep during the 
  night and can rejoin the group by daybreak. 
   
  Day Two 
   
  The PCs may continue their investigations to learn more 
  about the mysterious Captain “Shark” Thompson and 
  his crew. 
   
  Night Three 
   
  If the PCs have enlisted with the crew, they will receive 
  their summons to report for duty. If the PCs have joined 
  the crew and have been disloyal troublemakers, a 
  threat will be sent instead. 
   
  Summons: Report to the Blue Knight after dark 
  tomorrow. Don't be late! Turk and Gerin. 
   
  The summons is accompanied by a crude map that 
  shows the location of the Blue Knight on the docks. 
   
  Threat: So you wanna play rough stuff with the big 
  boys, eh? I'd be watchin' my back. Bad things can 
  happen in a big town like this. 
   
  To make good on their threat, Lady Rosinda will be 
  available to use her considerable thieving skills. She 
  may visit the PCs during the night and exact revenge in 
  the form of backstab attacks. She may also take time 
  to steal any valuables that the PCs might have 
  accumulated during the adventure. This night could 
  turn out to be very interesting for the unwary.  
   
  Day Three 
   
  The PCs may continue their investigations to learn more 
  about the mysterious Captain “Shark” Thompson and 
  his crew. 
   
  Night Four 
   
  If the PCs have enlisted with the crew, received their 
  summons, and report as scheduled on the 4th night, 
  run situation 1 below. Otherwise, run Situation 2. 
   
  SITUATION 1 
   
  The characters will be arriving with other members of 
  the crew who are also reporting for duty. If the PCs ask 
  what they should do, an officer on board will assign 
  each of them an appropriate task as befits his/her 
  talents. They will be told to stow their gear in Area #18 
  (Lower Deck) and prepare to set sail. If the PCs wander 
  about aimlessly, an officer or other crewman will rudely 
  tell them to store their possessions and get to work. 
   
  Once everyone is aboard and preparations to set sail 
  have been completed, the veteran crew members will 
  break out their weapons and talk about one final raid 
  on Elisarus before leaving port. The captain arrives 
  about this time and encourages the assault saying that 
  it'll be their last visit to the city. Anyone trying to deter 
  them from attacking will be scorned and made fun of. 
  The attack is outlined below. The PCs have four 
  choices: Participate in the raid, fight against the pirates 
  in the raid, inform the city of the raid and let them 
  handle it, or let the raid take place without taking any 
  action. 
   
  SITUATION 2 
   
  The PCs will witness the pirates boarding ship and 
  preparing to leave port. Just after preparations are 
  complete, Lady Rosinda, Captain Shark, Turk and Gerin 
  (or two other officers if Turk and Gerin have perished) 
  arrive and board ship. Shortly after the captain has 
  boarded, a wave of armed and armored pirates exit 
  the ship with battle cries. Their final attack on Elisarus 
  has begun. The PCs have three choices: Fight against 
  the pirates, inform the city of the raid and let them 
  handle it, or let the raid take place without taking any 
  action. 
   
  Tactics 
   
  The pirates' battle tactics are simple. They will simply 
  destroy, maim, kill, and plunder anything in their path. 
  They will use clubs, knives, harpoons, short swords, fire 
  bombs, bottles, and anything else they can find to 
  attack with. 
   
  If the ship is attacked, Kraft will organize the ship's 
  defense. While his men load the ballista rounds, Kraft 
  goes below decks and breaks open the arsenal. He 
  distributes a harpoon, a light crossbow, and 20 bolts to 
  each man, and to himself (2 rounds). Kraft and his men 
  will not leave the ship. 
   
  After a few rounds, men and women from local 
  businesses and homes will pick up anything that can 
  be used as a weapon and help in staving off the 
  pirates' attacks. After 10 rounds of combat (or if the 
  PCs are being badly beaten), 20 plus 2d10 city 
  constables, led by 2 sergeants and one senior 
  constable, will intervene, turning the tide in favor of the 
  PCs. After two rounds, the pirates surrender. The senior 
  constable seeks out the PCs (obviously the most-
  heavily-armed combatants) and tells the PCs that the 
  government received an anonymous tip that the PCs 
  -5- 
  
  PART ONE: THE QUEST FOR MALADAR 
  were fighting the good fight against the pirates, so of 
  course it joined in. 
   
  The pirate leaders (Captain Shark, Rosinda, Gerin, and 
  Turk) will always fight PCs, rather than ordinary citizens. 
  if all pirate leaders die or are incapacitated, there is a 
  80% chance the pirates will surrender. 
   
  Pirates (35): AC 8; F1; hp 5 each; # AT 1; Dmg 1-6 
  (rapier); SA Nil; SD Nil; MR Std; MV 120 ft.; SZ M; AL CN-
  CE 
   
  Officers (See Appendix) 
   
  Shark, Rosinda, Gerin, & Turk (See Appendix) 
   
  Wrapping Up 
   
  When the whole story becomes public knowledge, the 
  player characters will be hailed as heroes in many 
  quarters of the city. Adulation is not their only reward. 
  The city turns the Sea Dragon over to the PCs to 
  auction for a profit or do with as they see fit. The 
  constables recovered the Orb of Geruvoj, if the PCs did 
  not, and gave it to the local temple. 
   
   
   
  CITY ENCOUNTER AREAS 
   
  This section describes several important places in which 
  the PCs will see action or gain information. Such places 
  are described here as they will be the first time the PCs 
  visit them. 
   
  [A] The Docks 
  Generally, during the times from 7am to 10pm, sailors 
  and merchants inhabit the area in and around the 
  docks. Ships come and go with high frequency, 
  shipments are loaded and unloaded, and the 
  commotion of people is constant. 
   
  Approximately 70 ships are registered in port. That is 
  those that are docked in accordance with regulations. 
  One of them is the Sea Dragon, currently using the false 
  name Blue Knight. The remaining ships include galleys 
  from the city's navy, barges, and merchant cogs. The 
  galleys are usually only manned by a few sailors unless 
  needed as fighting vessels whereupon 50 fighting men 
  can be called upon to run each ship. The merchant 
  ships and barges are only occupied about 50% of the 
  time and then only by men of average fighting and 
  sailing ability. 
   
  If the PCs are searching the docks looking for a ship by 
  either of the two names, Blue Knight or Sea Dragon, 
  they will not have an easy task. It is difficult to find 
  markings on any of the boats and the PCs will waste at 
  least a few hours determining the correct ship; 
  assuming they have enough information to go on. 
  Otherwise, the PCs can visit the Regent of the Harbor, 
  Lord Basil Raskin, who will be in his office. The regent will 
  answer any reasonable questions. However, the regent 
  only knows about the Blue Knight; he has never heard 
  of the Sea Dragon. If the PCs get him to talk, they can 
  locate the ship in about 15 minutes. 
   
  The Sea Dragon is manned by 15 of Captain Shark's 
  best men (the ballista crews) and one or two officers, 
  but the Captain is aboard only when the ship is 
  preparing to sail. When not aboard, the Captain stays 
  either at a small room at the Warehouse (Area B) or 
  with the remainder of his crew at the Inn of the 
  Saltbreeze (Area G). 
   
  If the PCs are investigating the Sea Dragon early in the 
  adventure, they will be risking a lot. There is a 60% 
  chance that the captain's soldiers (the ballista crew) 
  will discover their presence on board and provoke a 
  conflict. In any event, the PCs will not find the Shark or 
  the Map to Maladar on board. See Area I for 
  information on what can be found while searching the 
  boat. 
   
  [B] The Pearl Sea Trading Company Warehouse 
   
  Use Map #2 for all encounters taking place in the 
  Warehouse (B1 - B6) 
   
  B1. Small Receiving House 
   
  This area is used for storing small crates and barrels. 
  Currently, two retired fighters, Gabe and Herilik, are at 
  work here, stacking boxes against the far wall of the 
  receiving area. The two will not notice the PCs when 
  they enter the warehouse, until the PCs do something 
  to call attention to themselves.  
   
  If the PCs try to go into the loft, Gabe and Herilik will tell 
  them the loft is off limits. If the PCs ignore the warning, 
  the two will either attack the PCs (if not outnumbered) 
  or try to summon help (if they are). If a fight starts here, 
  there is a 50% chance that 1-6 zero-level workers from 
  other businesses will investigate the commotion. 
   
  Gabe, Male Human: AC 10; F3; hp 17; # AT 1; Dmg 1-3 
  (knife); SA Nil; SD Nil; MR Std; MV 120 ft.; SZ M; AL CN 
   
  Herilik, Male Human: AC 10; F4; hp 24; # AT 1; Dmg 1-
  3+4 (knife); SA Str bonus (18/82); SD Nil; MR Std; MV 120 
  ft.; SZ M; AL CN 
   
   
   
  -6- 
  
  PART ONE: THE QUEST FOR MALADAR 
  -7- 
   
  
  PART ONE: THE QUEST FOR MALADAR 
  Typical Worker (1-6): AC 10; F0; hp 5; # AT 1; Dmg by 
  weapon (knives, clubs, fists); SA Nil; SD Nil; MR Std; MV 
  120 ft.; SZ M; AL varies 
   
  B2. Receiving Office 
   
  This small office is used for filing all necessary papers to 
  record shipments that enter or leave the warehouse. 
  The office is temporarily vacant. Whenever the PCs 
  arrive, the manager will be out on an errand, and will 
  not return for one hour. 
   
  Each entry in the shipping records includes date of 
  consignment, name of ship, name of captain, 
  description of cargo, storage fees and shipping 
  charges levied. Each entry is signed by both the 
  warehouse manager and the ship's captain. Careful 
  examination reveals that five shipments, all listed as 
  foodstuffs, have been charged exorbitant fees, much 
  higher than other food shipments. In regard to the 
  strange shipments, no two list the same ship or the 
  same 
  captain. 
  The 
  first 
  of 
  these 
  shipments 
  is 
  countersigned by Captain Thompson; the last is signed 
  by Captain Corrigan Breck. All of the captain's 
  signatures on the unusual shipments use the same 
  handwriting. 
   
  To discover these unusual facts, the PCs must either 
  specifically ask about unusual entries, which a 
  successful intelligence check will discover. 
   
  These entries cover up the fact that Captain Shark has 
  been smuggling loot of various types. He uses this 
  warehouse for temporary storage until he can arrange 
  for the fencing of the plunder. The warehouse owners 
  receive a cut of the profits. These profits are 
  concealed as various storage and handling charges, 
  exorbitant in comparison with those charged other 
  customers. The captain also pays a monthly rent to the 
  warehouse for the use of one of the boarding rooms in 
  the loft. 
   
  B3. First Boarding Room 
   
  This small room can be rented for the absurdly high 
  sum of 200 gp per month. It is currently unoccupied 
  and is likely to remain so for a long time. 
   
  The room is furnished with one bed, a large upright 
  chest, a table with a basin and pitcher, a stool, and 
  several pegs for hanging clothes or other items. The 
  floor is made of wooden planks (if someone walks 
  across the floor, there is a 5% chance that the creaking 
  noise will be heard and investigated from below). 
   
  If this room is searched, the searchers will discover no 
  useful clues. 
   
  B4. Captain Shark's Room 
   
  This room is furnished exactly like B3. However, the 
  room has numerous items of Captain Shark's personal 
  property. The chest contains three sets of clothes, four 
  knives, a vial of class c poison, a bottle of rum, a short 
  sword, and a world map globe resting in a wooden 
  stand.  
   
  One of the ships in the painting is the Sea Dragon itself; 
  the scene is one from Captain Shark's past battles. The 
  sail plan depicted is different from that of the modern 
  ship (the painting shows lateen sails on all three masts), 
  but the hull shape is the same, and quite distinctive. 
  The world map globe is a clever disguise for the Orb of 
  Geruvoj. A close examination reveals that there is a 
  crystal globe underneath the crude paper map 
  covering. Of course, a detect magic spell reveals 
  immediately that this is a magical item. 
   
  Captain Shark spends little time here, but will return to 
  the room briefly to collect his property before his ship 
  sets sail. If he finds that any of his personal belongings 
  are missing, he will enlist Lady Rosinda to deal with it. 
   
  If the PCs have followed Captain Shark here and make 
  their presence known, he will be highly suspicious at 
  first. If the PCs have not taken any hostile action 
  against his crew and they say they want to join the 
  crew (assuming that they have not already been hired 
  by Turk and Gerin), he jovially offers them a drink. He'll 
  allow them to join up, and will be greatly pleased if any 
  PCs have proficiencies (carpentry, navigation, use 
  rope, seamanship, etc.) or experience useful aboard 
  ship. He will take the lot of them aboard with him. The 
  Shark is hiring an extra-large crew in case additional 
  force is needed to seize Maladar. 
   
   
   
  -8- 
  
  PART ONE: THE QUEST FOR MALADAR 
  If questioned about the purpose or destination of the 
  voyage, the captain will be as vague as possible, 
  resorting to outright lies if necessary to conceal his real 
  mission (he will not, of course, admit to being a pirate). 
  If any PC asks directly about Maladar Isle, the captain 
  laughs and says that rumors about Maladar circulate in 
  all ports, but that no experienced seaman believes in 
  them any more. However, this unsubtle questioning 
  arouses his suspicions and he keeps a close eye on the 
  PCs from then on. 
   
  B5. Second Receiving Office 
   
  This office serves the same purpose as the office for the 
  small receiving area. Records of all shipments that pass 
  into or out of this building are kept here. 
   
  A burly, muscular man, Becker, sits behind a desk in this 
  office, reviewing records and shipping orders. He will 
  be willing to answer questions if the PCs can convince 
  him that they have some legitimate reason to talk to 
  him. However, Becker will not discuss the illegal 
  business conducted here, although he knows all about 
  it. If the questions get awkward, Becker tells the PCs 
  that he minds his own business and suggests that they 
  mind theirs. He orders them to leave. If they hesitate or 
  if they accuse him of criminal acts, Becker yells to 
  summon his men from Area B6. If the PCs have simply 
  been an annoyance, Becker and his goons try to drive 
  them away. If the PCs have told him that they know of 
  Captain Shark's true activities, Becker and his men 
  attack to kill. 
   
  If the PCs obtain the records in this office, they can find 
  the same kinds of information as given in the records of 
  the other receiving office, B2. 
   
  Becker, Male Human: AC 8; F6; hp 45; # AT 1; Dmg 1-
  6+4 (short sword); SA Nil; SD Nil; MR Std; MV 120 ft.; SZ M; 
  AL LN 
  -9- 
  
  PART ONE: THE QUEST FOR MALADAR 
   
  B6. Main Warehouse 
   
  This large building is used to store all shipments that are 
  either too large to go into Area B1 or are not packed 
  neatly into crates, bales, or barrels. 
   
  Four tough-looking packers are moving large crates 
  into various positions around the warehouse. Since 
  these men know that illegal spoils are currently stored 
  here, they will not be willing to answer questions. 
  Initially, they ignore the PCs, but will eventually send 
  inquisitive types to see Becker.  If the PCs make a 
  nuisance of themselves, the men attack with knives or 
  clubs. 
   
  If the PCs open and search crates and barrels, there is 
  a 50% chance that they will discover contraband loot. 
  The loot is packed in crates marked "Tropical Fruits: 
  Perishable." The treasure consists of high-profit trade 
  goods--gold ingots, uncut gemstones, weapon-grade 
  steel, rare woods, exotic liquors, spices, etc. All 
  treasures are packed in hay to prevent breakage. The 
  total value of the shipment is 6,000 gp. The name Blue 
  Knight is stenciled on the crates; the seals indicating 
  that customs duties have been paid are forgeries. 
   
  This shipment would be impounded if brought to the 
  government's attention. 
   
  Cargo Handler, Male Human (4): AC 10; F2; hp 15; # AT 
  1; Dmg by weapon +1 (knives, clubs); SA Nil; SD Nil; MR 
  Std; MV 120 ft.; SZ M; AL CN 
   
  [C] Kargan's Nautical Supplies 
   
  Use Map #2 for all encounters occurring here. 
   
  C1. Supply Store 
   
  This 
  area 
  consists 
  of 
  several 
  counters 
  holding 
  merchandise. Most of it is of a nautical nature, of no 
  use to landlubber adventurers. The shop stocks a few 
  weapons--harpoons, short swords, and cutlasses. 
   
  Kargan, the owner, is a middle-aged man, short, lean, 
  and balding. He talks rapidly and in a business-like 
  manner. He doesn't want to get involved in anything 
  risky or shady. If PCs attempt to question him, he'll tell 
  them bluntly that he's too busy, that he has 
  merchandise to stock and customers to wait on. 
  Kargan will talk freely if the PCs buy something (offering 
  at least triple the normal price or at least 20 gp above 
  it, whichever is more). Once he is paid, Kargan hangs a 
  CLOSED sign in the window when other customers 
  leave and ushers the PCs into the back room (C2) to 
  talk to them there. 
   
  If the PCs convince Kargan to talk, he condemns the 
  attitudes expressed by the majority of the sailors 
  around the docks these days. Sailors have come into 
  his shop and intimidated him into selling to them at far 
  below the normal price. Kargan suspects that they are 
  pirates, and knows that they hang out at the Inn of the 
  Saltbreeze. From offhand remarks made by the sailors, 
  Kargan knows the following: 
   
  *Someone important, named the Shark, boards at the 
  loft in the warehouse (Map #2, Area B4), but that he's 
  seldom there. 
   
  *The captain of the sleazy crew that has given Kargan 
  a hard time spends most of his time gambling with 
  friends at the Inn of the Saltbreeze. 
   
  *The captain sometimes comes by the shop with a 
  quite-ugly female companion, to whom everyone 
  seems to pay a great deal of attention (Kargan never 
  fell under the sway of Rosinda's cloak of desire). 
   
  If the PCs show him the sketch of Captain Shark, he 
  identifies him as "the captain." 
   
  After giving the PCs this information, Kargan hustles 
  them out of his shop. He will not willingly admit any 
  connection to pirate activities; nor does he know the 
  name of the captain's woman. 
   
  Kargan: AC 10; F0; hp 3; # AT 1; Dmg Unarmed; SA Nil; 
  SD Nil; MR Std; MV 120 ft.; SZ M; AL N 
   
  C2. Back Room 
   
  This back room contains additional stocks of the 
  merchandise displayed in the front room. Most of it fills 
  open shelves or is stashed in sealed crates. Additional 
  weapons are stored in a locked chest. 
   
  A large flask of pink liquid is visible on one of the middle 
  shelves. If the PCs search the room they will find it 
  automatically. Any character that enters the room 
  should be allowed an intelligence check. Success 
  means that the PC has found it. The vial is labeled 
  "Sleep Potion." Anyone who drinks this will fall asleep 
  (no saving throw) for 5-30 (5d6) turns. Kargan will sell it 
  to the PCs if they bargain for it; he asks initially for 500 
  gp but will settle for half that sum. The PCs can, of 
  course, try to steal it. 
   
  C3. Kargan' s Quarters 
   
  This small room contains a bed, desk, table, large trunk, 
  mirror, and two chairs. The trunk is filled with old clothes 
  and personal keepsakes, many of them nautical relics 
  of the voyages of Kargan's customers. The trunk has a 
  false bottom, beneath which is a stash of 510 gp, 25 
  -10- 
  
  PART ONE: THE QUEST FOR MALADAR 
  ep, 5 pp, and a jeweler's box. The box contains an 
  earring that acts as a ring of invisibility if worn. 
   
  [D] The Sailor's Cove Tavern 
   
  The Sailor's Cove Tavern is a strongly built stone building 
  with a slate roof. The walls are heavily festooned with 
  nautical curios--nets, life preservers, harpoons, charts, 
  etc. The bleached skull of an ugly subhuman marine 
  creature is mounted on the wall, its eyeless sockets and 
  fanged, gaping jaws leering at the customers (it's a 
  sahuagin's skull). 
   
  The proprietors of this establishment wait on their 
  customers politely and with enthusiasm. They aren't 
  thrilled with the situation involving the sailors and the 
  possibility of piracy, but they aren't able to provide 
  much help.  
   
  If asked about Captain Shark, the Sea Dragon, 
  Corrigan Breck, or the Blue Knight, they think they may 
  have heard the names before, but aren't 100% sure. 
  They will tell the PCs that they should check around the 
  docks and warehouse district if they want to find out 
  more. They can also tell the PCs that Lord Basil Raskin is 
  the Regent of the harbor and they should visit him if 
  they want specific information. 
   
  [E] The Temple of Geruvoj 
   
  Player characters who know that someone is searching 
  for Maladar might come here. 
   
  If Gwenafyr or another PC reports that someone is 
  using an Orb of Geruvoj for treasure hunting, the 
  Temple would ask that the orb be recovered and 
  brought to the Temple so that it can be used for a 
  more pious purpose. The PCs will be asked to return 
  after the Temple has used another Orb of Geruvoj in an 
  attempt to locate the missing orb. The scrying reveals 
  the lost orb is in a crate or box in a large building, 
  probably a warehouse, in the docks area. 
   
  If the PCs report information about Turk and Gerin's 
  argument 
  (outside 
  the 
  Sailor's 
  Cove, 
  opening 
  encounter) before the scrying, the Temple's orb yields a 
  vision of the face of Captain Shark--current possessor 
  of the lost orb. A temple cleric gives the PCs a sketch, 
  which is an excellent likeness of Captain Shark. Armed 
  with this likeness, the PCs will recognize his features 
  immediately. Most other people know him be his real 
  name, not by his current alias (Corrigan Breck). The 
  temple has no definite knowledge about Maladar, but 
  believes it to be a real place, a place to be shunned. 
  They can direct the PCs to the following places for 
  more information: 
   
  *The retired wizard, Aljizeer  
   
  *The adventurer's guide, Seth Aronson of Secret Lands 
   
  See the Information in the appendix about Maladar for 
  what information can be gained by visiting these 
  Sources. These men are described fully in the REALMS 
  OF ARKONUS FANTASY CAMPAIGN SETTING. If you do 
  not have that source book, they should be improvised. 
   
  [F] Red Moon Trading Company Warehouse 
   
  Player characters seeking the Orb of Geruvoj or trying 
  to locate Captain Shark might come here. Use the 
  Pearl Sea Warehouse map to depict the Red Moon 
  Warehouse, except that the Red Moon Warehouse has 
  no apartment loft. 
   
  The Red Moon Warehouse has employees that are just 
  as tough as Pearl Sea employees (use the same 
  statistics), but the former are considerably less hostile 
  (unless PCs have been beating up Pearl Sea 
  employees). There is no clearly illegal contraband in 
  this warehouse; the proprietor is either an honest man 
  or else too cagey to be caught. 
   
  None of the Red Moon employees are involved with 
  Captain Shark or know anything about him. If the PCs 
  show the Temple's picture of Captain Shark to the Red 
  Moon employees, they do not recognize him. 
   
  [G] The Inn of the Saltbreeze 
   
  G1. The Lobby 
   
  Double doors lead into the inn's spacious lobby, a 
  combination of vestibule and cloak room. Under 
  normal circumstances, patrons find it a congenial spot 
  for quiet post-dinner conversations. Comfortable chairs 
  and divans are scattered throughout the room. An 
  open passage to the right leads to the inn's common 
  room; the sounds from there are muted by distance. 
  There is a closed door in the left wall and a corridor 
  leading out of the lobby directly ahead. The closed 
  door is locked. Beyond it is the office of the inn's 
  manager. If a PC is seen attempting to open this door, 
  employees and/or patrons will call Hister, the bouncer 
  from the dining hall, to deal with the trespasser. 
   
  G2. Dining Hall 
   
  The dining hall holds a dozen round tables, most of 
  which are in use. A bar occupies one corner of the 
  room. The only other door in the room is located in 
  the wall opposite the door through which you 
  entered. This door probably leads to the kitchen. A 
  burly, watchful man, obviously the bouncer, stands by 
  the far door. The patrons number almost three dozen, 
  -11- 
  
  PART ONE: THE QUEST FOR MALADAR 
  and represent a cross-section of the city's respectable 
  classes. The room is well-lit, clean, and airy, with no 
  unpleasant drafts or smells. Large glazed windows in 
  the wall behind the bar draw attention to the room's 
  high ceiling. The inn's servants bustle to and fro, 
  seating guests, serving meals, and clearing tables 
  briskly. The inn's atmosphere is one of order and 
  efficiency. 
   
  If the PCs followed Turk and Gerin after the opening 
  encounter, they eventually arrive here. If they know 
  they are being followed, they will immediately get 
  Hister from the kitchen who will arrive to block the PCs' 
  way at Area G1. He will ask the characters what their 
  business is here, trying to get them to leave without 
  causing trouble. If the PCs argue, Hister prepares to 
  brawl, but will be interrupted by Lady Rosinda who will 
  whisper something to him that sends him back into the 
  kitchen. 
   
  Rosinda thinks the PCs are good prospects for getting 
  in on her gambling session tonight. She will ask the PCs 
  if they're looking for some action and will try to 
  persuade them to join in by using her cloak of desire. 
  She will not allude to the exact nature of the "action," 
  but will indicate that excitement and wealth are 
  involved. Those that refuse to participate will not be 
  allowed into the dining area. Hister will be there to 
  block their way. 
   
  Once Rosinda has convinced one or more PCs to play 
  in the games, she will then require that they pay some 
  sort of fee to participate. Just about anything of value 
  will do. Rosinda is not much concerned with what she 
  gets from the PCs before the gambling as to what she 
  can get from them if they come away big winners. The 
  PCs that pay the fee will be directed to the waiting 
  area in the dining room. Rosinda says they should have 
  something there and await the signal from Hister. 
   
  After the PCs have a quick drink or two, Hister will begin 
  gathering the gambling participants and instruct them 
  to follow him. He will take them up to his room on the 
  2nd floor (See the map of the Inn). 
   
  Hister, Male Human: AC 4; F4; hp 34; # AT 1; Dmg 
  2d4+3 (Bastard Sword); SA Nil; SD Nil; MR Std; MV 120 ft.; 
  SZ M; AL CE; S 18/22 (+1/+3), I 12, W 10, D 12, Co 16, Ch 
  10. 
   
  G3. Kitchen 
   
  At all times, there are 1-4 Level 0 workers here, 
  preparing meals, cleaning dishes, etc. Unauthorized 
  persons will be told politely to leave. The kitchen staff 
  will summon help to deal with violent intruders. 
   
  G4. Storage Room 
   
  This is the pantry of the Inn's kitchen, used to store foods 
  of all kinds, as well as ale and wine. The foods are kept 
  in bins and barrels, none of which have conspicuous 
  labels (kitchen workers are expected to memorize the 
  location of everything here). Close examination will 
  reveal a small shipper's label on each barrel or bin; this 
  reveals the contents. 
   
  G5. Clerk's Desk 
   
  All reservations and room registrations are done from 
  this office. Messages for guests are kept here. 
   
  G6. Lady Rosinda's Room 
   
  This room is one of the Inn's better ones; the furnishings 
  are obviously a cut above the usual. However, Lady 
  Rosinda pays only a pittance for it, since the 
  management has fallen victim to her cloak of desire. 
  Her room contains 110 gp worth of assorted cash, and 
  stolen property worth 340 gp--mostly jewelry, uncut 
  gems, ivory, and other small, portable valuables. 
   
  G7. Hister's Room 
   
  The gambling games run by Lady Rosinda are 
  conducted here after the common room closes. The 
  furnishings of this room are fairly standard for the Inn 
  except that this room contains a large table where the 
  gamblers play. The veteran gamblers will begin setting 
  up tables and breaking out the cards and other items 
  necessary for playing their favorite game: "Skull & 
  Crossbones." The set-up is as follows: 
   
  Skull & Crossbones 
   
  -A large table in the center of the room serves as the 
  card table. Up to 5 players and 1 dealer can take part 
  at once. 
   
  -A smaller table off to the side has 10 large bottles that 
  resemble wine bottles. All of these are filled to 
  capacity, but the contents are indiscernible. 
   
  -The rest of the room is filled with chairs for those who 
  are observing the current session. Rum, wine, brandy, 
  ale, mead, and other alcoholic beverages are served 
  for all. 
   
  If a PC asks someone about the game, they will be told 
  how it is played. If not, everyone just assumes that all 
  players are knowledgeable in the rules. The rules are 
  simple. They are: 
   
  -12- 
  
  PART ONE: THE QUEST FOR MALADAR 
  -13- 
  1. Each player is dealt 5 cards. Three of these can be 
  held and examined. Two are placed face down in 
  front of the player. 
  2. Based on the three cards that the player can see, 
  bets are placed. Anything is acceptable if it is deemed 
  of value by all participants (coins, jewelry, magic items, 
  fine weaponry, etc.) 
   
  3. Everyone turns over one of the two face-down cards 
  so that everyone else may see it. If anyone has a "Skull" 
  or "Crossbones" card, go to step #4, else go to step #5. 
   
  4. The person with the “Skull” or “Crossbones” card has 
  two options: 
   
  -Fold and forfeit his wager 
  -Gamble for the whole pot by taking the test of 
  courage (see below) 
   
  If the player folds, he is out of that round and loses his 
  wager. 
   
  If the player takes the test of courage: He must take a 
  drink from one of the 10 bottles on the smaller table. 
  One of these contains a Poison that causes death 
  within 1 turn unless the antidote is used or neutralize 
  poison is cast. To determine if the player has drunk out 
  of the bottle of poison, secretly roll a d10 to find out 
  which is the poisonous draught (only roll once). The 
  player likewise rolls a d10. If the two numbers match, 
  the player has sealed his own fate. Characters that 
  don't take the test of courage are laughed at by the 
  other gamblers. 
   
  Lady Rosinda has the antidote to the poison, but will 
  only give it for a price. If the PCs aren't members of the 
  crew, she will recruit them into service as payment for 
  the antidote. Otherwise, she'll require some form of 
  magic item in exchange.  
   
  If the player survives, the bottle is removed so that it 
  may not be drunk from again in future rounds. As the 
  game 
  progresses, 
  the 
  chance 
  of 
  drinking 
  the 
  poisonous liquid increases. The gambling session ends 
  when everyone chickens out or only one bottle 
  remains (the poisonous one of course). The surviving 
  player automatically wins everything in the pot for that 
  round. 
   
  5. If no one has a "Skull" or "Crossbones" card showing, 
  everyone reveals all his cards, including the one that is 
  still face-down. Winners are determined as follows, in 
  order of Best Hand: 
   
  
  PART ONE: THE QUEST FOR MALADAR 
  (1) A Person with Skull or Crossbones. Good because 
  he didn't have to take the test of courage. 
   
  (2) Four of any card (Highest is best, e.g. 4 Aces, 4 
  Kings, 4 Queens, 4 Jacks, 4 Tens, etc.). Fifth card is 
  ignored (simple, right.) 
   
  (3) Straight. A straight is any five cards in sequence 
  (e.g. 1, 2, 3, 4, 5 or 9, 10, Jack, Queen, King, etc.) The 
  high card in the player’s straight determines winner if 
  two players have a straight. 
   
  (4) Two Pair. The player with the highest pair is the 
  winner. The value of the second pair is used for tie 
  breakers. 
   
  (5) One Pair. High pair takes it. 
   
  (6) If no one has any of the above, the person with the 
  highest card count wins. See below for the value of 
  each card. 
   
   
  Ace = 14  
  King = 13  
  Queen =12  
  Jack = 11 
  Number Cards = Face Value 
   
   
  How to Simulate Playing the Game 
  An actual deck of cards can be used, with the two 
  jokers representing the Skull & Crossbones cards.  If no 
  PCs are playing the game, use the following guidelines 
  for determining the outcome of a game. 
   
  Before determining a winner, roll percentile dice. A roll 
  of 3% or lower indicates that one of the players has a 
  Skull or Crossbones card showing. Roll randomly to 
  determine which player has the card. Look at the NPC 
  descriptions to see how they will react when they have 
  this card. If no one has the Skull or Crossbones card, roll 
  randomly to determine who the winner of the current 
  hand is. 
   
  Gaining Information 
   
  While one or more PCs participate in the game, the 
  others can try to gain information from observers. The 
  following information can be learned if the PC asks the 
  right questions. 
   
  General Info: This information can be gained through 
  casual conversation and will be given pretty freely by 
  anyone who doesn't view the PC as an enemy. 
   
  *Lady Rosinda is the captain's woman 
   
  *General information about Elisarus (e. g. locations of 
  places of interest) 
   
  The Good Stuff: This information can only be gained 
  from drunken NPCs who will reveal the information 
  without realizing their mistake.   PCs can target a 
  particular NPC and purposely try and intoxicate him. If 
  a character spends the majority of the gaming session 
  engaged in this activity, there is a chance that each of 
  the items below will become known (50% for each). 
   
  *The Captain's real name is “Shark" Thompson, not 
  Corrigan Breck 
   
  *The ship is really the Sea Dragon, not the Blue Knight. 
   
  *The ship arrived in port a week ago and transferred its 
  cargo to the Pearl Sea Trading company warehouse. 
   
  *The ship's cargo is packed in crates marked, “Tropical 
  Foods: Perishable” 
   
  *Any specific description, information about the Sea 
  Dragon (e.g. General description, Number of men 
  aboard when in port, weaponry, etc.) 
   
  *The Captain is usually either in a room at the 
  warehouse or the Inn of the Saltbreeze. He is only 
  aboard ship when preparing to sail. His location is 
  otherwise unknown. 
   
  Gamblers 
   
  Turk & Gerin (See Appendix for details) 
   
  Eagle Eye Snead: Named for his balding head, long 
  neck, and bulging right eye. Eagle Eye is crafty and 
  notices everything. If someone is trying to put 
  something over on him, he will almost certainly figure it 
  out. He is a high stakes gambler and will always take 
  the Test of Courage if given the opportunity. 
   
  Bart Oliver: A tough looking man who is always unsure 
  of himself when it comes to gambling. He will take 
  -14- 
  
  PART ONE: THE QUEST FOR MALADAR 
  extra time making any decision, but will always chicken 
  out when it comes to the Test of Courage. 
   
  Gaylik Hubrin: Loves to gamble. If he has the 
  opportunity to take the Test of Courage, he will accept 
  if everyone doubles their bet. 
   
  Others: Make up as needed. 
   
   
   
  OCCUPANTS OF GUEST ROOMS 
   
  Use this table for any rooms not specified in the text. 
  These guests have little information of importance. 
   
  Given the number of pirates in the Inn, any awkward 
  questions asked by PCs would sooner or later reach the 
  ears of Captain “Shark.” 
   
  d100  
   
  Occupant 
   
   
  Valuables 
  01-10 
   
  Old Woman 
   
   
  None 
  11-15 
   
  Young Woman 
   
  20-120 gp 
  16-25 
   
  Small Family 
   
   
  50-200 gp 
  26-30 
   
  Young Dandy  
   
  50-200 gp 
  31-40 
   
  Burghar  
   
   
  30-300 gp 
  41-45 
   
  Local Worker  
   
  None 
  46-90 
   
  Sailor 
   
   
   
  10-60 gp 
  91-00 
   
  Old Man  
   
   
  None 
   
  Old Woman: She is kind, helpful, and harmless. She has 
  no usable information for the PCs, and frequently 
  becomes flustered and confused under questioning. If 
  harassed, 
  she 
  will 
  seek 
  assistance 
  from 
  the 
  management. 
   
  Young Woman: This woman is a newly-hired employee 
  of the Inn of the Saltbreeze. She is not yet aware of the 
  illegal activities going on here. She can give a good 
  description of the neighborhood, but will be suspicious 
  of the PCs at first. Her wealth is in jewelry that is her 
  inheritance. 
   
  Small Family: The family consists of a father, mother, 
  and 1-4 children (all level 0). They are new to Elisarus 
  and know nothing about the city. The father will be 
  friendly to the PCs, but has no real information. If 
  attacked, he defends himself with a dagger; he has 4 
  hp. 
   
  Young Dandy: This vain, foppish fellow is a frequent 
  gambler, and his mood is either jovial or sour (50%/50%) 
  depending on whether he won or lost his last bout at 
  the tables. He has some knowledge of the city around 
  the docks, but is too full of himself to have much useful 
  information. He can be swayed by flattery and the gift 
  of a gambling stake (20-80 gp). 
   
  Burgher: This middle-aged, prosperous-looking man is a 
  traveler from another city, here on a business trip. He 
  knows little about the city, and nothing about any 
  criminal activities. If questioned about such, he will 
  become first bored, and then alarmed as he realizes 
  what the PCs are asking about. He threatens to report 
  them to the management. 
   
  Local Worker: This worker is a man who is employed on 
  or around the docks. His manner is open and easy-
  going. He willingly answers any questions the PCs have 
  about the area, but he has no direct knowledge of 
  criminal activities. 
   
  Sailor: This lot cannot be trusted. There is an 85% 
  chance that any sailor approached is actually a pirate 
  in Captain Shark's crew. If so, all answers he gives to 
  questions will be the most plausible lies he can think of, 
  unless the PCs have joined the crew. If they have, the 
  pirate welcomes them, but will not discuss any details 
  of illegal activities. Legitimate sailors are surly and 
  uncooperative--they don't want to get pirates mad at 
  them. 
   
  Old Man: In general, these men do not wish to be 
  bothered; there is a 30% chance that an old man 
  would answer the PCs' questions. However, they tend 
  to become confused and provide irrelevant answers. If 
  harassed, 
  they 
  will 
  seek 
  assistance 
  from 
  the 
  management. 
   
  [H] The Pegasus Inn 
   
  This modest inn caters to the low to middle income 
  travelers to Elisarus. Its quaint accommodations and 
  decent amenities make it a popular layover for 
  commoners as well as adventurers. Room rates range 
  from 2 sp/night to 5 sp/night.  
   
  The PCs have been boarding at this inn for the past 6 
  months. They've become well acquainted with the 
  inn's owner and friendly staff. 
   
  [I] The Sea Dragon 
   
  Captain Thompson's ship, the Sea Dragon, is a three-
  masted caravel of approximately 180 tons. The 
  foremast and mainmast usually carry two square sails 
  each, while the mizzenmast carries one lateen 
  (triangular) sail, although Captain Shark has in the past 
  changed the sail plan to disguise the ship and to fool 
  pursuers. The ship's usual heavy armament is six ballista, 
  two on the forecastle top, and four on the poop deck. 
   
  -15- 
  
  PART ONE: THE QUEST FOR MALADAR 
  Poop Deck 
   
  The poop deck, directly above the quarterdeck, is the 
  highest deck of the ship. It is open to the weather, and 
  is usually unmanned, unless the ship is expecting battle. 
  In action, the four ballista here are reinforced by 
  crossbowmen from the crew and by boarding parties 
  that will seek to capture the target vessel. Combatants 
  on the poop deck have 50% cover vs. missile fire (-4 
  modifier to armor class).  The Sea Dragon carries a 
  disassembled catapult that can be set up on the poop 
  deck, replacing two ballista. The catapult is usually 
  used only on the largest targets. 
   
  The Quarter Deck 
   
  This deck provides living quarters (and a measure of 
  privacy) to the ship's officers. 
   
   
   
  1. Captain' s Cabin 
   
  Not surprisingly, these are the most spacious and 
  elegant quarters aboard. Captain Shark's cabin has a 
  set of large stern windows that open and close onto 
  the stern walk, 
   
  1a. Captain's Chartroom 
   
  This room contains a chart table and a chest that holds 
  all the captain's charts and maps, as well as the tools 
  needed to navigate the ship (astrolabe, crude 
  compass, spyglass, hourglass, etc.) 
   
  1b. Captain's Strongroom 
   
  This small closet is kept locked, and the captain wears 
  around his neck the key that opens the strongroom. 
  The strongroom contains the captain's personal 
  treasure (550 gp) the ship's payroll for four months (1480 
  gp) in separate strongly-built chests. The captain's 
  personal treasure chest also contains the ship's papers. 
   
  1c. Captain's Stern Walk 
   
  The stern walk, accessible from the windows in the 
  captain's cabin, provides the captain a place to stroll 
  and take fresh air in privacy. An open grate in the stern 
  walk serves as the captain's private "head." 
   
  2. to 5. Officers' Quarters 
   
  Each of the ship's subordinate officers has his own 
  cabin here. The cabins are cramped, uncomfortable, 
  and spartan, but provide some privacy to the officers. 
  In addition to a bunk, each cabin has room enough for 
  the officer's personal weapons and a trunk of personal 
  property. Each trunk contains some clothes, a bottle of 
  rum, a few curios of past voyages, and 4d10 gp. 
   
  2. Lieutenant's Quarters 
   
  This cabin belongs to Gerin Wyscopf, the ship's second-
  in command. 
   
  3. Navigator's Cabin 
   
  This cabin belongs to Turk Oberlin, the ship's navigator. 
  It contains charts and instruments similar to those found 
  in the Captain's Chartroom. 
   
  4. Master Artillerist' s Cabin 
   
  This cabin belongs to Thomas Kraft, the master artillerist. 
  He is responsible for training the ship's ballista and 
  catapult crews, and for maintaining their weapons and 
  equipment. This cabin contains technical manuals and 
  diagrams on the artillerist craft, and a fighter can train 
  himself as an artillerist by studying them (provided he 
  has a skill slot available). Time required for training is left 
  to the game master. 
   
  -16- 
  
  PART ONE: THE QUEST FOR MALADAR 
  5. Cleric's Cabin 
   
  This cabin belongs to Gar Backbur, a cleric of Vyssa. As 
  the only source of clerical healing aboard, the priest is 
  highly respected by all crewmen, including the ones 
  who are not particularly devoted to the worship of 
  Vyssa. 
   
  6. Officers' Wardroom 
   
  This cramped cabin is where the ship's subordinate 
  officers eat their meals, gamble, talk when off-watch, 
  etc. The captain becomes upset when several officers 
  spend too much time in the wardroom (He is 
  understandably suspicious of any hint of mutiny). 
   
  Forecastle Top 
   
  This is a fighting platform equipped with two ballista. In 
  combat, the forecastle top serves the same purpose as 
  the poop deck. Combatants on the forecastle top 
  have 50% cover vs. missile fire (-4 modifier to armor 
  class). The forecastle top is constantly subject to the 
  foul fumes of the cooking fires in the galley below. 
   
  The Waist 
   
  This is the open deck between the quarterdeck and 
  the forecastle. This area includes the hatch to the 
  lower deck, the stairs down to the lower deck, and 
  stowage for the ship's boat. The bulwarks (the ship's 
  sides) provide 25% cover vs. missile fire. 
   
  7. Stairs to Poop Deck 
   
  8. Hatch to Lower Deck 
   
  The hatch opens onto a ladder that connects all three 
  decks of the ship. 
   
  9. Main Hatch 
   
  This hatch connects all three decks of the ship. A 
  hinged boom attached to the mainmast can be fitted 
  with a block-and- tackle used to bring stores or cargo 
  up from the decks below. A ladder also connects all 
  three decks. 
   
  10. Ship's Boat 
   
  This is the ship's only boat. It is in good condition and 
  can carry 6 people and a small amount of cargo. A 
  winch is used to lower and raise the boat to and from 
  the sea. 
   
  11. Stairs to Forecastle Top 
   
  Forecastle 
   
  12. Galley 
   
  All ship's meals are prepared in this enclosed cabin. 
  The ship's cook and his assistant also sleep here. A small 
  grate in the cabin roof allows the smoke of cooking 
  fires to escape. One whiff of this smoke reveals that the 
  ship's food is nearly as foul as the men to whom it is 
  served. All galley fires are doused when the ship 
  prepares for battle. 
   
  13. Cable and Anchor Stowage; Ship's Head 
   
  This area ahead of the forecastle is used for stowing 
  the anchors, and includes the winches, cables, and 
  other equipment associated with them. At the very 
  bow of the ship is an open grate, "the head", which is 
  the only toilet facility for the crew. As this area is open 
  to the weather and constantly drenched by the ship's 
  bow wave when in motion, this is the most miserable 
  part of the ship. 
   
  Lower Deck 
   
  14. Surgery 
   
  This area is equipped with all the non-magical 
  equipment needed for the grim but necessary work 
  that goes on here. In addition to the means for treating 
  wounds and other trauma, the surgery stocks herbs 
  and medicines used in the treatment of diseases. The 
  medicinal stores are kept in a securely locked cabinet 
  to prevent the theft of medicinal grog and potentially 
  poisonous herbs, such as wolfsbane and belladonna.  
   
  The surgeon's job is made somewhat easier by the 
  presence of the cleric on-board. All of the toughest 
  cases, and those involving the officers, go to the cleric. 
   
  15. Surgeon's Cabin 
   
  This cabin belongs to Wade Jesten, the ship's surgeon. 
  The size and furnishings of the surgeon's cabin are 
  similar to those of the quarterdeck officers except that 
  Jesten keeps a gallon of rum in his cabin. 
   
  16. Shipwright's Cabin 
   
  This cabin belongs to Lex Kreen, the ship's carpenter, 
  who maintains the ship's hull, the masts and yards, 
  barrels, and casks, and the ship's artillery (under the 
  direction of the master artillerist). The shipwright's tools 
  are stored in a locked chest in his cabin. This cabin has 
  more souvenirs and curios than all the other officers' 
  cabins combined; relics of Kreen's career of 50 years. 
  Portraits of six different women hang on the walls. 
  -17- 
  
  PART ONE: THE QUEST FOR MALADAR 
  17. Arsenal 
   
  The arsenal contains short swords (40), harpoons (40), 
  light 
  crossbows 
  (20), 
  bolts 
  (480), 
  and 
  ballista 
  ammunition (120). The only unusual weapons here are 
  ten harpoons with silver blades (worth 30 gp each). The 
  special weapons are a defense against attack by 
  lycanthropes (seawolves and wererats) that sailors 
  have special reason to fear. Armor is not stored here; 
  crew members are expected to keep their armor (if 
  available) where they sleep. 
   
  18. Crew Quarters 
   
  The crew hangs their hammocks and keeps their 
  meager personal possessions in the aft half of this deck. 
  The Sea Dragon has a crew of 50 men (exclusive of 
  officers); 35 seamen and 15 soldiers. This compartment 
  has space for 40 hammocks, but only 25 are in use at 
  any one time because half the crew is always on duty 
  when the ship is at sea. The unused space is currently 
  reserved for prisoners. The crew quarters are sloppily 
  organized, cluttered, and dirty, even squalid in dark 
  corners--the hallmarks of a vicious, ill-disciplined crew. 
   
  The crew quarters are somewhat rat-infested; there is a 
  10% chance per hour that anyone here will see a 
  normal rat. 
   
  19. Cargo Hold 
   
  A stout bulkhead and two iron-bound doors separate 
  this hold from the crew quarters. This hold is where the 
  ship's ill-gotten plunder is stored prior to its sales to 
  fences onshore. The captain is the only one with the 
  keys to unlock these doors, as well as a key to the 
  cargo hatch. The hold is locked only when there is 
  treasure here.  
  -18- 
  
  PART ONE: THE QUEST FOR MALADAR 
   
   
  The Ship's Weapons 
  Unauthorized entry by any member of the crew is 
  punishable by death. Like the crew quarters aft, the 
  hold is filthy, strewn with garbage, broken crates and 
  barrels, and frayed cordage. The hold is currently 
  empty; the ship's cargo has already been transferred 
  to the Pearl Sea Trading Company warehouse. 
   
  Use the following statistics for the ballista aboard the 
  Sea Dragon. The Sea Dragon's catapult is not used in 
  this scenario. The ballista can be swiveled to cover a 
  45 degree arc of fire. 
   
   
  Stores Deck 
  Weapon 
  Range 
   
  Damage 
   
  ROF Crew 
  Ballista 
  10/20/32 
   
  2d6/3d6 
   
  1/3 
  2/4 
   
  Catapult 
  15/30  
   
  2d10/1d10+2 
  1/4 
  4/6 
  20. Ship's Stores 
   
   
  Range is Short/Medium/Long, in tens of yards 
  This deck is filled with all stores needed to keep the ship 
  at sea: casks of water, salt meat, hardtack, grog. The 
  stores also include spare spars, cordage, sailcloth, the 
  disassembled catapult, etc. Most of these supplies are 
  laid directly atop the ship's ballast stones. These stores 
  are crucial to the ship's survival and have been 
  carefully loaded under the close supervision of the 
  professional sailors in the crew. Every available square 
  foot is used, making it difficult to move easily around 
  the deck. 
  Damage is for Small-Medium/Large 
  ROF is Rate of Fire 
  Crew is normal/maximum crew. For every reduction in 
  crew below normal, apply -1 to ROF (example: 1/4 
  becomes 1/5). Minimum crew for both is 1. 
   
  The firer receives no missile adjustment for Dexterity. 
   
   
   
   
  -19- 
  
  PART TWO: ON THE HIGH SEAS 
  PART TWO: ON THE HIGH SEAS 
   
  GAME MASTER’S BACKGROUND 
   
  With the Sea Dragon and the Map to Maladar now in 
  the hands of the player characters, a trip to the island 
  is too irresistible for them to ignore. All they require is a 
  crew of veteran sailors to navigate the boat and the 
  Orb of Geruvoj to decipher the map. The latter will be 
  given to the party's cleric to be returned safely to the 
  temple upon completion of their quest. 
   
  During the voyage to Maladar, crew morale steadily 
  fails as Maladar is not where expected to be. A plot to 
  mutiny begins to surface and the players may or may 
  not find out in time to avert a disaster at sea. During 
  the aftermath of the mutiny attempt, the Sea Dragon 
  runs headlong into the middle of an even more deadly 
  affair as the PCs shockingly learn that they are not the 
  only party looking for the island of Maladar. The evil 
  clerics of the group known as the Enigma are out on 
  the waters scourging the ocean for anything that 
  might aid them. They have no Orb of Geruvoj, but do 
  have a map of sorts. They paid a hired thief an 
  outrageous fortune to get their greedy clutches on the 
  clever forgery. The map lacks essential information and 
  will cause Razthule and his fleet to wander about the 
  sea searching endlessly for another clue. An encounter 
  with the Sea Dragon is their only hope of finding the 
  hidden isle. 
   
  In part one, the players may have learned the theories 
  proposed by several inhabitants of Elisarus as to what 
  Maladar is. Theories 2, 3, and 6 are utterly false. These 
  are based loosely on local legends and have no basis 
  in fact, although they make great stories to expound 
  upon while gathered around a roaring campfire. The 
  truth of Maladar is somewhat a conglomeration of the 
  other three theories. Here are the details: 
   
  *Maladar Island is the only remaining fragment of a 
  continent that was destroyed during a civil war in 
  which both sides in the battle used artifacts as 
  weapons. 
   
  *Resultant magical shock-waves from the sorceress 
  battle shifted the island to another plane where it has 
  been lost to the eyes of mortal beings. 
   
  *A gate to the island remains open and any ship that 
  approaches within a mile will be caught by a magical 
  current that will inevitably sweep the ship to the island. 
   
  *A magical mist that surrounds the island allows ships 
  within, but prevents them from forever returning to safe 
  waters. 
   
  CHRONOLOGY 
   
  Four days ago, the Enigma fleet arrived in the area of 
  Maladar Isle. They have been searching methodically 
  since then. 
   
  Three days ago, the PCs led a battle against Captain 
  Shark Thompson and his pirate crew. The city turned 
  the Sea Dragon over to the PCs. 
   
  Today, the PCs will leave Elisarus in the Sea Dragon for 
  Maladar Isle. 
   
  Three days from today, the Sea Dragon will arrive in the 
  region of Maladar. 
   
  Five days from today, the Sea Dragon and the Enigma 
  fleet will meet at sea. 
   
  PLAYER’S INTRODUCTION 
   
  Your stay in Elisarus quickly turned from boredom to 
  major involvement against a band of local pirates 
  under the command of Captain Shark Thompson. 
  After some investigation, you joined in the fight 
  against 
  the 
  pirates, 
  eventually 
  exposing 
  their 
  intentions and thwarting their malign purpose. 
   
  The Sea Dragon was turned over to you and the Orb 
  of Geruvoj was placed in the care of the temple 
  priests of Elisarus. Suspecting that others may be 
  aware of Captain Shark’s map and the whereabouts 
  of the Isle of Maladar, the Clerics of Geruvoj 
  suggested that it might be wise to recover the 
  legendary artifacts before they fall into evil hands. 
  They agreed to allow you the use of the Orb of 
  Geruvoj to locate the isle and find the artifacts. Your 
  cleric is in possession and is to return the Orb 
  promptly upon completion of your quest. 
   
  Quickly, you put the word out that the Sea Dragon 
  would be sailing immediately and you managed to 
  muster a small capable crew to man the mighty ship. 
  With only minor preparations left to deal with, you 
  plan to set sail today. 
   
  Give your players the Map to Maladar, the deck plans 
  of the Sea Dragon, and the list of crewmen they were 
  fortunate to hire. Allow them several minutes to 
  familiarize themselves with the new information, 
  organize strategies, assign ship duties, etc. Then 
  proceed to the next section, The Journey to Maladar. 
   
  -20- 
  
  PART TWO: ON THE HIGH SEAS 
  The Journey to Maladar 
   
  Days 1-2: 
   
  Among the many things seized with the Sea Dragon, 
  you have obtained an ancient map. Unfortunately, 
  the map itself is not enough to guide you to the 
  island of Maladar. Crucial information has been 
  omitted and strange 
  writings etched on the 
  parchment must be deciphered with the Orb of 
  Geruvoj before it can be fully understood. You have 
  since made attempts to decode the cryptic 
  messages, but a total cloud cover currently blocks 
  the 
  moonlight 
  essential 
  to 
  the 
  magic 
  item’s 
  operation. 
   
  You’ve decided not to wait around for the clouds to 
  break. You have set sail with hopes that once you 
  have reached the marked area on the map that 
  weather conditions will have improved. 
   
  During the first two days, the crew is enthusiastic and 
  expectations are high that the island will be found 
  and, with it, great riches for everyone. There is much 
  talk of a positive conclusion to the quest. 
   
  At this time, allow the PCs to mingle and become 
  acquainted with their hired crew. Talking to anyone will 
  give the PCs an idea as to the crews’ present attitudes. 
  All are overly optimistic with the adventure’s outcome. 
  The entire crew hails the PCs as legends and heroes 
  (bordering on god-like) for what they did in Elisarus. The 
  crews’ over positive behavior may begin to worry the 
  PCs since their efforts at deciphering the map have so 
  far been unsuccessful. If they try to persuade the crew 
  that success is not guaranteed, no one will listen. The 
  crew will say that everything points to success, making 
  note of the following points: 
   
  -Great Leadership 
  -A reliable map 
  -Fair weather 
  -Sturdy ship 
  -A Fine crew (a bit naive, but true) 
   
  Conversation Ideas 
   
  About the Characters’ Past Adventures 
   
  “Have you been on many adventures?” 
   
  “Tell us some stories of other great deeds you have 
  performed.” 
   
  “Have you slain any powerful monsters?” (if so, “Were 
  any of them dragons or giants?’) 
   
  “What treasures have you found on adventures?” 
   
  “What feats of (magic/strength/healing/etc.) can you 
  do?” 
   
   
  About the Characters Specifically 
   
  “Where are you from?” 
   
  “When did you come to Elisarus?” 
   
  “Will you stay in Elisarus forever?” 
   
  “Did you ever consider running for a leadership position 
  in Elisarus?” 
   
   
  About a Positive Conclusion to the Quest 
   
  “When we get the artifacts, will we be great heroes like 
  you?” 
   
  “Will they hold a great reception when we return with 
  the artifacts?” 
   
  “Maybe they’ll carve statues of us to honor our deeds.” 
   
  “I’m going to write songs of our adventures and spread 
  tales of our journey to everyone.” 
   
  About the Journey to Maladar 
   
  “How long will it take to get to the isle?” 
   
  “Where exactly is Maladar?” 
   
  “What do you think we’ll find there?” 
   
  If the PCs mention that there may be dangers on the 
  isle: “I’m not worried. You guys can handle anything!” 
   
  DAILY ROUTINE ABOARD THE SEA DRAGON 
   
  The following is a guideline for the crew’s daily 
  activities aboard the Sea Dragon. 
   
  Early Morning: Cook awakes before the others to 
  prepare breakfast. 
   
  Mid-Morning: Crew awakens and eats breakfast. 
   
  Late Morning: Crew begins daily duties. 
   
  -Vital areas of ship are checked 
  -Weapons are examined 
  -Lookout and navigator are relieved 
  -Some areas of ship are cleaned (mess, bunks, et al.) 
   
  -21- 
  
  PART TWO: ON THE HIGH SEAS 
  Afternoon: Cook prepares lunch and crew eats in shifts.  
   
  Early Evening: Cook prepares dinner and crew eats. 
   
  Mid-Evening: 
   
  -Vital areas of ship are checked 
  -Rations are examined and quantity determined 
  -Lookout and navigator are relieved 
   
  Late Evening: Crew retires to their bunks for the night. 
  Only a skeleton crew tends to the ship during the night. 
   
  Day 3: Arrival Where the Island Should Be 
   
  On the third day of their journey, the Sea Dragon 
  arrives at the area marked on Captain Shark’s map. 
  Unfortunately, there is no sign of land in any direction. 
  Searching about aimlessly in the general area reveals 
  nothing. It is obvious that the Orb of Geruvoj is essential 
  for continuing the search. 
   
  Trying to comfort the crew works at first, but the men 
  begin 
  to 
  wonder 
  what’s 
  wrong. 
  The 
  PCs 
  will 
  undoubtedly begin trying everything in their power to 
  interpret the map. Of course, without moonlight, the 
  attempt is futile (and they begin to realize this, of 
  course). 
   
  After a few hours of indecisiveness, the crew elects a 
  spokesman, Kal Brass, who confronts the PCs to get an 
  explanation for what is happening. They will think the 
  navigation was in error, blaming the navigator who will 
  be outraged and insist that his calculations were 
  correct. A quick check with another skilled in this area 
  will prove him right. Then the crew will begin blaming 
  the map and question its reliability. If the PCs agree 
  that the map could be unreliable, it will get them off 
  the hook for the moment, but the crew will be furious. 
  They will take no action yet and will insist that the 
  search continue. Everyone retires for the night after a 
  weary day. 
   
  Day 4: 
   
  When there is still no sign of the island after a restless 
  night, the crew really begins to worry. They go to their 
  spokesperson again and he confronts the PCs telling 
  them that everyone agrees that a meeting should be 
  called to discuss the future of the quest. If the PCs 
  refuse, the spokesperson will press the issue. A second 
  refusal and he will return to the others and a premature 
  plot to mutiny will begin. If the PCs agree to a meeting, 
  the spokesperson will suggest it take place over the 
  afternoon meal unless the PCs already specify a time. 
   
  The Meeting 
   
  As suggested by Kal Brass, you’ve organized a 
  meeting with the other crew members to discuss your 
  plans for the future of the adventure to Maladar. 
  Most everyone has gathered in the crew bunk area 
  to hear what you have to say. The crew is restless, 
  talking amongst themselves in mass confusion. When 
  you arrive, they quiet and give you their full attention. 
   
  The crew will listen to the PCs patiently before voicing 
  their opinions. If the PCs state that they wish to 
  continue searching for the isle and have not given a 
  reason, Kal will be prompted by his mates to stand up 
  and object. Kal is a bit nervous, but eventually stands 
  up and speaks his peace. Kal and the others feel that 
  the quest should be abandoned. He will bring to light 
  the following points: 
   
  -The main reason the quest was undertaken was 
  because it was believed that evil parties might be 
  aware of Maladar and the magical artifacts. Since no 
  other vessels have been spotted and it seems 
  impossible to find the isle (if it even exists), it has 
  become a moot point. 
   
  -Rations are running low. It wasn’t anticipated that the 
  voyage would take so long. If they don’t return to port 
  soon, food supplies will be depleted. 
   
  -The crew is tired of searching. They are beginning to 
  believe that the whole legend of Maladar is merely a 
  tale. No real proof dispels that theory. 
   
  -Even if Maladar exists, the map has proved invalid and 
  therefore cannot help them. Without a map, it will be 
  impossible to find the isle. 
   
  At this time, the only way to convince the crew to 
  continue would be some sort of explanation regarding 
  the nature of the map and why it can’t yet be 
  deciphered with the Orb of Geruvoj. They will grumble 
  about the whole thing, but a few determined souls will 
  convince the others to show some faith. A certain few 
  will already be planning an eventual mutiny should 
  things go for the worst. 
   
  Tempers flare in the evening. A couple of outbreaks set 
  the mood for the mutiny to follow. 
   
  Inflamed Drunk - Late at night, the PCs hear the sorrow 
  singing of Angrosh Baylor as he drags himself through 
  the hall on his way to the crew bunk area. He carries a 
  half empty bottle of rum and is obviously quite sloshed. 
  When he gets to the cabin door of a PC, he begins 
  pounding on the door. 
   
  “Open up! Open this door! I would have same words 
  -22- 
  
  PART TWO: ON THE HIGH SEAS 
  with you.” 
   
  Regardless whether the characters oblige him, he will 
  continue to rant. 
   
  “Heroes, eh? That’s what they called you. Saved all 
  of Elisarus ye did. Ha, ha, hee, ha, ha! Ye ain't nuthin’! 
  I believed in ya, mates, but ye ain't no heroes. I see it 
  now, real clear. We’re all gonna die out here. I 
  s’pect yer laughin’ at us. Thinks we’re all fools. Well I’ll 
  tear your gizzards out with me bare hands.” 
   
  If he is not already inside the cabin, Angrosh will break 
  the door down after a few good cracks at it. He will 
  then proceed to attack anyone within. In Angrosh’s 
  intoxicated state it should be easy for the PCs to 
  subdue him. If they do, Angrosh will calm down and fall 
  asleep. He can then be put into his bunk for the night. 
  If Angrosh is killed, several witnesses will denounce the 
  characters and warn them of what lies in store for 
  them. 
   
  The Argument - What starts out as a quiet discussion 
  between two crew members eventually escalates to 
  an all-out brawl. Almost everyone on the Sea Dragon 
  will hear the shouts of Friebik and Brutus as they 
  threaten to kill each other. 
   
  Brutus: “I wouldn’t trust ye as far as I could throw ye... 
   
  Friebik: “My calculations are not in error. If the isle 
  exists then were sittin’ atop it this very minute!” 
   
  Brutus: “Where did’ya learn to navigate? With toy 
  boats in your washtub?” 
   
  Friebik: “What do you know about it. Thinks you could 
  do better, eh? I’d just like to see you try. You haven’t 
  half a brain to...” 
   
  Brutus: “Why you good for nuthin’. . .I’ll kill you. I’ll 
  skewer your hide here and now!” 
   
  Friebik: “You’re the only one who’s gonna be 
  skewered!” 
   
  That’s all she wrote. The two begin brawling. If allowed 
  to continue, a crowd of crewmen will arrive with most 
  of them cheering for Brutus and a small handful rooting 
  for Friebik. If the bout goes more than three rounds 
  without being broken up by the PCs, Brutus will be 
  losing and will draw a knife to gain the upper hand. If 
  the event is not stopped, Brutus will stab Friebik on 
  round 6. Friebik will die 3 rounds later. 
   
  Day 5: 
   
  A somber mood permeates the ship. No one is 
  performing his duties with joy. Some are not even doing 
  their jobs. A PC who is purposefully trying to find 
  something out may overhear bits of a conversation 
  that points to a mutiny in the works, otherwise a crew 
  member taking the side of the player characters will 
  warn them of the possibility. Take a PC aside and tell 
  him the following: 
   
  “Spirits is down mates. This whole business with 
  Maladar is beginning to wear on a man’s soul. I fear 
  me own bunkmates are planning something...drastic. 
  Can’t says I didn’t warn ye. I’d be watchin’ me 
  backs if I was ye.” 
   
  In either event, they won’t have to wait long. As dusk 
  approaches, the armory will be invaded, weapons 
  distributed, and the threat of attack brought to the 
  PCs’ attention. In the event the PCs have predicted 
  the mutiny and have a guard at the armory, he/she will 
  be attacked in force and be unable to prevent the 
  mutineers from getting at the weapons. Once armed, 
  they demand an end to the farce or they threaten to 
  use force to take command of the ship. If the PCs resist, 
  a battle will commence. See below for details on how 
  to deal with the mutiny. 
   
  In the middle of the battle, the cloud cover will break 
  and the moon’s rays will shine down upon the Sea 
  Dragon. If the crew is aware of the Orb of Geruvoj and 
  its operation, the mutiny will cease as the crew raises 
  cheers. Faith will be restored and the PCs can use the 
  magic item to interpret the map at last. If the PCs have 
  not told the crew about the Orb and its necessity in 
  decoding the map, the mutiny will continue until this 
  information can be imparted. 
   
  THE MUTINY 
   
  Not all 25 members of the Sea Dragon are hasty to 
  depose the PCs. Five crew members remain loyal and 
  will immediately take up positions to fight alongside the 
  PCs. These brave NPCs are Kristof Glasbury, Murk Silo, 
  Raggert Wellums, Elmore Azgarn, and Kroll Meuller. 
  Angry words will be exchanged between parties, but 
  nothing the PCs can say will persuade the 20 mutineers 
  from withholding attack for long. Within 6 rounds, the 
  confused crew will have gathered the courage to 
  begin the assault. 
   
  The mutiny will not last long. Only several rounds into 
  the conflict with no heavy losses and the cloud cover 
  that has been a thorn in the PCs side for so long will 
  finally clear. Bright moonbeams will shine down upon 
  the deck. If the crew knows about the Orb, a lone 
  crewman will shout above the grunts of battle, “Look, 
  -23- 
  
  PART TWO: ON THE HIGH SEAS 
  mates! Our prayers be answered! Moonlight! The 
  greater 
  powers 
  favor 
  our 
  souls!” 
  Following 
  the 
  proclamation, the battle will cease. Everyone will 
  disarm and raise cheers. All anger and hatred is 
  forgotten as everyone gathers to see as the PCs 
  prepare to interpret the map. If the crew is oblivious to 
  the properties of the Orb, the battle will continue until 
  the PCs can get the information across or when 
  Razthule’s warships attack. 
   
  WARSHIPS ATTACK 
   
  The celebration will not last long. As the map is 
  interpreted, ballista from Razthule’s lead warship rain 
  boulders down upon the Sea Dragon from out of the 
  darkness. In the confusing mutiny, the members of the 
  PC crew were oblivious to the approaching fleet of 
  three warships. Read the following text aloud. 
   
  The Priests of Behldark Attack 
   
  You were so wrapped up in your internal struggle, no 
  one spotted the approach of three large warships off 
  the Sea Dragon’s port side. Before anyone can 
  react, 
  large 
  ballista 
  hurl 
  projectiles 
  at 
  your 
  unprepared ship from out of the cloaking darkness. 
   
  Razthule’s Strategy 
   
  Razthule is less than pleased with his lack of progress 
  toward locating the fabled isle. In fact, he is fuming 
  with uncontrollable anger. His own crew nearly had 
  similar designs of a mutiny, but their fear of Razthule 
  and loyalty to the Enigma held them from taking any 
  action. 
   
  Initially, Razthule is attacking the Sea Dragon merely to 
  vent his anger. He intends to cripple the ship and then 
  board her and seize command. Once in the captain’s 
  seat, he plans to plunder anything of value and to 
  learn of the PCs’ purpose through any means 
  necessary (including torture). If anyone defies him, he 
  will take enormous pleasure in seeing that the 
  individual suffers an untimely end. 
   
  Once the battle has begun, the PCs can hastily try to 
  decipher the map, locating the invisible gateway to 
  the Isle of Maladar and thus thwarting Razthule’s plans 
  to demolish them. However, he will follow the Sea 
  Dragon into the gateway, seeing to it that a future 
  opportunity to meet with the PCs is assured him. 
   
  Razthule orders his warships to fire ballista at the Sea 
  Dragon while closing within boarding range. The 
  warships ballista fire large boulders. 
   
  If the Sea Dragon remains where it is, the three warships 
  will launch 2 ballista assaults each (4 missiles per ship) 
  before closing within boarding range. If the Sea 
  Dragon is attempting to put distance between it and 
  Razthule’s warships, each will loose 4 volleys (8 missiles) 
  before arriving within boarding range. Note, if all goes 
  well, the Sea Dragon will enter the gateway before a 
  boarding can take place. 
   
  As the PCs are working to decipher Captain Shark’s 
  map, chaos will erupt around them. Unless ordered to 
  set sail, the crew will take no other action than to fire 
  the Sea Dragon’s own ballista and missile weapons at 
  the oncoming ships. If after a few rounds no PC has 
  given orders to flee, the navigator will ask for 
  instructions from the leader. The players should realize 
  that they’ve been sitting ducks. 
   
  Boarding the Sea Dragon 
   
  A boarding of the Sea Dragon should not take place. If 
  the characters work to interpret the map immediately, 
  they will be on the magical path long before 
  Razthule’s warships can close in. Wasting time will give 
  the warships a chance to close the gap. A group of 
  Razthule’s men can then board the Sea Dragon and 
  attack the members on board. If this is the case, let a 
  few rounds of combat follow and then instruct the PCs 
  that the Sea Dragon is being pulled in the direction of 
  -24- 
  
  PART TWO: ON THE HIGH SEAS 
  the whirlpool. The combat will cease as crew members 
  from both sides frantically race to abandon ship in 
  anything that will float. 
   
  Razthule’s Warships 
   
  The ships are 100 ton, two-masted Dromonds, which 
  get their power from the 100 oars (50 on each side). 
  Each is 150 feet long and sports a ram at the front. The 
  stats are: 
   
  Movement Em. Move Sea Worthiness 
  Hull Points 
  2/9 
   
  12 
   
  40%  
   
  200 
   
  Movement is per hour Under Sail/Rowing 
   
  Emergency Move is the vessels top speed when in 
  emergency or combat situations. This speed can only 
  be maintained for short periods of time. 
   
  Sea-Worthiness rates the vessels ability to stay afloat in 
  dangerous situations (storms, hidden shoals, extended 
  voyages, etc.) 
   
  Hull Points are the amount of damage that can be 
  taken before the vessel will sink. 
   
  Weapons 
  Each warship is equipped with two ballista. The ballista 
  can be swiveled to cover a 45 degree arc of fire. Use 
  the following stats for the warship ballista. 
   
   
   
  Range 
   
  Damage 
  ROF   
  Crew 
  Ballista 
  10/20/32 
   
  2d6 
   
  1/3   
  2/4 
   
  Range is Short/Medium/Long, in tens of yards  
  Damage is for Small-Medium/Large 
  ROF is Rate of Fire 
   
  Crew is normal/maximum crew. For every reduction in 
  crew below normal, apply -1 to ROF (example: 1/3 
  becomes 1/4). 
   
  Minimum crew for a ballista is 1. 
  The firer receives no missile adjustment for dexterity. 
   
  The Ram 
  The ram will not be used. Razthule desires to board the 
  Sea Dragon, not to demolish it. 
   
  Crew 
  Razthule’s crew consists mainly of 2nd level fighters 
  and clerics. Only the fighters will board and attack. 
  There stats are: 
   
  Fighters (20 per ship): AC 7; F2; hp 12; # AT 1; Dmg 1-8 
  (cutlass); SA Nil; SD Nil; MR Std; MV 90 ft.; SZ M; AL LE 
   
  Deciphering the Shark’s Map 
   
  It takes four rounds for a character to prepare the Orb 
  of Geruvoj and unlock the secret of the map. Once 
  four rounds have elapsed, read the following text to 
  the player using the Orb: 
   
  An interpretation of the Shark’s map reveals that 
  moonbeams from a full moon will lead the way to 
  the Isle of Maladar. 
   
  Using the Orb of Geruvoj, you soon see what is 
  meant by the instructions. Only visible with the aid of 
  the Orb, you see a bluish, luminescent path created 
  by moonlight. The glowing waters seem to show you 
  the way to go. 
   
  Once the Sea Dragon begins to travel in the direction 
  of the glowing path, no navigation is necessary. The 
  ship will automatically continue in the direction of the 
  path as if being drawn in by an unseen force. 
   
  Shortly after the Sea Dragon begins traveling along the 
  path, everyone will see a whirlpool at the end. As the 
  Sea Dragon gets closer, the ship moves faster and 
  faster toward the maelstrom. Attempting to navigate 
  the boat around the hazard is impossible. Once on the 
  magical path, the Sea Dragon cannot avoid entering 
  the whirlpool. 
   
  A few crew members remain with the PCs on the Sea 
  Dragon, but the remainder of the crew will panic and 
  abandon ship in the lifeboat. If the PCs lose faith and 
  decide to abandon ship as well, there will be no boats 
  left for them to take. 
   
  Entering the Maelstrom 
   
  The waves of the ocean lick at the sides of the boat. 
  Water slams against the wooden framework and 
  shakes the mighty Sea Dragon. You can barely keep 
  your footing as you ride out the angry waters. The 
  caravel dips sharply into a trough and thousands of 
  gallons of water wash over the deck. The ship 
  remains afloat and rises out of the trough and onto a 
  crest. Not far away you view the maelstrom in an 
  awesome spectacle. Soon you will be within it and 
  heaven help you that you’ve made the right 
  decision because there’s no turning back. 
   
  Suddenly, the vessel takes a sharp turn and dips 
  steeply into the whirlpool. Picking up momentum, 
  you feel as if you are free-falling into a mammoth pit 
  with the boat at the mercy of the swirling waters. 
   
  Crash! The boat smashes against a powerful wave 
  and you are mercilessly thrown to the deck. Quickly, 
  blackness washes over your troubled eyes. 
  -25- 
  
  PART TWO: ON THE HIGH SEAS 
  -26- 
   
  
  PART TWO: ON THE HIGH SEAS 
  Arrival 
   
  You have awakened to a warm, salty spray of water 
  spilling over the side of the boat. You slowly struggle 
  to rise to a standing position. The muscles in your 
  body ache and your head throbs. Around you are 
  your companions, awakening as you have, and 
  littering the deck surrounding you are the shriveled, 
  skeletal bodies of your hired crew. 
   
  The sun’s rays catch you strongly upon the face, but 
  it seems to be an unusual reddish color. The sky 
  appears tinted with an unnatural, blood-red hue. 
   
  Across the bow you sea that the Sea Dragon is 
  calmly drifting toward a large bank of fog. On all 
  other sides, the view is of open sea. There is no 
  evidence of the maelstrom or the three warships. 
   
  The player characters may suspect it and they will be 
  correct if they assume they’ve traveled through to 
  another plane. However, it is not any one of the known 
  planes of existence and here the players are trapped 
  unless they can find a means to return them to the 
  prime material. Such means are not to be found in this 
  part of the adventure. 
   
  The 
  crew 
  members 
  of 
  the 
  Sea 
  Dragon 
  have 
  succumbed to the effects of a rapid aging and have 
  died while traveling through the planar gateway. The 
  rapid aging is a magical force that only affects 
  creatures with two or fewer hit dice/levels and so the 
  PCs have been spared this tragedy. 
   
  The fog bank surrounds the entire Isle of Maladar. 
  Once within the fog, careful navigation is essential 
  since limited sight distance hides unexpected hazards. 
  Within the fog, vision will be restricted to under a 
  hundred feet. The bank extends one mile out from the 
  shore of Maladar. 
   
  Circling the island will reveal that it is impossible to get 
  in close to the shore except at one point: a lagoon at 
  the southern tip. Large rocks, sand bars, and hidden 
  reefs make approaches elsewhere hazardous at best. 
   
  Anomalies of this Plane 
   
  As explained earlier, the maelstrom ported the Sea 
  Dragon and the PCs to an unusual plane of existence. 
  The following factors will come into play as the 
  adventure progresses. 
   
  1. Turning Undead results will be one level below 
  normal. Undead will turn, but not be destroyed. 
   
  2. The following spells will not function on this plane: 
   
  Polymorph Other 
  Polymorph Self  
  Protection from Evil  
  Dispel Evil  
  Nondetection  
  Monster Summoning 
  True Seeing 
   
  1. The Lagoon 
   
  The lagoon is the safest place for the PCs to anchor the 
  Sea Dragon and safely get to shore. A reminder that 
  the ship's boat was taken by fleeing NPCs before the 
  Sea Dragon was swept into the whirlpool. The 
  characters must find other means of getting ashore. 
  They may swim ashore, use magic, or paddle to shore 
  using objects that float such as barrels from the ship’s 
  cargo hold. 
   
  Swimming to the beach within the lagoon is a simple 
  task for anyone without armor. Armored characters 
  must remove their protection or soon sink while 
  attempting such a foolish stunt. 
   
  2. The Beach 
   
  If anyone searches the outskirts of the jungle, they will 
  eventually find a faint foot trail. Checking for footprints 
  along the faint trail will reveal that something has been 
  on the path recently. Some branches and vines along 
  the trail have obviously been hacked at to make a 
  clearer path. Regardless, the trail is still difficult to 
  follow. 
   
  If a thorough search at the edge of the jungle has not 
  already been made, a character will notice something 
  of wooden construction just visible. The object is 
  hidden within the trees not far from the trail. If the PCs 
  investigate, they will find that the wooden object is a 
  small boat. From an examination it is obvious that the 
  boat is of recent design and in good condition. The 
  PCs will know that the boat does not belong to the Sea 
  Dragon. 
   
  There are marks in the sand showing that the boat was 
  drug from the water and deliberately placed here by 
  several humanoids. The footprints are somewhat 
  jumbled, but the characters can tell that there were at 
  least three. 
   
  3. Random Encounters 
   
  As the PCs travel between Area #2 and Area #4, they 
  run the risk of encountering wandering monsters. Roll 
  on the table below to determine what sort of creatures 
  they encounter. You may choose to roll more than 
  once during the journey if you feel it is appropriate. 
   
  -27- 
  
  PART TWO: ON THE HIGH SEAS 
  d8 
   
  Result 
  1 
   
  Anhkeg (1-3) 
  2 
   
  Spider, Giant (1-4) 
  3 
   
  Jaguar (1) 
  4 
   
  Tiger (1) 
  5 
   
  Snake, Giant, Poisonous (1) 
  6 
   
  Boar, Wild (1-3) 
  7 
   
  Ape, Carnivorous (2) 
  8 
   
  Scorpian, Giant (1) 
   
  Anhkeg (1-3): AC 2 (underside 4); HD 3; hp 15; # AT 1; 
  Dmg 3-18 (+1-4); SA Squirt acid; SD Nil; MR Std; MV 120 
  ft. (60 ft.); SZ L (10’ to 20’ long); AL N 
   
  Spider, Giant (1-4): AC 4; HD 4+4; hp 21; # AT 1; Dmg 2-
  8; SA Web; SD Nil; MR Std; MV 30 ft., 120 ft. (In Web); SZ 
  L; AL CE 
   
  Jaguar (1): AC 6; HD 4+1; hp 17; # AT 3; Dmg 1-3/1-3/1-
  8; SA Rear claws for 2-5/2-5; SD Surprised only on a 1; 
  MR Std; MV 150 ft.; SZ L; AL N 
   
  Tiger (1): AC 6; HD 5+5; hp 24; # AT 3; Dmg 2-5/2-5/1-10; 
  SA Rear claws for 2-8/2-8; SD Surprised only on a 1; MR 
  Std; MV 120 ft.; SZ L; AL N 
   
  Snake, Giant, Poisonous (1): AC 5; HD 4+2; hp 11; # AT 
  1; Dmg 1-3; SA Poison; SD Nil; MR Std; MV 150 ft.; SZ L; AL 
  N 
   
  Boar, Wild (1-3): AC 7; HD 3+3; hp 15; # AT 1; Dmg 3-12; 
  SA Nil; SD Nil; MR Std; MV 150 ft.; SZ M; AL N 
   
  Ape, Carnivorous (2): AC 6; HD 5; hp 20; # AT 3; Dmg 1-
  4/1-4/1-8; SA Rending; SD Nil; MR Std; MV 120 ft.; SZ L; 
  AL N 
   
  Scorpion, Giant (1): AC 3; HD 5+5; hp 29; # AT 3; Dmg 1-
  10/1-10/1-4; SA Poison sting; SD Nil; MR Std; MV 150 ft.; 
  SZ M; AL N 
   
  4. The Ruins of Nizmar 
   
  As dusk approaches, the characters arrive at the ruins 
  of a small village. Here they can find evidence of 
  Maladar’s civil war and the after-affects of the huge 
  magical battle. 
   
  Most of the buildings here are damaged beyond 
  recognition, some remain intact, and others have 
  been completely decimated. An examination of any 
  of the edifices will reveal strange gray and blue 
  colorations that seem to have been burned into the 
  stone surfaces. Touching any of the buildings will cause 
  the unusual colorations to rub off like a fine powder. 
  The unusual powder gives off a faint glow that is highly 
  visible in darkness. Also prevalent throughout the ruins 
  can be found hundreds of skeletal fragments of the 
  citizens who once lived here. Most are to be 
  discovered with bones crushed underneath the weight 
  of large chunks of rubble. Others simply lay in the open 
  and are covered with the same anomalous gray-blue 
  powder as found on the stone constructs. 
   
  More interesting discoveries can be found within the 
  buildings themselves. The descriptions below detail this 
  area fully. Use the Map #6: Nizmar for this section of the 
  adventure. 
   
  General Ruins 
   
  If the party searches through any of the ruins outside 
  the central keyed area, there is a 10% chance per 
  round of searching that they will discover some type of 
  item. Use the table below to determine what is found. 
   
  d12  
  Item Found* 
  1 
   
  Water skin (empty) 
  2 
   
  Large Sack 
  3 
   
  10 - 40’ of Rope 
  4 
   
  Rotted Clothes 
  5 
   
  Helmet 
  6 
   
  Miscellaneous Weapon 
  7 
   
  Hammer or Other Tool 
  8 
   
  Broken Dish 
  9 
   
  Empty Vial 
  10 
   
  Holy Symbol of Primorus 
  (Blazing Sun with Eye at the Center) 
  11 
   
  Burnt Torch 
  12 
   
  Lantern 
   
  * Other items of a worthless nature can also be found 
  here. Make them up as is appropriate. 
   
  4a. Entrance 
   
  The heavy overgrown jungle suddenly breaks as you 
  have come to a clearing. The gnarled and twisted 
  remains of an iron gateway is the entrance to the 
  ruins of a small town. Dozens of stone buildings 
  around the perimeter are now merely heaps of 
  rubble. A stony path leads to the center of the town 
  where the only structures that are not completely 
  dilapidated lie. A large wooden sign lies on the 
  ground near the iron gateway. 
   
  If the sign is examined up close, show the players Visual 
  Aid #1. The writings are in common, but only partially 
  readable. If the PCs interpret correctly, they will know 
  the name of the town, “Nizmar.” 
   
  The gateway and iron fence can be examined. The 
  PCs will discover that the metal appears to have been 
  melted by intense heat. They will also see that a thin 
  layer of gray-blue powder covers most of the metal. 
  The powder is as described earlier. 
  -28- 
  
  PART TWO: ON THE HIGH SEAS 
  4b. The Well 
   
  At the center of town are the remains of a stone-
  worked well. A disintegrating rope tied to a wooden 
  bucket hangs over the well. If used, the rope will break 
  when someone tries to bring up water. The characters 
  can use their own rope and some type of container to 
  draw water from the well. If done, the PCs will find the 
  water to be heavily contaminated. Drinking the water 
  is like quaffing a mild poison. The character must save 
  versus poison or suffer 1d12 points of damage and be 
  severely ill for 1-4 hours. Ill characters will suffer -4 
  penalties to attacks and -2 penalties to all saving 
  throws. 
   
  4c. The Ghost Librarian 
   
  As you approach this partially destroyed building, the 
  front door creaks open of its own accord. A sign 
  above the door reads “Library.” 
   
  If the PCs enter, they will be in what remains of the 
  town library. There are two sections: the ground floor 
  and the upper level. Most of the books are on 
  bookshelves on the main level. The rest are either 
  scattered about the floor or in a pile on the upper 
  level. 
   
  Immediately 
  upon 
  entering 
  the 
  chamber, 
  the 
  characters will see a semi-material ghost hovering just 
  inches from the ground near the stairway at the far 
  end of the library. The ghost appears as an elderly 
  male dressed in a white robe. He is busily organizing 
  books on one of the shelves. When the PCs enter, he 
  will look back in their direction, smiling for a moment, 
  and then return to his work. 
   
  Once the characters begin examining things in the 
  library with a little more scrutiny, they will notice 
  amongst the rubble, the rotted, skeletal remains of a 
  male human partially covered with a large stone. They 
  can also find two broken arrows on the stone floor near 
  the ghost. Anyone examining the arrows can discern 
  -29- 
  
  PART TWO: ON THE HIGH SEAS 
  that they are of modern design and have not been 
  here long. An all-out scrutinizing of the floor will reveal 
  fresh tracks made by humanoids wearing boots. The 
  number of intruders is hard to determine. 
   
  The ghost librarian is busy with his work and will not stop 
  to address the party unless they speak to him first. The 
  PCs can learn some information from the ghost, but 
  they will get strange remarks if they talk as if things are 
  the way they really are. 
   
  The ghost is Dahlen. He was the town’s librarian before 
  the cataclysm and has been tending to the library as a 
  ghost for over 2,000 years. He talks as if it is still 2,000 
  years ago on the eve of the biggest battle in 
  Maladar’s history. He will, for example, ask the 
  characters if they are preparing to go off to war 
  against the tyrant, Lord Syriah. He will explain that most 
  of the “others” have already joined in the fight and 
  ventured north to wage war on Lord Syriah’s domain. 
  In fact, if asked, the ghost can tell the party that 
  another group, consisting of three men in black garb, 
  left for Syriah’s kingdom only a short while ago. The 
  ghost is referring to Razthule and his two henchmen 
  who were in this library just before the PCs entered the 
  town (hence the footprints and broken arrows). 
   
  If the players have not already discovered the name of 
  this town, they can ask the ghost who will tell them it is 
  Nizmar. If asked about a map, Dahlen will tell them 
  there is a good map they can find on the 2nd level of 
  the library. However, getting to the map is tricky since 
  the stairs are unsafe. The stairs will collapse when a 
  character reaches the halfway point. Anyone on the 
  stairs will fall and suffer 2d6 hit points of damage and 
  be partially covered with rubble. The fallen PCs will 
  require assistance or be unable to free themselves from 
  the debris. The ghost will simply apologize that he 
  didn’t know the stairs were unsafe and remark that he 
  must report it so that they may be fixed. The upper 
  level itself is safe to walk on, but the PCs have to find 
  their own way to get to it. The level is 12 feet above the 
  main floor. Once on the 2nd level, the characters can 
  find the map the ghost spoke of after searching for a 
  few rounds. When the PCs find the map, give them 
  Visual Aid #2. Note that the map is 2,000 years old and 
  extremely fragile. It will crumble to dust if not handled 
  with the utmost care. If the map is not copied onto 
  fresh parchment, it will be lost as soon as anyone tries 
  to roll it, fold it, or put it into anything. If the map is 
  treated roughly, take away Visual Aid #2. 
   
  If the characters are really close to the ghost, they will 
  see that he wears a medallion around his neck. It is, of 
  course, just a spirit image, but the real medallion can 
  be found underneath the stone where the skeleton is 
  pinned. Showing either the skeleton or the medallion to 
  the ghost will cause him to display a look of utter terror 
  and then vanish, never to appear again. 
   
  Examining the books reveals nothing of interest. Simply 
  trying to turn the pages of any book will cause them to 
  crumble to dust. 
   
  4d. Temple of Primorus 
   
  The double doors open to a 90 X 60 chamber with a 
  50’ high ceiling supported by six stone pillars. An 
  arrangement of wooden pews faces a dais with a 
  statue upon it. Two doors to the left and right of the 
  statue lead to other areas of this place of worship. 
   
  This was the town’s holy temple dedicated to the 
  worship of Primorus, the Supreme power of Arkonus. 
  The statue on the dais is a representation of Primorus. It 
  depicts a male with both arms outstretched evenly 
  and head raised high.  
   
  Anyone examining the floor will notice the same 
  footprint marks left in the dirt as found in the library. 
  These can be tracked and they will lead the PCs first to 
  the right door and then ultimately to the left door. The 
  tracks end there. 
   
  Right Door - Beyond this door is a small room filled with 
  priestly vestments that have all but rotted away. There 
  -30- 
  
  PART TWO: ON THE HIGH SEAS 
  are crimson robes with white sashes. The robes hang 
  from iron rungs on the wall. 
   
  Left Door - When anyone approaches this door, they 
  will hear a loud crash from within the room. After the 
  crash there will be total silence. This is simply to scare 
  the PCs, making them believe that Razthule and his 
  henchmen are in the next room. Once open, the 
  characters will merely find a small forest animal that 
  has knocked over a loose object from a table. The 
  animal will spook when the PCs enter and run out of 
  the hole in the far wall to seek refuge in the woods. 
   
  The contents of this room are non-special. There are 
  candles, holy symbols of Primorus, incense, urns, vials 
  that contained holy water (now evaporated), books of 
  the faith, prayer beads, and other religious objects.  
  Characters will also find an open and empty ivory 
  scroll tube. The contents have been taken by Razthule. 
   
  The characters can pick up the footprints here and 
  can tell that they eventually lead out of the hole in the 
  wall. The trail cannot be followed after that. 
   
  4e. Reception Desk 
   
  This building served as City Hall. This small room was the 
  reception area. A table and chair are on the left and 
  several waiting chairs are on the right. A large book 
  and quill pen sit on the reception desk. If checked, the 
  names of various visitors are scrawled within the book. 
  If the characters have already talked with the ghost, 
  they will recognize one of the names written on the first 
  page of the book. The 2nd name from the top is that of 
  “Prince Erik Syriah.” The PCs should pick out the last 
  name as being familiar. If the pages of the book are 
  turned, they disintegrate from old age. 
   
  The same footprints as found in the library and temple 
  can also be found here. They come from the entrance 
  and lead to the only other door in this room. 
   
  4f. Office 
   
  This was perhaps the office of a member of Nizmar’s 
  elite legal experts. The place is in a terrible state, but 
  the PCs can unearth some interesting information if 
  they do a little checking. 
   
  On a long oaken table near the far wall lie piles of 
  parchment and several stacks of old books. These can 
  be examined, but must be treated with extreme care. 
  They are so old that trying to take them would result in 
  their disintegration. The bindings of the books can be 
  read and the characters will find that they are legal 
  tomes all pertaining to basic law and fundamental 
  rights 
  of 
  people. 
  The 
  parchments 
  are 
  official 
  documents with the seal of Lord Rogan Syriah 
  imprinted on each. Each is a decree stating some 
  amendment to the current laws of Maladar. There is 
  nothing 
  to 
  indicate 
  a 
  benign 
  rulership. 
  The 
  amendments are designed to strip the citizens of their 
  basic rights, each one lowering their status and 
  importance within society. Here are some examples: 
   
  -No one is allowed outside the city limits after dark. 
   
  -No visitors are allowed in the capital city without 
  written permission from the count.  
   
  -Additional taxes will be collected once a week to 
  support research in the capital. 
   
  -All citizens require identification papers on their person 
  at all times. Failure results in serious punishment. 
   
  -Citizens shall not congregate. This activity is suspect 
  and those caught will be considered engaged in 
  treasonous acts. Treason is punishable by death. 
   
  4f. Council Hall 
   
  As you open the door, you can hear shallow and 
  seemingly distant voices in a heated debate.  Entering 
  the chamber you see a 30 x 10 stone table surrounded 
  by a group of ghost-like images of men in faded robes. 
  The ghost images seem to float just inches above their 
  chairs. A chill air circulates within the chamber. Once 
  inside, you hear what the ghosts are saying. 
   
  "He has gone too far. He must not be allowed to 
  continue this charade at our expense! Granted we 
  pledged our allegiance to Syriah in return for a share of 
  his wealth, but never did I think he would dare to 
  challenge the greater powers. If he is not stopped, 
  they will punish him and I dare say that punishment will 
  surely befall us also." 
   
  The others nod in agreement and another speaks up. 
   
  "Yes, Geffry, but what can be done? None of us is 
  strong enough to defy Syriah. We would be put in the 
  dungeons for attempting such foolhardy treachery." 
   
  The first ghost again speaks up, "You are right, my 
  friend, but it will not be one man that defies him. We 
  shall combine our strength and take his throne by sheer 
  numbers. Not even his foul magic can stop all of us." 
   
  "It is agreed then," says another ghost, “we shall 
  prepare an ambush for tomorrow eve." 
   
  During the conversation the ghosts don't notice your 
  presence, and, when they’ve finished their discussion, 
  they begin again as if they have been doomed to 
  forever re-play the same debate. 
  -31- 
  
  PART TWO: ON THE HIGH SEAS 
   
  The ghost images are harmless spirits of the elders of 
  the complex (10 in all).  When the curse of the greater 
  powers befell Syriah, these men were in conference 
  plotting their king's downfall. However, the greater 
  powers spared no member of Syriah's kingdom, and so 
  the elders were cursed also. They have been forever 
  trapped within this council hall where they continually 
  re-enact the time they were cursed. If the PCs attempt 
  to communicate, the spirits will not hear and cannot 
  answer. 
   
  When the greater powers cursed Syriah and his 
  people, they were lenient with the elders. For the elders 
  to be released of their curse, they only need to be 
  turned by a good cleric. Turning the spirits can be 
  accomplished by rolling against undead of Type 2 
  (without the penalties for turning undead as elsewhere 
  in this adventure). If a player character succeeds in 
  turning the spirits, they will all gather together above 
  the table and focus their attention on the responsible 
  PC. They will then smile and say, "Because of Syriah's 
  betrayal, we have been forced to haunt this council 
  chamber for all eternity. Thanks to your actions we 
  have been released of that curse.  We thank you and 
  wish you well." The spirits then vanish through the 
  ceiling. When the spirits have left, the room's 
  temperature raises to a comfortable level. 
   
  Leaving the Ruins 
   
  The thick, overgrown path the PCs followed to reach 
  Nizmar can be picked up again at the other side of 
  the ruins. It is much more difficult to find, taking the 
  characters a couple of turns to locate it. The trail will 
  take the characters about a mile away from Nizmar 
  before ending at a large clearing. 
   
  You follow the barely visible path for nearly a mile 
  when it ends at the edge of a clearing some 
  hundred yards in diameter. Perhaps the trail can 
  again be picked up on the other side. 
   
  After all the anticipation of a confrontation with some 
  unknown force, the PCs should be on the verge of 
  paranoia at this point. The clearing should scream out 
  as a perfect site for an ambush. Razthule and Darius 
  are just out of sight on the other side of the clearing 
  while Lex is situated in a tree with bow and arrows at 
  the ready. 
   
  If the players don’t suspect anything, Razthule will wait 
  until the characters are in the center of the clearing 
  and then step out for his speech. The PCs may send a 
  scout around the perimeter of the woods to check out 
  the situation. Roll against the character's find secret 
  doors chance to notice the bowman, Lex, and an 
  additional check to see Razthule and Darius. Of 
  course, if the scout is not careful, he will draw attention 
  to himself. There is a 20% chance that a PC scout will 
  be noticed. Once Razthule discovers the PCs have not 
  walked into his trap as expected, he and his men will 
  attack without delay. 
   
  5. Showdown 
   
  (Read only if the PCs have fallen for Razthule’s trap) 
  From out of the woods on the other side of the 
  clearing, step two black-cloaked strangers well-
  equipped and heavily armed. The man on the right, 
  apparently the leader, advances a step and speaks. 
   
  “Razthule of Behldark,” he introduces himself. “So 
  pleased to finally meet my opponents face to face. I 
  have been sent by the Enigma to this forsaken place 
  to claim the artifacts for our kingdom. I regret to say 
  that anyone who stands in my way, must meet a 
  horrible death. There are, of course, no exceptions.” 
   
  Razthule looks off to the woods and then at his 
  companion. “Make it quick and most painful.” 
   
  With his final remark, the three prepare to dispose of 
  the PCs with everything in their power. The following is 
  their basic attack strategy. 
   
  Prior to Round 1: Darius quaffs his potion of super 
  heroism and will attack as an 8th level fighter with 20 
  additional hit points for 5d6 rounds (hp 23 + 20, # AT 
  3/2). Lex casts cause light wounds. Razthule casts hold 
  person on the most powerful appearing character. 
   
  Round 1: Darius casts bull's strength and gain a +4 
  enhancement bonus to Strength for 3 minutes. Lex fires 
  arrows from his tree perch. Razthule casts sticks to 
  snakes. Nine snakes will be transformed from sticks to 
  fight for Razthule. Each snake has a 45% chance of 
  being venomous.  
   
  Snake , Constrictor: AC 6; HD 3+2; hp 12; # AT 2; Dmg 
  1/1-3; SA Constriction; SD Nil; MR Std; MV 90 ft.; SZ M 
  (15’ long); AL N 
   
  Snake, Poisonous: AC 6; HD 2+1; hp 7; # AT 1; Dmg 1; 
  SA Poison; SD Nil; MR Std; MV 150 ft.; SZ S (5’ long); AL N 
   
  Round 2: Darius closes to melee with a powerful 
  character. Lex continues to fire arrows. Razthule throws 
  his oil of fiery burning at the largest grouping of PCs. 
   
  Round 3-6: Melee ensues until Lex runs out of arrows on 
  round 6. 
   
  Round 7: Lex drinks his potion of invisibility and prepares 
  to sneak up on a PC from behind. 
   
  -32- 
  
  PART TWO: ON THE HIGH SEAS 
  -33- 
  Other Rounds: If the battle is going against the clerics 
  of Behldark, Razthule will use his sanctuary on himself 
  and try to escape. 
   
  FINAL WORD 
   
  The battle is done. You stand in the clearing, 
  exhausted from the difficult fight. The bodies of your 
  slain enemies lie at your feet. It is late. The last rays of 
  light vanish as the sun sinks beneath the horizon. The 
  only things you hear are the woeful cries of a woman 
  in pain, far in the distance. 
   
  Note: If the bodies are searched, a scroll of protection 
  from undead can be found on Razthule. 
   
  
  PART THREE: WHO MOURNS FOR THE DEAD 
  PART THREE: WHO MOURNS FOR THE DEAD 
   
  GAME MASTER’S BACKGROUND 
   
  The only fragment left of the great empire of Maladar 
  is a small island drifting in a sea on an obscure plane. 
  This is the place the player characters have traveled 
  to. The isle still contains the ruins of one of Maladar’s 
  cities and of the fortress of Lord Syriah. Therein walk the 
  undead remnants of Syriah’s family and subjects. 
  Through their adventures on this plane, the PCs will 
  learn the truth about the artifacts and the civil war and 
  should realize that bringing the magical monstrosities 
  back to the Realms would be the worse thing that they 
  could do. The most prudent thing the PCs could do 
  would be to dispose of the items or hide them so that 
  no one could ever find them. The epilogue explains the 
  tragic end to the REALMS OF ARKONUS if the PCs 
  should be foolish enough to return with the artifacts. 
   
  PLAYER’S INTRODUCTION 
   
  Your boredom and inactivity of the past few months 
  has almost been completely forgotten. Your struggle 
  to defeat a faction of pirates has made you heroes 
  in Elisarus, but your work did not end there. The 
  possibility that evil parties may have learned of the 
  Forgotten 
  Isle 
  prompted 
  you 
  to 
  organize 
  an 
  adventure to recover the magical artifacts before 
  they fell into the wrong hands. Your fears were 
  confirmed when the Sea Dragon found itself in a 
  battle with three powerful warships. The struggle was 
  brief as a whirl pool appeared and swept all ships 
  within. 
   
  You arrived at the forgotten isle and there learned 
  that it was the site of a huge magical civil war with 
  the 
  people 
  of 
  Maladar 
  fighting 
  against 
  the 
  oppression of their tyrant Lord.  As your investigations 
  at the ruins of a small town came to and end, you 
  met with the only survivors of the three warships that 
  attacked the Sea Dragon.  The leader, Razthule of 
  Behldark, told you of his mission to claim the artifacts 
  for the Enigma and that he would allow no one to 
  compete with that goal. The final showdown was 
  long and your party suffered heavy damage, but in 
  the end you made sure that evil would not allowed 
  to continue on its quest. 
   
  You are now apparently the only people in search of 
  the artifacts. If the map of Maladar is correct, you will 
  be arriving in the capital city within the day. There, 
  the fortress of Lord Syriah awaits your investigation. 
   
  Outer Ruins 
   
  O1. His Royal Subjects 
   
  After another day’s travel, the forest ends at the 
  edge of a road leading between the remnants of a 
  once large and beautiful city.  At the opposite edge 
  of the city stands a tower and beyond the tower is a 
  winding black staircase rising to the top of a plateau 
  where rests two ominous stone structures.  The 
  atmosphere here is quite different from the lively 
  forest you just left.  The air is still and all is deathly 
  quiet.  No animal braves the desolation that lies 
  ahead. 
   
  When the PCs are well within the boundaries of the city 
  ruins, they will be the object of an undead onslaught.  
  The citizens of the city gather in groups from within the 
  run-down buildings and advance on the player 
  characters out of the shadows.  The attackers are as 
  follows. 
   
  Rounds 1-3: 
   
  Skeleton (12): AC 7; HD 1; hp 5; # AT 1; Dmg 1-6; SA Nil; 
  SD Edged weapons cause ½ damage; MR Immune to 
  sleep, charm, hold, fear, & cold-based attacks; MV 120 
  ft.; SZ M; AL N 
   
  Rounds 4-6: 
   
  Zombie (8): AC 8; HD 2; hp 8; # AT 1; Dmg 1-8; SA Nil; SD 
  Nil; MR Immune to sleep, charm, hold, death magic, 
  poisons, & cold-based spells; MV 60 ft.; SZ M; AL N 
   
  Rounds 7-9: 
   
  Ghoul (6): AC 6; HD 2; hp 10; # AT 3; Dmg 1-3/1-3/1-6; 
  SA Paralyzation; SD Nil; MR Immune to sleep & charm 
  spells; MV 90 ft.; SZ M; AL CE 
   
  Rounds 10-12: 
   
  Ghast (2): AC 4; HD 4; hp 16; # AT 3; Dmg 1-4/1-4/1-8; 
  SA Nausea* & paralyzation; SD Nil; MR Immune to sleep 
  & charm spells; MV 150 ft.; SZ M; AL CE 
   
  * - When the ghasts arrive, the PCs will notice the foul, 
  carrion stench that they exude. A failure to save and 
  the character will begin retching and feel nauseas. All 
  attacks will be made at -2 until the ghasts leave. 
   
  If the characters are using the protection from undead 
  spell, this will prevent up to 35 hit dice of undead from 
  entering within a 5’ radius circle around the caster. The 
  spell will last for 20 rounds for purposes of this module. 
   
  -34- 
  
  PART THREE: WHO MOURNS FOR THE DEAD 
  O2. End of the Road 
   
  You stand at the end of town before the start of a 
  long and winding staircase of black obsidian which 
  leads to the top of a large plateau. Off the road, to 
  your right, lies an extensive graveyard encircled by 
  an iron fence. To your left, a singular structure, 
  choked with overgrowth, stands taller than any other 
  amongst the cluster of decaying stone edifices. It is a 
  tower which leans precariously to the west. Its four 
  stories present a ghostly image. As you stare at it, 
  wondering at its unique design, you catch a glimpse 
  of a dark figure peering out of the tower’s second 
  floor window. But as soon as the figure appears, it 
  vanishes into darkness. Perhaps it was never there at 
  all. 
   
  O3. The Graveyard 
   
  A weak iron fence surrounds this huge cemetery 
  devoted mostly for the warriors who died during the 
  civil war. The people buried here are those who 
  supported Lord Syriah’s side in the struggle. The PCs 
  can learn more about the war here, but should not 
  remain within the graveyard for long. After 1 Turn, 
  anyone still beyond the iron fence will be attacked by 
  3 huecuva. 
   
  The huecuva will use change self to appear as clerics 
  in brown robes. If spoken to at a distance they will not 
  answer, but will raise a hand to indicate a friendly 
  gesture. Once close enough, they will assume their 
  actual shapes, throwing back their cowls to reveal 
  skeletal faces, and attacking with their sharp claws. If 
  the huecuva know that there are clerics in the group 
  (openly displaying their holy symbols), they will 
  concentrate their attacks on them.  
   
  Huecuva (2): AC 3; HD 2; hp 10; # AT 1; Dmg 1-6; SA 
  Disease; SD Hit only by silver or +1 weapons; MR 
  Immune to all mind-influencing spells; MV 90 ft.; SZ M; 
  AL CE 
   
  The Grave Sites - If a character examines the 
  headstones of any of the graves, he will be able to 
  learn 
  something 
  about 
  the 
  warrior 
  who 
  died. 
  Information about the civil war can be pieced 
  together from the information on these stones. See the 
  GM 
  Information 
  Sheet 
  found 
  in 
  the 
  Appendix 
  (Graveyard Epitaphs). 
   
  O4. The Tower 
   
  As you enter, a cloaked figure is descending from a 
  staircase near the center of the tower. As it reaches 
  the main floor, you see that it is not a person, but 
  some horrid, walking corpse. It stares at you for a 
  moment and then directs an accusing finger in your 
  direction. 
   
  “Why have you come here? The living have no place 
  among the accursed! Leave us! Leave us to our 
  misery! Your presence here sickens me!” 
   
  The cloaked figure is Prince Erik Syriah, son of Lord 
  Syriah. He was a noble man in life. Only he was able to 
  get through to his father when the end was near. If the 
  artifact had not destroyed everything, the civil war 
  would have ended due to Erik’s peace efforts. Now, 
  Erik walks Maladar as a crypt thing with only dreams of 
  what might have happened. 
   
  Erik is miserable and the sight of any living creature 
  makes him hatefully envious. He does not wish these 
  feelings and therefore wants the PCs to depart so he 
  won’t think evil of them. 
   
  Erik will talk with the PCs only if they give him reason to 
  remain interested. They may tell Erik that they have no 
  way of leaving Maladar and he will believe them. Erik 
  knows the following, 
   
  The Wailing. The wailing the PCs heard at the end of 
  part 2 and the beginning of this part is the woeful cry of 
  Erik’s mother, Queen Zindria. 
   
  “Father is gone and mother weeps for him.” 
   
  The Artifacts: “Evil and dangerous weapons of sorcery. 
  They can serve no purpose of good. They should be 
  destroyed.” Erik doesn’t know exactly where the 
  artifacts are, but is sure they are in one of the buildings 
  on the plateau. He says only mother knows exactly 
  where the artifacts have been stowed. He will not tell 
  the PCs any of this unless they have expressed 
  intentions of destroying the artifacts. If the PCs say they 
  want to take the artifacts back to the Realms, he will 
  make sure they have a difficult time completing their 
  task by randomly teleporting them. See the table 
  below to determine where each PC is teleported. 
   
  The Armory: If the PCs have told Erik they want to 
  dispose of the artifacts, Erik will warn them about one 
  room in the main building on the plateau. 
   
  “Stay away from the room with the shield and crossed 
  swords on the door. There is only death within. Not 
  even all of you would stand a chance.” 
   
  -35- 
  
  PART THREE: WHO MOURNS FOR THE DEAD 
  Erik is lying to the characters. The room with the shield 
  and crossed swords is the armory. Therein lays the 
  intelligent sword, Reaver. Since Reaver is a vicious 
  undead destroyer, Erik does not wish the PCs to have it. 
  He is certain that with it, the characters will destroy 
  mother and himself. He is not yet ready to accept the 
  only way to abolish his curse. 
   
  Searching the Tower 
   
  Main Floor: This main floor was used for entertaining 
  guests of the Prince. Near the entrance is a small 
  vestibule where guests could leave their coats, hats, 
  boots and other articles. The vestibule is empty at this 
  time. The rest of the main floor contains 2 lavish 
  couches with foot stools, 2 small end tables, and a 
  dining area. The room on the right is a small kitchen. It 
  has typical contents for a kitchen and any food 
  remaining is spoiled or petrified. A spiral staircase in the 
  center of the room leads to the second level. 
   
  Second Level: The spiral staircase from the main floor 
  leads to this study room. The chamber contains 2 
  tables, some chairs, a desk, and miscellaneous items 
  (lamp, pictures, candles, etc.) long without a use for. 
  The dank stone floor is littered with ancient tomes and 
  crumbling parchment scrolls. A shelf on the north wall 
  contains a variety of books. A filthy, torn curtain hangs 
  from a broken iron rod in the room’s only window. 
   
  The Books - The books are on a variety of topics 
  including the following titles. 
   
  “Justice and the Law,” “Astrological Signs,” “Forms of 
  Government,” “Places of Travel,” “Soothsaying,” “Wild 
  Animal Cooking,” “Fate” 
   
  Only the book titles may be read. The pages within will 
  crumble when handled. 
   
  The Desk - On the desk is an inkwell, quill pen, and two 
  pieces of unrolled parchment. The first piece of 
  parchment is off to the side while the second is 
  centered on the desk. If anyone looks at these, give 
  them the letter handouts. The first parchment is a 
  threatening letter that was sent to Erik by an enemy 
  loyal to Lord Syriah’s early tyranny (See the description 
  of the Upper Level of this tower for more information). 
  The second letter is Erik’s rebuttal and is unfinished. 
   
  Third Level: The staircase continues up to this final 
  room, Erik’s living quarters. There is a bed, a wardrobe, 
  wash basin, and a chest. A cracked mirror hangs on 
  the wall above the wash basin. On the floor near the 
  bed lies a skeleton dressed in rich clothes and 
  clutching a blood-stained dagger. If the bed covers 
  are examined, the PCs will find a gash in them will 
  blood stains around the hole. 
   
  The skeleton is Erik’s assassin. He sent the threatening 
  letter found on the 2nd level and made good on his 
  threats 2 days later. Just after the assassination, the 
  cataclysm struck and the assassin was killed. He has 
  not been given undead status. 
   
  The chest contains: 10 pp, 300 gp, 50 sp, 90 cp 
   
  Fourth Level: The observatory. Prince Erik was interested 
  in astronomy and astrology. This is where he pursued his 
  studies. An examination of the contents of this room 
  reveals that Erik was quite advanced on the subject. In 
  fact, a character with astrology/astronomy related 
  skills can tell that he was well ahead of his time. There 
  are accurate star charts, astrological tables, charts 
  showing the motions of other planets, and even a 
  crude telescope. The telescope is built onto a wooden 
  stand that sits near the large open window at the back 
  side of the tower. Peering through the telescope will 
  allow characters to see the Obsidian Staircase at O2, 
  the Graveyard at O3 and any place within the Outer 
  Ruins. They will not be able to see the Tower of Rule at 
  Area #11. Normally, a telescope will show all objects 
  upside down. Erik has modified this telescope with an 
  extra mirror for correcting that problem. It was very 
  useful for checking out the local happenings when the 
  Maladar Realm was in its end days. 
   
  Teleportation 
   
  If the PCs are teleported, use the following table to 
  determine where they end up. Roll once for each 
  character that fails his saving throw. 
   
  d4 
   
  Location 
  1 
   
  On top of Erik’s tower 
  2 
   
  At the center of the graveyard (Area O3) 
  3 
   
  A narrow ledge on a side of the plateau 
   
   
  (50’ up from ground level) 
  4 
   
  At the entrance to the ruins (near the forest) 
   
  Prince Erik Syriah, Crypt Thing: AC 3; HD 6; hp 27; # AT 
  1; Dmg 1-8; SA Teleport individuals; SD Hit only by 
  magic weapons; MR Std; MV 120 ft.; SZ M; AL N 
   
  O5. The Obsidian Staircase 
   
  This unusual staircase is made from pure obsidian rock, 
  polished to a mirror smooth finish. The staircase is the 
  only way the players can get to the top of the dormant 
  volcano and subsequently to the Fortress of Lord 
  Syriah. However, getting to the top is not as easy as it 
  looks. The stairway has 2,000 steps, which will take the 
  characters approximately one hour to climb if they do 
  not rest at any point during the ascent. In addition, 
  there are three important sections of the stairway that 
  require special attention as described below. 
  -36- 
  
  PART THREE: WHO MOURNS FOR THE DEAD 
   
  Stairs 600 – 603: The first character or characters to step 
  upon any of these steps will be turned invisible and 
  paralyzed unless a saving throw versus magic is made. 
  If a character fails to make his save, the other players 
  must not be informed of the character’s true 
  predicament. Instead, simply tell them that the 
  unfortunate character has vanished. If someone 
  investigates the area where the character vanished, 
  he must also make a saving throw to avoid the affects. 
  On a successful save, the character can discover that 
  the first PC is there, but is invisible and unable to move. 
  Removing the character from the magical stairs will 
  reverse the affects. The magical nature of the stairs is 
  constant and will have the same chance of affecting 
  a character even if he has already been previously 
  affected.  
   
  The only way to avoid the stairs without using magic 
  would be to get off the stairway and attempt to climb 
  around the affected stairs. They may determine which 
  stairs are magical by casting detect magic. Non-thief 
  characters attempting to circumvent the stairs will fall 
  40% of the time  and fall 10-40 feet suffering 1d6 
  damage per 10 feet fallen. Thief characters need not 
  make a check. 
   
  Stair 1000: A symbol of pain is inscribed on this step and 
  will affect characters approaching within 60 feet of it. 
  To avoid the effects of the symbol, a character must 
  make a saving throw versus spell.  
   
  Stairs 1990 – 2000: Somewhere between stair number 
  1990 and 2000, the PCs will be attacked by a giant 
  dragonfly.  
   
  Giant Dragonfly (1): AC 3; HD 8+1; hp 46; # AT 1; Dmg 
  4-16; SA +2 initiative; SD Penalty on defender’s attacks; 
  MR Saves as 16th level magic-user; MV 10 ft., 360 ft. 
  (Fly); SZ M; AL N 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  -37- 
  
  PART THREE: WHO MOURNS FOR THE DEAD 
  -38- 
  
  PART THREE: WHO MOURNS FOR THE DEAD 
  FORTRESS OF LORD SYRIAH 
   
  The Fortress of Lord Syriah consists of two parts: the 
  main complex and the Tower of Rule. The PCs may 
  easily enter and explore the main area, but the Tower 
  of Rule is difficult to get to and is guarded by powerful 
  undead. 
   
  The Main Complex 
   
  1a. Entrance 
   
  The long black staircase finally ends before the 
  entrance to a large stone complex. The door to the 
  building is barely visible through overgrown weeds, 
  but is apparently blocked by a heavy metal 
  portcullis. 
   
  The portcullis can be lifted by making a Bend bars/Lift 
  Portcullis check. If the PCs fail to raise the portcullis, 
  they have two options remaining, short of using magic. 
   
  Going Around the Complex: The edges surrounding the 
  complex are narrow and unsafe. A character can skirt 
  around the building by hugging to the walls, but there 
  is a 10% chance that a mishap will occur. If something 
  should happen, have the character roll a Dexterity 
  check at -4 or fall to his doom. Do not allow a 
  character to take this lightly. Explain that the narrow 
  ledges, high wind factor, and unsafe conditions will be 
  putting the character at high risk. If the PC still fails to 
  take appropriate precautions, his fate is in his own 
  hands. 
   
  Going Over the Complex: A character with climbing 
  skill can scale the walls to the top of the complex. He 
  may then lower a rope to assist the other characters. If 
  a climbing roll should fail, the PC will suffer 3d6 of falling 
  damage. Adjust damage if the result would kill the 
  character. Once on top of the complex, the PCs can 
  walk to the opposite side and get in by the doors near 
  Area #10. 
   
  lb. Hall of Statues 
   
  The octagon shaped room houses dozens of stone 
  carved statues and dioramas resting on pedestals near 
  the walls. The statues are painted and some are inlaid 
  with gems. 
   
  The following is a list of some of the displays. 
   
  Vyssa: A white—haired man dressed in purple robes. 
  He wears a jeweled medallion and gold headband 
  both with the same symbol, skeletal hands evoking a 
  fiery ball. 
   
  Vyssa’s Symbol: A sculpture of skeletal hands with a 
  ball of fire rising from their clutches. 
   
  Tower Replica: A miniature replica of the Tower of Rule. 
   
  Model of the City: A diorama depicting Syriah’s city in 
  its former splendor. Miniature figures are placed on the 
  roads and in buildings, showing the typical activity of 
  the day. 
   
  2a. Gallery 
   
  The walls of this hall are adorned with the paintings of 
  distinguished 
  looking 
  men 
  and 
  women. 
  Each 
  painting is affixed with a metallic nameplate. 
   
  There are six paintings in all. They are artistic 
  masterpieces, each representing a member of the 
  royal court. If anyone inspects the paintings, read the 
  descriptions below. 
   
  Picture #1 
   
  A stunning portrait of a dark-haired, bearded man 
  with deep-set black eyes. He wears a dark tunic and 
  wields a magnificent longsword studded with 
  priceless rubies. His poisonous grin nearly causes you 
  to turn away in horror. The nameplate reads: Lord 
  Rogan Syriah. 
   
  Picture #2 
   
  This painting portrays a petite elven female with light 
  blond hair and dazzling blue eyes. Her skin is soft and 
  radiant, but a wicked smile spoils her innocent 
  beauty. The nameplate reads: Queen Zindria Syriah. 
   
  Picture #3 
   
  The painting is of a handsome young man with 
  slightly elven features. His hair is golden brown and 
  his eyes are hazel. He wears a blank expression, one 
  of abandon. 
   
  This painting has been defaced. A sharp instrument 
  was used to slash through the canvas and crude 
  writing has been scrawled on its surface. The words 
  “Court Jester” are clearly visible. 
   
  The picture’s nameplate reads: Prince Erik Syriah. 
   
  As explained under Encounter O4: The Tower, Erik was 
  assassinated just before the destruction of Maladar. 
  The vandalism of this painting is more evidence of how 
  the people of Syriah’s kingdom viewed its Lord’s son. 
   
  -39- 
  
  PART THREE: WHO MOURNS FOR THE DEAD 
  Picture #4 
   
  This is a painting of an older woman with a look of 
  strong character and great beauty. She has ravishing 
  red hair and wears an elegant black dress. She is 
  decked in jewelry and rings of priceless value. The 
  nameplate reads: Duchess Helana. 
   
  Picture #5 
   
  This painting depicts a handsome middle-aged 
  gentleman. The debonair man wears a black, high-
  collared cape and black suit. His eyes are black and 
  seem to be fixed in a blank stare. The nameplate 
  reads: Count Gurik von Hesslok. 
   
  Picture #6 
   
  This is a painting of a confident older man. His hair is 
  bleach white and he sports a long and tangled 
  beard. The man wears gray robes and there is a 
  prominent image of a dark, moon-shaped symbol 
  painted on his forehead. The nameplate reads, 
  Elezar Nemitz. 
   
   
  2c. Hallways 
   
  Spaced evenly every 30’ on the walls are torch 
  sconces with burnt torches. Also, every 20’ there is a 
  window looking out into the courtyard (Area #9). 
   
  3. Blocked Stairs 
   
  The southernmost section of this barren room is 
  exposed to the outdoors courtesy of a collapsed wall. 
  The rubble covers 80% of a small stairway that once led 
  to a lower level of the fortress. Now it seems unlikely 
  that the debris could be cleared to allow entry there. 
   
  If the PCs work long and hard, they can clear the 
  debris leading to the lower level, but they will find they 
  have wasted their time. The chambers beneath the 
  fortress are largely unfinished and were not in use at 
  the time of the cataclysm. 
   
  4. Dining Hall 
   
  This room appears to have served as a large dining 
  hall. There are several long wooden tables with 
  chairs around them, some of which have skeleton 
  forms sitting before plates of petrified food. Cobwebs 
  -40- 
  
  PART THREE: WHO MOURNS FOR THE DEAD 
  cover everything. There is a door on the far wall near 
  the northern end of the chamber. 
   
  5a. Storage Area 1 
   
  This area was used for the storage of all food and drink. 
  There are sealed casks of ale, wine, and water and 
  crates and bags filled with dry foods. Several shelves 
  hold jars and boxes with spices, cooking oil, and herbs. 
   
  5b. Storage Area 2 
   
  This smaller storage room holds all non-edible items. 
  The PCs can find items such as lanterns, candles, 
  parchment, boxes, an hourglass, rope, locks, sacks, 
  torches, etc. If the PCs are looking to find a specific 
  item here, allow them to locate it if the request is not 
  too unreasonable. The item they seek may be in poor 
  condition, however. After all, these articles have been 
  lying around for over 2,000 years. 
   
  6. Kitchen 
   
  This area obviously served as the kitchen. There is a 
  hearth and a large table covered with bowls, knives, 
  flagons, pots, and eating utensils. Thick cobwebs 
  cover everything. 
   
  7. Armory 
   
  Carved on this large wooden door is a design of a 
  shield and crossed swords. This is the room that Erik has 
  warned the characters of. The door is locked and 
  barred from the inside. It can only be opened with a 
  knock spell or the combined strength of 2 or more 
  characters (5 in 20 chance). 
   
  This entire chamber is filled with weapons of all sorts. 
  Wall racks and display stands hold daggers, swords, 
  spears, lances, bows, pole arms, battle axes, clubs, 
  staves, maces, and hammers. Standing out amongst 
  this vast collection of weaponry is an ebony long 
  sword resting upon a pedestal near the center of the 
  room. The odd-looking sword has a platinum hilt 
  studded with two rows of five sapphires. In the dark 
  of the chamber, the sword radiates a faint blue glow. 
   
  The sword can sense the alignment of characters 
  within a 60' radius. If it detects any characters of Lawful 
  Good alignment, it will communicate to them 
  telepathically. When doing so, it tries to compel the 
  character to pick it up and fulfill its purpose—Destroy 
  Undead. If the character silently agrees to comply, the 
  sword will allow itself to be possessed by the character. 
  If the character does not agree, it becomes angered 
  and will strike those coming too close to it. The sword 
  has been imbued with the power to animate and 
  attack anyone that tries to take it who is not of Lawful 
  Good alignment and has consented to fulfill its 
  purpose. The sword will rise into the air and strike PCs 
  for two attacks per round and causing 1d8 damage 
  per attack. It attacks with a +1 and has an armor class 
  value of 0. The sword can be stopped in the following 
  ways: 
   
  -Casting dispel magic 
  -Causing the sword 60 or more points of damage* 
  -The sword automatically becomes disenchanted after 
  it has successfully attacked more than 10 times 
   
  *If the sword is damaged in this way, it must make a 
  saving throw versus crushing blow (no bonuses) or 
  become virtually useless as a weapon. Damage will be 
  only 1d4 instead of the normal 1d8. For complete 
  details on this sword, refer to the appendix at the rear 
  of the module. 
   
  8. Barracks 
   
  This room served as living quarters for Lord Syriah’s 
  men-at-arms. There are several rows of beds, some 
  wardrobes, and a few tables. Some of the beds still 
  contain the skeletons of Syriah’s men. These are 
  dressed in tattered clothes and armor and have 
  swords near their bedside. They rise and fight when the 
  PCs enter the barracks. 
   
  Examining the contents of the room, the PCs can find 
  some clothing, miscellaneous belongings, and a few 
  copper and silver coins stashed here and there. 
  Nothing of real value can be found here. 
   
  Skeleton (6): AC 7; HD 1; hp 5; # AT 1; Dmg 1-6; SA Nil; 
  SD Edged weapons cause ½ damage; MR Immune to 
  sleep, charm, hold, fear, & cold-based attacks; MV 120 
  ft.; SZ M; AL N 
   
  9. Courtyard 
   
  This outside area is almost completely enclosed by the 
  walls of the complex. The only exit is between the 
  doors near Area #10. The courtyard is overgrown with 
  heavy weeds and large trees. In the middle of the area 
  are the remains of a stone fountain with a statue of 
  Vyssa at the center. Both the fountain and statue are 
  difficult to discern unless some work is done to clear 
  away the weeds. 
   
  10. Overlooking the Tower of Rule 
   
  You stand near a stone ledge overlooking a large 
  chasm. The gorge appears to have no bottom, but a 
  deep, red glow emanates from somewhere deep 
  within. Halfway across the chasm, jutting out of the 
  glowing red cavity like a pillar is a partially destroyed 
  tower. A wooden bridge appears to lower and allow 
  -41- 
  
  PART THREE: WHO MOURNS FOR THE DEAD 
  access to the tower, but the mechanism to activate 
  it is on a ledge near the tower’s entrance. 
   
  When the characters get near the edge of the chasm, 
  they can feel heat coming from deep within. If anyone 
  climbs down on rope, they will not find a bottom, but 
  will notice that it gets hotter and hotter the further 
  down they go. 
   
  When the characters are trying to figure out a way to 
  get to the Tower of Rule, Queen Zindria will appear and 
  attack. 
   
  From out of the tower’s upper level a luminescent 
  form floats down towards you. As it gets closer, you 
  see the image of an old woman with long, tangled 
  white hair, a face revealing pain and suffering, and 
  wearing tattered clothing that streams in the wind. A 
  wave of fear begins to seize you. 
   
  The glowing form is that of Queen Zindria Syriah who 
  now takes the form of a groaning spirit. All PCs must 
  save versus spell or flee in terror (50% chance of 
  dropping anything held). Anyone who has not fled will 
  be attacked by the queen. She will fight until reduced 
  to 20 hit points and then retreat to the Tower of Rule. If 
  a PC has possession of Reaver, Zindria will avoid 
  attacking that character. She will go out of her way to 
  make sure she is not struck by the sword. If combat 
  with the sword is unavoidable, she will flee. 
   
  Note that Queen Zindria has already used her keening 
  and cannot do so again until the next day. The cries 
  heard by the PCs at the end of part two was her death 
  wail. 
   
  Queen Zindria Syriah, Groaning Spirit: AC 0; HD 7; hp 
  45; # AT 1; Dmg 1-8; SA Death wail; SD +1 or better 
  weapon to hit; MR 50%; MV 150 ft.; SZ M; AL LE 
   
  11. Entrance to the Tower of Rule 
   
  The entrance to the Tower of Rule is a giant oaken 
  door. Next to the large door is a lever that operates the 
  lowering of the bridge. Its gears are rusted and the 
  lever cannot be moved, however. The gears can be 
  loosened by pouring oil on them. If the PCs do not 
  have any oil, the cooking oil from Area #5A will work. 
   
  The huge door is shut and barred from the inside. A 
  character must roll his chance to open Wizard Locked 
  doors in order to force it open. If the door cannot be 
  forced open, a character adept at climbing can go 
  into the second story window and open the door from 
  the inside. An unsuccessful climbing roll, however, 
  could be fatal for the character if he/she should fall 
  into the chasm. Precautions against this should be 
  taken. 
   
  12a. Main Floor 
   
  The door opens to a nearly empty octagonal 
  chamber. Several tattered and rotted banners hang 
  from the walls. These show various images and 
  symbols of things evil. A familiar symbol is that of a 
  blood-red eye surrounded by flames. Against the 
  right wall is a 15’ square stone box with a man-sized 
  iron door. Lying before the door are two sets of plate-
  mail armor, two swords, and two sets of rotted 
  clothing and boots. At the far side of the chamber, a 
  set of stairs lead upwards to another level of the 
  tower. 
   
  The Banners - The banners contain symbols of the 
  realm of Maladar that are not recognizable by the 
  PCs. Only the symbol of Vyssa will be familiar to them. 
   
  The Armor, Swords and Clothing - These belonged to 
  the two guards that were posted here to protect the 
  entrance to the Magic Lab. They now exist as 
  poltergeist and can be found in the Magic Lab (Area 
  #16). The armor and swords are non-magical and not 
  sturdy enough to survive in battle. If the remains are 
  searched, the PCs will find a large key. The key is 
  designed to appear as if it would open the Magic 
  Vault (Area #17), but will only spring a trap. The key 
  doesn’t actually open anything. 
   
  -42- 
  
  PART THREE: WHO MOURNS FOR THE DEAD 
  The Stone Box - The 15’ stone box is a phony vault room 
  used to disguise the entrance to the Magic Lab. See 
  Area #12B for details on the interior. The iron door is 
  locked and can only be opened by using the key 
  located in Area #15, by picking locks, or by opening 
  doors vs. wizard lock. The lock is trapped by a poison 
  needle and will trigger if an attempt is made to pick it. 
  Fortunately for the PCs, the poison is weak and will only 
  cause 1d10 points of damage if a save versus poison is 
  not made (save at +2). 
   
  12b. Phony Vault & Entrance to the Magic Lab 
   
  The heavy iron door opens to a 20 X 20 chamber 
  filled from end to end with riches that stagger the 
  imagination. You see coins in all the denominations, 
  gems, jewelry, furs, priceless works of art, antiques, 
  lavish clothing, tapestries, and all manner of wealth. 
  All are yours for the taking. 
   
  The treasures are a permanent illusion placed here by 
  Rogan’s mage, Elezar. It cannot be dispelled, but can 
  be disbelieved. Those not seeing the illusion can take 
  all the treasure they desire and will actually believe 
  they have acquired the riches. 
   
  A trap door in the floor of the chamber is masked by 
  the illusion and cannot be detected by anyone 
  believing in the deception. A character who has 
  successfully disbelieved the illusion (by making a saving 
  throw versus spells) will be able to spot the trap door. 
  The trap door is extremely heavy and is locked shut by 
  a large padlock. The lock is old and can be broken by 
  a few good blows from a blunt weapon. The heavy 
  door can then be opened by a strong character. 
   
  When you open the heavy trap door, a wave of 
  strange odors rushes your senses. It is too dark to see 
  what is below, but an iron ladder allows access to 
  what lies beneath. 
   
  13. Tower Kitchen 
   
  This is much like the kitchen in Area #6. Nothing of 
  value can be found here. 
   
  14. Tower Dining Room 
   
  This room contains a large, oval table with 6 chairs. Two 
  skeletal bodies sit before empty plates. Cobwebs 
  cover everything. No information can be gained by 
  searching this area. 
   
  15. The Queen and Her King 
   
  You open the door to the tower’s last remaining 
  level. Only a small section of the room’s ceiling 
  remains intact. The rest of the chamber is bare to the 
  outside. You notice two things immediately. To the 
  right, a motionless skeleton sits upon a makeshift 
  throne of rubble. It is dressed in royal robes, holding a 
  sceptre in its bony grasp and a golden crown rests 
  atop its head. Hovering over the decayed skeleton is 
  the evil female spirit that attacked you at the edge 
  of the chasm. She looks to the corpse with deeply 
  saddened eyes and then turns upon you for the 
  attack. 
   
  This is the queen’s last stand. Whether the PCs have 
  Reaver or not, she will attack until destroyed in order to 
  protect the body of her long-dead husband. At the 
  moment of her destruction, a monstrous wail, which 
  shakes the tower like a small earthquake, will echo 
  throughout the land. When the echo dies, no sound 
  anywhere can be heard. 
   
  Searching through the rubble of the upper level, the 
  characters can find the key to open both the phony 
  vault (Area #12B) and the true vault room (Area #17). 
  Nothing else of value can be found while rummaging 
  through the debris. 
   
  16. Into the Magic Lab 
   
  The iron ladder takes you down a 30’ deep shaft that 
  ends in another octagonal chamber similar to the 
  main level. The place is a veritable gold-mine of 
  magical ingredients. The entire area seems to have 
  been devoted to magical research. There are 
  thousands of multi-colored potions, chemicals, and 
  other component elements such as diamond 
  powder, bat wings, eye of newt, dragon scales, 
  teeth from a vampire, and other oddities all neatly 
  stored in vials and jars with faded labels identifying 
  their contents. Other objects include a crucible, 
  crystal ball, an ancient mirror, thuribles, test tubes, a 
  hearth, rare herbs, and various minerals. A small 
  section enclosed by a glass door holds the most 
  interesting discoveries. There are special jars and 
  containers with the following labels: goblin’s soul, 
  dragon heart, breath of Vyssa, essence of life, 
  thought well, & thunder storm. 
   
  The contents of this chamber are harmless if left in 
  there resting places. However, 2 poltergeist that dwell 
  here will make sure that is not the case. As the PCs are 
  investigating the area, the poltergeist (originally the 
  guards to the magic lab entrance) will begin hurling 
  objects at the characters in an attempt to cause fear 
  so that they will flee. Characters struck by objects in 
  the room will suffer no damage, but must make a 
  -43- 
  
  PART THREE: WHO MOURNS FOR THE DEAD 
  -44- 
  saving throw versus spell or flee in terror in a random 
  direction (choose available exits away from the 
  poltergeist and determine randomly) for 1d12 rounds 
  before recovering. There is a 50% chance that the 
  victim drops whatever he is holding before fleeing.  
   
  Some of the potions will have unusual effects if they 
  react with air. If thrown and they break upon hitting the 
  floor, roll on the table below to determine the result. 
   
  d4 
  Reaction 
  1 
  Explodes in a fiery blast causing 1d6 damage to anyone within 10’ 
  2 
  Causes blindness to all within 6’ of impact for 1d6 rounds 
  3 
  Explodes with a deafening crack that causes deafness to all who hear it 
  for 2d4 rounds 
  4 
  Extremely nauseating smell that causes PCs to retch and vomit for 1d4 
  rounds or until they leave the area. 
   
  If the poltergeists are attacked by characters who 
  cannot detect invisible, they suffer a -4 penalty to their 
  attack roll.  
   
  The Mirror - The mirror is actually a magical device that 
  can teleport the PCs anywhere they wish to arrive 
  within the realms. A PC mage examining the mirror can 
  find magical inscriptions that explain how the device is 
  operated. The mirror can be used at the end of the 
  adventure for transporting the PCs and the artifacts (if 
  they desire) back to Arkonus. 
   
  Messing With the Potions - If the PCs persist in playing 
  around with the potions, chemicals, and other oddities, 
  they are truly playing with life and death. Mages can 
  tell by the items found here that the magic is potent 
  and “different” than what is normally found throughout 
  the realms. Detect magic goes wild and the type of 
  magic cannot be determined. Use the guidelines 
  below if the items are tampered with. 
   
  Potions, Chemicals: Drinking, pouring, or mixing potions 
  and chemicals will have some bizarre and possibly 
  fatal consequences. 
   
  Pouring - (d100) 
  01-20 harmless 
   
   
   
  21-00 strange reaction  
  (as above or make up your own) 
  Mixing - (d100) 
  01-05 harmless 
   
   
   
  06-00 strange reaction  
  (as above times 2 or make up your own) 
  Drinking - (d100) 
  01-05 harmless 
   
   
   
  06-10 save vs. poison or die 
   
   
   
  11-50 weird effect (randomly roll on potions  
  table) 
   
   
   
  51-00 save vs. poison or suffer 1d8 damage 
  
  PART THREE: WHO MOURNS FOR THE DEAD 
   
  Oddities - The items in the glass case (goblin’s soul, 
  dragon heart, breath of Vyssa, etc.) are in this 
  category. They are in special containers that cannot 
  be opened by just uncorking or unscrewing their lids. 
  They are magically sealed and can only be opened by 
  first using dispel magic on the container and then 
  forcing them open by making a bend bars/lift portcullis 
  check or hitting them with a lot of force (including 
  magical forces). The contents are sure to cause some 
  havoc as outlined below. 
   
  Goblin’s Soul - Will possess a PC if a save vs. spell is not 
  made. The PC will act and talk like a goblin for the 
  remainder of the module. 
   
  Dragon Heart - This heart is preserved and alive. It can 
  cause no harm, but will do no good. 
   
  Breath of Vyssa - A huge gust of wind will rush through 
  the room, lasting 6 rounds and causing everything to fly 
  about. Potions and chemicals will break and add to 
  the destruction. Characters will be forced against the 
  walls and will suffer 1d3 damage per round by flying 
  objects. 
   
  Essence of Life - When released, a powerful glow fills 
  the chamber and persists for 6 rounds before 
  disappearing through the ceiling. The essence causes 
  no harm. 
   
  Thought Well - Releases millions of thoughts that will 
  bombard all the PCs telepathically. The confusion of 
  thoughts and ideas is so strong that all must save versus 
  spell or become feeble-minded for the remainder of 
  the module. 
   
  Thunder Storm - This container actually contains a 
  thunder storm. If released, it will storm in the lab for 
  2d12 rounds, flooding everything and causing heavy 
  damage with lightning bolts. Anyone remaining in the 
  room will surely perish. 
   
  Poltergeist (2): AC 10; HD 1/2; hp 4; # AT 1; Dmg Nil; SA 
  Fear; SD Invisibility, silver or magical weapon to hit; MR 
  Std; MV 60 ft.; SZ M; AL LE 
   
  17. The Magic Vault 
   
  Once the vault room has been opened, the PCs will 
  have at last arrived at their destination. This chamber 
  holds every magical artifact created by Syriah’s 
  wizards. The place is literally strewn with uncountable 
  troves of magic that is completely beyond the 
  understanding of any mage in the party. Now all that 
  remains is for the PCs to decide what to do with them. 
   
  In addition to the magic artifacts, the following wealth 
  can be found here: 
   
  2,350 pp 
  5,400 gp 
  2,131 sp 
  10 gems worth 3,500 gpv 
  8 pieces of jewelry worth 4,320 gpv 
   
  ENDING THE ADVENTURE 
   
  The characters have three choices. 
   
  1. Leave Maladar without the artifacts, but leaving the 
  artifacts untouched. 
   
  This is the easy way out. The characters will return to 
  the realms to explain their adventure and the reason 
  why the artifacts were not brought back with them. 
  However, if the PCs explain the danger of the artifacts, 
  they will be told that another quest must be organized 
  so that the artifacts can be disposed of properly 
  before another group stumbles upon them and uses 
  them for evil. 
   
  2. Leave Maladar without the artifacts, disposing of 
  them before departing. 
   
  The artifacts can be disposed of by dropping them into 
  the chasm that surrounds the Tower of Rule. Deep 
  within the chasm is a volcanic-like lava sea that is 
  sufficient to disenchant the items safely. 
   
  The PCs can return to the realms through the mirror 
  and explain the quest to the Temple of Geruvoj. The 
  clerics there will agree that they made a wise decision 
  in destroying the artifacts. 
   
  3. Leave Maladar and bring the artifacts back to the 
  realms. 
   
  The clerics of Geruvoj will thank the PCs for gathering 
  the artifacts and will bid them good luck on future 
  adventures. However, it isn’t long before word spreads 
  of the artifacts and evil groups vie for possession of 
  them. Eventually, one or more of the items are stolen 
  and the artifacts are ill-used for malicious purposes. The 
  power within the artifacts is too great and the magic 
  cannot be controlled. Soon, the entire realms falls 
  victim to the fate that Maladar still suffers. 
   
  -45- 
  
  PART THREE: WHO MOURNS FOR THE DEAD 
  -46- 
   
   
  
  APPENDIX: A 
  APPENDIX: A 
   
  City Random Encounter Chart 
   
  Use of this table is optional. The hazardous encounters 
  here are intended to remind the complacent players 
  of the treachery and evil of Captain Shark's methods. 
   
  d100  
  Result 
   
   
  Description # 
  01-05 
  (Assassin)  
   
   
  1 
  06-15 
  Beggar* 
  16-20 
  City Guard 
   
   
  2 
  21-25 
  City Official 
   
   
  2 
  26-32 
  City Watchman 
   
  2 
  33-39 
  (Priest) 
   
   
   
  3 
  40-45 
  (Doppleganger) 
   
  4 
  46-50 
  Drunk 
   
   
   
  5 
  51-57 
  (Fighter)  
   
   
  6 
  58-63 
  Gentleman* 
  64-68 
  Giant Rats 
   
   
  7 
  69-75 
  Goodwife* 
   
   
   
   
  76-80 
  Harlot* 
  81-96 
  Laborer/Peddler (50%/50%) 
  97-00 
  Noble* 
   
  ( ) All encounters in parentheses will only happen once. 
  Treat additional occurrences as No Encounter. 
   
  * The Game Master should improvise these encounters. 
   
  1. This encounter assumes that the PCs are enemies of 
  Captain Shark and are getting too close to the truth. 
  Lady Rosinda (see NPC listing) has decided to deal 
  with the threat personally. She will be stalking the party 
  and will have already successfully hidden in shadows 
  before striking. She will attempt to pick off PCs in a 
  fashion that poses the least risk to herself. If three 
  attempts on a single target fail, she will give up on that 
  target. 
   
  Lady Rosinda carries a purse containing 20 gp, 27 sp, 
  and 30 cp 
   
  2. A typical guard, official, or watchman will approach 
  the PCs and question them about their business. If they 
  give an acceptable answer, the guard will bid them a 
  cheerful welcome and move on. If their response is 
  suspicious, the guard will report them to his superiors, 
  and the PCs will be investigated and harassed by 
  officialdom. If the PCs assault the guard, he will draw a 
  signal whistle and attempt to blow it. If he does so, 
  reinforcements will arrive in 10 rounds. Depending 
  upon their actions, the PCs may be posted as fugitives. 
   
  3. This encounter will be with one 6th level neutral cleric 
  and two devout followers. The cleric is devoted to 
  Daergoth, the deity of weather. These people will solicit 
  donations from the PCs (not taking "no" for an answer) 
  and make earnest, long-winded speeches on behalf of 
  their greater power. These people aren't interested in 
  causing trouble for the PCs, but can be a nuisance. 
   
  4. This encounter will take place only if the PCs are in a 
  deserted area or if they are near ruins, a dungeon, or 
  abandoned buildings or the like (the creature's lair). 
  The doppleganger will stalk the party for a few rounds 
  before striking. It will assume the form of the last 
  character in the party and will attack when it can do 
  so without being seen by the rest of the party. After 
  disposing of the victim (and robbing the body, of 
  course) the disguised creature will join the party and 
  will continue to ambush them when circumstances are 
  right. If discovered, the doppleganger will immediately 
  flee. 
   
  If the doppleganger botches its attempt at a surprise 
  attack, it attacks anyway. If the other PCs intervene, it 
  uses its ESP ability to keep them confused, urging an 
  attack. on its victim. If a PC spends a full round trying to 
  tell the difference between the two, he has a 10% 
  chance 
  of 
  recognizing 
  the 
  creature. 
  Until 
  the 
  doppleganger is recognized, any successful attack by 
  another PC has a 50% chance of striking the 
  doppleganger and a 50% chance of striking the 
  intended victim. A PC can, of course, use various 
  means of non-lethal combat to overpower both 
  opponents. 
   
  Doppleganger (1): AC 5; HD 4; hp 19; # AT 1; Dmg 1-12; 
  SA Surprise on 1-4; SD Mimicry, immune to charm and 
  sleep, ESP, saves as F10; MV 90 ft.; SZ M; AL N 
   
  5. Drunk 
  This intoxicated citizen will be fascinated by the PCs 
  and won't leave them alone. He will follow them about 
  the streets asking them questions and talking loudly 
  and in slurred speech. He is not hostile or evil, but his 
  loud and excessive chattering is bound to draw 
  attention to the PCs if they don't find a way to get him 
  to go away. 
   
  6. The PCs meet a 7th level fighter of neutral alignment. 
  The fighter can either be drunk or sober (50 % chance 
  of either). The fighter's reaction depends upon the PCs' 
  actions. The fighter reacts normally if sober. If he is 
  drunk, roll 1d4 to determine the fighter's reaction. 
  1=friendly, 2=indifferent, 3=threatening, or 4=hostile. 
   
  Elf, Fighter: AC 5 (elven chain); F7; hp 60; # AT 3/2 
  (sober) or 1 (at -5, drunk); Dmg 1d8+2; SA +1 to hit with 
  sword, Str bonus (neither usable if drunk); SD 90% 
  resistance to sleep and charm; MR Std; MV 120 ft.; SZ 
  M; AL N; S 17, I 15, W 10, D 14, Co 16, Ch 14. 
   
  7. The dock area abounds in rat lairs. If prowling 
  around the ships' berths or exploring dock warehouses, 
  -47- 
  
  APPENDIX: A 
  the PCs disturb one and are attacked by 4-24 giant 
  rats. The rats will scurry away after losing half or more of 
  their numbers. 
   
  Giant Rats (4-24): AC 7; HD 1/2; hp 1-4 each; # AT 1; 
  Dmg 1-3; SA Disease (5%); SD Nil; MR Std; MV 120 ft., 60 
  ft. (Swim); SZ S; AL N(E) 
   
  Major NPCs 
   
  Captain "Shark" Thompson, 8th Lvl Half-Elf Male Fighter:  
  AC 5 (elven chain)/8 (leather); F8; hp 48; # AT 3/2; Dmg 
  1-8+4 (cutlass); SA Nil; SD Nil; MR Std; MV 90 ft.; SZ M; AL 
  CE; S 18/36 (+1/+3), I 14, W 14, D 14, Co 13, Ch 18. 
   
  Weapon Proficiencies (NPP -2): Cutlass (scimitar), 
  dagger, knife, dart, harpoon, crossbow 
   
  Languages: Common (written/spoken), elven 
  (written/spoken) 
   
  Magic Items: Cutlass +1, buckle knife +1, Orb of 
  Geruvoj  
   
  Normal Equipment: (ashore) leather armor; (aboard 
  ship) elven chain mail, shield, spyglass, any additional 
  normal weapons or items as the GM sees fit. 
   
  Description: Captain "Shark" Thompson is 91 years old, 
  stands 5' 5" tall and weighs 137 pounds, burly by half-elf 
  standards. With teeth filed to grotesque points, long 
  white hair, and a polished brass right hand replacing 
  the fleshy one he lost in battle years ago, Captain 
  Shark's appearance is highly distinctive. All his clothes 
  were once of high quality, but are now so frayed and 
  travel-stained 
  as 
  to 
  add 
  to 
  his 
  disreputable 
  appearance. Around his neck the captain wears a 
  gold chain (value 50 gp) that holds five keys. These 
  keys open five compartments aboard the Sea Dragon: 
  a) the door to the captain's cabin; b) the captain's 
  strongroom; c) the main hatch; d) the arsenal; e) the 
  cargo hold doors. 
   
  Captain "Shark" Thompson is half-elf. His parentage is 
  obscure, and he does not admit to having any living 
  relatives. As with most pirates, it is neither wise nor 
  profitable to inquire too deeply about the "Shark's" 
  past. 
   
  Thompson has been a pirate on the Pearl Sea for 
  nearly 50 years. In that time, he has menaced shipping 
  in all reaches of the sea, including Elisarus. His first 
  command, 15 years ago, coincided with the election 
  of Barclay Silven as mayor of Elisarus. Thompson was a 
  victim of the new mayor's aggressive anti-piracy policy; 
  he lost his hand in a battle against the forces of 
  Captain Baldric Raskin, father of the city's current 
  Regent of the Harbor. Thompson was never decisively 
  beaten, being too determined and cunning for that. 
  He survived by forming partnerships with the onshore 
  criminal elements of the region, by cleverly disguising 
  his ship to confuse pursuers, and by ruthlessly killing all 
  witnesses to his piracies. As a result, no one among his 
  pursuers knows exactly what he looks like or the true 
  name and appearance of his ship. 
   
  After 15 years of ever-closer pursuit, Thompson is 
  becoming tired of the pirate's life. His pursuit of the 
  Maladar legend reflects his desire for one massive haul 
  that will either buy him security as the leader of his own 
  pirate fleet on the Pearl Sea or enable him to live in 
  comfortable retirement for the rest of his days. 
   
  Lady Rosinda, 6th Lvl Human Female Thief: AC 8 (no 
  armor)/6 (leather); T6; hp 22; # AT 1; Dmg 1-4 (dagger); 
  SA Backstab; SD Stealth; MR Std; MV 120 ft.; SZ M; AL 
  CE; S 12, I 15, W 12, D 16, Co 14, Ch 9(18).* 
   
  * Lady Rosinda has an 18 Charisma when dealing with 
  PCs and NPCs that are unable to resist the illusion of 
  her cloak of desire. 
   
  Thieving Skills: Pick Pockets 55%, Hide in Shadows 37%, 
  Open Locks 52%, Hear Noise 20%, Find/Remove Traps 
  45%, Climb Walls 92%, Move Silently 47%, Read 
  Languages 30%, Backstab x4 
   
  Weapon Proficiencies (NPP -3): Dagger, short sword, 
  short bow 
   
  Languages: Common (written/spoken) 
   
  Magic Items: Potion of poison, cloak of desire 
   
  Normal Equipment: none (usual circumstances); 
  leather armor, short sword, dagger, any other normal 
  weapons or equipment she can carrying (adventuring) 
   
  Description: Lady Rosinda stands 5' 3" tall and weighs 
  105 pounds. She is 38 years old, but looks 10 years 
  older. Age and a hard life have added true ugliness to 
  a face that originally was only homely. 
   
  Rosinda grew up in extreme poverty; her home was the 
  streets of Elisarus. Throughout her childhood she had to 
  steal to survive, suffered physical and emotional abuse, 
  and was repeatedly forced to sacrifice her self-
  respect. The scorn she endured because of her 
  ugliness was particularly painful. She learned from 
  bored or kind-hearted adventurers how to fight and 
  defend herself. With the completion of her training, she 
  decided that she would never again depend upon 
  anyone else. Rosinda is manipulative, cynical, and 
  callous in her dealings with others, but hides these traits 
  behind a mask of flattery and deceit. She runs the 
  illegal gambling at the Inn of the Saltbreeze (gambling 
  -48- 
  
  APPENDIX: A 
  is not illegal, but running rigged games is). If a gambler 
  does not fall victim to a fixed game, Rosinda uses her 
  robe's power of suggestion to relieve him of his 
  winnings. Rosinda's high-stakes games are held at least 
  three times per week. It was at one of these games 
  that she met Captain Shark Thompson, who plays at 
  least once per week. After being affected by her 
  magic cloak, Captain Shark genuinely fell in love with 
  her. The feelings were not mutual, but she has no 
  intention of abandoning the Shark as long as his career 
  is successful and he is compliant to her wishes. 
   
  THE OFFICERS AND MEN OF THE SEA DRAGON 
   
  Gerin Wyscopf (Lieutenant): AC 6; F3; hp 15; # AT 1; 
  Dmg 1-6+1; SA Nil; SD Nil; MR Std; MV 120 ft.; SZ M; AL 
  LE; S 16, I 14, W 13, D 16, Co 15, Ch 15. 
   
  Gerin has been a follower of Captain Shark for ten 
  years. He still has faith in the captain's treasure hunt, 
  but he has begun to desire a command of his own, 
  and realizes that the easiest way to get one is to kill or 
  over-throw the Shark--if he can make the death look 
  accidental. 
   
  Gerin carries keys that will open two areas aboard the 
  Sea Dragon: a) the main hatch; b) the arsenal 
   
  Turk Oberlin (Navigator): AC 7; F2; hp 12; # AT 1; Dmg 
  1-6+1; SA +1 to hit (Str bonus); SD Nil; MR Std; MV 120 ft.; 
  SZ M; AL LE; S 17, I 12, W 10, D 15, Co 16, Ch 10. 
   
  Turk has no faith in the captain's quest and believes the 
  Shark is soft both in the guts and in the head. Turk is a 
  pirate rather than a quester. He confides his discontent 
  only to his good friend Gerin. If Gerin turns against the 
  captain, Turk will most likely follow suit. 
   
  Thomas Kraft (Master Artillerist): AC 7; F2; hp 12; # AT 1; 
  Dmg 1-6; SA Nil; SD Nil; MR Std; MV 120 ft.; SZ M; AL LN; S 
  13, I 14, W 12, D 12, Co 16, Ch 14. 
   
  Thomas is a mercenary soldier whose true loyalty is to 
  his profession. As long as the captain pays well and his 
  decisions are sensible, Thomas is loyal. However, he will 
  not risk his life for a losing cause. If hard pressed, he will 
  attempt to surrender. He knows that the sergeants 
  commanding his ballista (well paid by the captain) 
  have a higher opinion of the captain than he does. If 
  Thomas surrenders in battle, make a d100 roll for each 
  crew member; those who roll 50 or lower will surrender, 
  those who roll 51 or higher will fight as long as Captain 
  Shark does. 
   
  Gar Backbur (Priest of Vyssa): AC 5; C5; hp 20; # AT 1; 
  Dmg 1-6+1; SA Spells; SD Spells; MR Std; MV 90 ft.; SZ M; 
  AL LE; S 15, D 13, Co 12, I 14, W 16, Ch 16. 
   
  Spells Prepared (3/3/1): 1st - Cure Light Wounds, Detect 
  Magic, Light; 2nd – Hold Person, Slow Poison, Spiritual 
  Weapon; 3rd – Cure Disease 
   
  The hierarchy of Vyssa, suspecting that Gar was selling 
  out to the faith of Behldark, sent the erring cleric into 
  semi-exile. 
   
  Gar's desire is to vindicate himself by sacking Maladar 
  and transforming the Pearl Sea into a sea of blood, in 
  Vyssa's name. Gar serves Captain Shark only so long as 
  the captain serves Vyssa; in Gar's eyes any member of 
  the crew is expendable. He has recently been 
  preaching Vyssa's Path to the crew, with some positive 
  response. 
   
  Wade Jesten (Ship's Surgeon): AC 7; F0; hp 3; # AT 1; 
  Dmg Unarmed; SA Nil; SD Nil; MR Std; MV 120 ft.; SZ M; 
  AL LN; S 9, I 16, W 8, D 17, Co 10, Ch 10. 
   
  Lex Kreen (Shipwright): AC 10; F0; hp 4; # AT 1; Dmg 1-
  4; SA Nil; SD Nil; MR Std; MV 120 ft.; SZ M; AL CN; S 13, I 
  12, W 15, D 14, Co 16, Ch 17. 
   
  At 62, Kreen is the oldest human aboard. He has been 
  sailing the Pearl Sea for 50 years, and one ship is much 
  the same as another to him. He performs the duties of 
  ship's carpenter very well, and spends his remaining 
  time entertaining the crew with stories, music, and 
  dancing. A sailor, to the core, Kreen will never settle 
  down to a life ashore--that would force him to choose 
  among the six wives he has (in six different ports). If 
  threatened, he will not fight; instead, he either flees or 
  surrenders. 
   
  Pirates (35): AC 8; F1; hp 5 each; # AT 1; Dmg 1-6 
  (rapier); SA Nil; SD Nil; MR Std; MV 120 ft.; SZ M; AL CN-
  CE 
   
  These men are the scum of the seas. Their swords are 
  sharp, their wits are dull, and their morals are decayed. 
  When prepared for battle, these ill-disciplined louts will 
  be armed with a mixture of short swords, daggers, light 
  crossbows, and harpoons. 
   
  Soldiers (15): AC 7; F1; hp 6 each; # AT 1; Dmg 1-6; SA 
  Nil; SD Nil; MR Std; MV 120 ft.; SZ M; AL CN 
   
  These men are under the command of Thomas Kraft, 
  and form the ship's ballista crew. In combat, they will 
  man the ballista as long as they can, and then defend 
  themselves with short swords. The ballista on the 
  forecastle top each have a 3-man crew; the poop 
  deck ballista have three 2-man crews and one 3-man 
  crew. 
   
  -49- 
  
  APPENDIX: A 
  In action, they will attempt to maintain 2-man crews on 
  each ballista, regardless of casualties; they will 
  abandon ballista if necessary to accomplish this. 
   
  MALADAR ISLE 
   
  Finding and plundering this legendary island is Captain 
  Shark's goal. Unfortunately for him, he is unlikely to 
  achieve his goal. If all goes well for the PCs, Captain 
  Shark will not set sail from Elisarus in search of the isle. 
  According to Thompson's map, Maladar is a fabulously 
  wealthy island hidden from the normal sight of men. 
  With the Orb of Geruvoj, he will be able to find it. That's 
  all Thompson wants and needs to know. He believes he 
  has the opportunity to make the one big strike that will 
  gain him all the wealth and power he ever wanted. 
   
  Of 
  course, 
  the 
  captain's 
  assumptions 
  are 
  not 
  necessarily correct. He's letting his greed run away with 
  him. If the PCs seek out additional information about 
  Maladar, they will learn all of the following information 
  after two days of running down leads. The sources of 
  information are as described under Area E (the Temple 
  of Geruvoj). 
   
  1. Maladar was an island in the Pearl Sea. It was 
  inhabited only by an eccentric wizard who managed 
  to transform the entire island into a mobile base for 
  exploring the various planes of existence. Anyone who 
  approaches within a mile of the island will be 
  swallowed by the mists surrounding the island. He will 
  then be forced to accompany the island on its travels 
  forever. 
   
  2. Maladar was an island not much different from 
  islands in the Pearl Sea today. Powerful sea-quakes 
  shattered the island, leaving fragments to drift and 
  then sink beneath the waves, lost forever. The rumors of 
  fabulous wealth are a later, inevitable, and false 
  addition to the legend. 
   
  3. The Maladar legend is a trap. The reported location 
  is right in the middle of the Skull Isles, and a pirate 
  faction spreads the legend to lure prey within reach. 
  The island itself never existed. 
   
  4. All the islands in the Pearl Sea are fragments of a 
  continent called Maladar. Maladar was destroyed in a 
  civil war in which both sides used artifacts as weapons. 
  These artifacts still exist, and rumors are that many a 
  determined soul have attempted to recover them and 
  never returned alive. 
   
  5. The 
  wizards of Maladar, experimenting with 
  forbidden sorceries, opened a gate to an evil plane, 
  which swallowed the entire island. The island is now a 
  place of utter evil disguised as a paradise. The gate is 
  still open, and any ship that approaches within a mile 
  will be caught by a magical current that will inevitably 
  sweep the ship to the island. 
   
  6. Maladar is a paradise, created by the greater 
  powers. Only the pure in heart will find it. Those who 
  reach the island will find treasures beyond estimation, 
  free for the taking. 
   
  PLAYER CHARACTER IMPRESSIONS OF THE 
  MALADAR ISLE LEGEND 
   
  Randomly give each of your players one of the 
  following snippets of information regarding their 
  impressions of the Maladar Isle legend. If you have 
  more than 6 players, give out duplicate impressions or 
  improvise a new one. Do not read these aloud. Let 
  each player read their's in private. They can opt to 
  keep the information secret or reveal it to the other 
  players at the appropriate time. 
   
  Impression #1 
  Maladar? Hey, you used to know an elf named 
  Maladar in Manteshire. Why would anyone think 
  Maladar was keeping a horde of treasure? 
   
  Impression #2 
  You've heard hundreds of stories regarding a fantastic 
  place called Maladar. It is rumored to have great 
  treasure and was believed to have vanished from the 
  Realms without reason. Unfortunately, no two stories 
  you've heard are quite the same. How can any of 
  them be trusted? 
   
  Impression #3 
  Maladar was an island in the Pearl Sea that 
  succumbed to a natural disaster which caused it to 
  sink into the ocean and be lost forever. Magical 
  treasures were said to have existed on that isle. 
   
  Impression #4 
  Maladar Isle is believed to be a kingdom that was 
  ruled by a great wizard who used sorcery to teleport 
  the island to another dimension. 
   
  Impression #5 
  Maladar Isle doesn't exist. Stories have been told and 
  passed down through generations, but none of them 
  are factual. If the place existed and great treasures 
  were there, they would have been found by now. 
   
  Impression #6 
  Maladar Isle is rumored to be the hiding place for a 
  treasure of unimaginable wealth in the kingdom of a 
  powerful “lord.” However, long ago the island drifted 
  from its original position and eventually vanished 
  altogether. No one has been able to locate it since. 
   
  -50- 
  
  APPENDIX: A 
  NEW MAGIC ITEMS 
  In addition to the illusion quality of the cloak, it is also 
  possible for the wearer of the cloak to influence 
  members of the opposite sex. Treat each statement 
  made by the wearer as a powerful suggestion. Those 
  within voice range must make a save versus spell or 
  succumb to the suggestion. Unreasonable suggestions 
  require no saving throw to avoid the effects (e.g. acts 
  destructive to the character or his companions, actions 
  which oppose the character's alignment, etc.). 
   
  The Orb of Geruvoj 
  This is a crystal globe 6 inches in diameter, set in a 
  wooden stand. This item functions as a crystal ball, with 
  several restrictions and additional powers. 
   
  *The orb only operates on very dark nights with strong 
  moonbeams shining upon it. 
   
   
  *Only a cleric of Geruvoj can use the item, and the 
  user must pray to the greater power before using the 
  Orb. The orb is used much like a wizard's crystal ball. 
  Non-clerics attempting to use it will only see a cloudy 
  light coalesce within the globe. 
   
   
  *Evil clerics can invoke the power of the item, but the 
  vision it reveals will always be false or misleading. This 
  fact is a closely guarded secret of the followers of 
  Geruvoj. 
   
  *When used by a cleric of Geruvoj, the Orb grants him 
  true seeing (as the spell) once per night. 
   
   
  Cloak of Desire 
  This item appears to be nothing more than a cloak 
  woven with the finest fabrics and dyed with exquisite 
  colors of crimson and violet. However, the cloak is 
  enchanted with a very special magic. When donned, 
  the cloak creates the illusion that the wearer is the 
  most attractive and charismatic person present. 
  Therefore, no matter the company the person is 
  keeping, they will outshine anyone around them. This 
  effectively gives the wearer an 18 Charisma to anyone 
  who falls for the illusion. Characters with a combined 
  wisdom and intelligence of 32 or more gain a saving 
  throw versus spell when first viewing the wearer of the 
  cloak. If successful they will see through the illusion and 
  view the person as they really are. Characters of the 
  opposite sex make their saving throws at -4. A 
  character only receives a saving throw the first time he 
  views the wearer of the cloak. Once a result is 
  determined, the character will forever view the wearer 
  in that way. . 
   
  -51- 
  
  APPENDIX: B 
  APPENDIX: B 
   
  The Crew of the Sea Dragon 
   
  Kristof Glasbury* (NF): Somewhat of a joker, Kristof is 
  always able to put his fellow shipmates in good humor. 
   
  Kane Fenel (F): Doesn’t trust anyone. He is cunning and 
  dangerous. Would steal from his own shipmates and 
  put the blame on someone else. 
   
  Brutus Claymore (F): A moronic brute. Brutus follows 
  anyone who makes peace with him. Loves to get riled 
  and bash a few heads in. He fights until -10 hp when 
  enraged. 
   
  Julian Highbrow (NF): Views life with a sugar coating. 
  Believes the Sea Dragon is the finest ship every to set 
  sail. He argues with anyone who doesn’t agree. 
   
  Hanna Arusin (F): An attractive woman, but a bit of a 
  “Tom” boy. She would rather fail miserably than allow a 
  man to assist her. She joined the crew because she 
  enjoys a challenge. 
   
  Kira Olest (NF): Joined the crew out of necessity. Her 
  husband is jailed and she has no source of income to 
  feed her children. She grabbed the first opportunity 
  available. 
   
  Wes Silven (F): A flashy dresser and fast talker. Wes 
  loves the sailor’s life. He revels in small riches and talks 
  of great times on the sea. 
   
  Kal Brass (NF): Is overweight and often depressed. He 
  heard of the voyage on the Sea Dragon and thought 
  the adventure might lift his spirits. 
   
  Friebik Mull (Navigator) (F): Has secret dreams of 
  wealth and fame. Desires to someday purchase his 
  own vessel, but is content where he is for the moment. 
   
  Garret 
  Yousler 
  (Cook) 
  (NF): 
  A 
  patient 
  and 
  understanding man. Garret makes a living shipping out 
  on short adventures 5 or 6 times a year. Money was 
  running short and he signed up on the first ship that 
  was hiring. 
   
  Raggert Wellums* (F): Raggert is a large, stalwart 
  fellow. He never fails to play the tough guy act. He 
  loves the sea and wishes to be a sailor until the day he 
  dies. 
   
  Larutun Finster (F): A middle-age seaman who has 
  searched for many a lost treasure with no success. 
  Believes this may be his last opportunity for fame and 
  fortune. 
   
  Angrosh Baylor (F): Angrosh is a stupid drunk. He can 
  almost always be found with a bottle in his hand. He 
  never fights unless severely intoxicated (which is most 
  always). 
   
  Olob Endorf (NF): Olob is a quiet but very observant 
  man. He keeps to himself unless some injustice has 
  been done. 
   
  Murk Silo* (NF): Is very unsure of himself unless he 
  belongs to some form of group. He becomes insecure 
  if on his own. Considers the crew to be his only family 
  and would fight to the death to remain a part of it. 
   
  Kroll Meuller* (NF): Has always been a misfit in the past, 
  but has found a place amongst the newly formed 
  crew. He does not wish to spoil his good fortune. 
   
  Belret Jacques (NF): A compulsive gambler in all things. 
  Would gamble his life if he thought he could make a 
  few coins. 
   
  Kremlik Fezel (NF): Always dreamed of taking a sailing 
  ship on the high seas for adventure. Heard of the PCs’ 
  actions in Elisarus and went immediately to sign up 
  aboard their ship. 
   
  Neeman Phipps (Artillerist) (F): A seasoned sailor with 
  many a dangerous adventure under his belt. Is thinking 
  of retiring in the near future. He would like to 
  experience one last and greatest adventure. 
   
  Bellosh Pronan (Artillerist) (F): Bellosh is short and plump. 
  He talks about bad times as if they were good. Thinks 
  life on the Sea Dragon is the best experience of his life. 
   
  Elmore Azgarn* (Artillerist) (F): Loves the ocean so 
  much that he’d probably get “land sick” if he were to 
  stay in port for too long. Has a long-standing interest in 
  searching for lost treasures. 
   
  Kevin Rampart (NF): A bum. Kevin has been living off 
  the streets for the better half of his life. The PCs’ have 
  inspired Kevin to leave the dregs behind and make a 
  better life for himself. 
   
  Levar Neenlar (F): Is only out for himself. If the quest 
  succeeds, Levar would prefer to grab his share (or 
  more than that) and leave by the most expedient 
  route. 
   
  Nolan Grimby (NF): A wise man who believes the good 
  of the group outweighs the good for himself. 
  Regardless of his desires for fame and fortune, if it 
  wasn’t meant to be then he will accept that and get 
  on with his life. 
   
  -52- 
  
  APPENDIX: B 
  Fenton Gesh (NF): Dwells on his misfortunes. Fenton is a 
  compulsive pessimist. Believes the quest will succeed at 
  first, but will be the first to have a change of heart. 
  Once he has taken a pessimistic attitude toward 
  something, he cannot be swayed the other way. 
   
  * - An NPC that will side with the PCs during the mutiny. 
   
  F = Fighters 
  NF = Non-Fighters 
   
  Fighters: AC 8; F1; hp 7; # AT 1; Dmg by weapon (from 
  ship’s arsenal); SA Nil; SD Nil; MR Std; MV 120 ft.; SZ M; 
  AL N-CG; S 15, I 10, W 12, D 13, Co 14, Ch 8. 
   
  Non-Fighters: AC 10; F0; hp 4; # AT 1; Dmg by weapon 
  (from ship’s arsenal); SA Nil; SD Nil; MR Std; MV 120 ft.; SZ 
  M; AL C-CG; S 10, I 10, W 10, D 11, Co 12, Ch 9. 
   
  Sea Dragon’s Arsenal 
   
  The Sea Dragon’s arsenal contains the following: 
   
  40 Rapiers 
  40 Harpoons 
  20 Light Crossbows 
  480 Bolts 
  Ballista Ammunition (120) 
  10 Harpoons with Silver Blades 
   
  MAJOR NPCS 
   
  Razthule, 9th Level Half-Elf Male Cleric of Behldark: AC 2 
  (banded & shield); C9; hp 42; # AT 1; Dmg 1d6+3 (flail 
  +2); SA Spells; SD Spells; MR Std; MV 60 ft.; SZ M; AL LE; S 
  13, I 14, W 16, D 13, Co 16, Ch 11. 
   
  Weapon 
  Proficiencies 
  (NPP 
  -3): 
  Flail, 
  Hammer, 
  Quarterstaff, Whip 
   
  Languages: Common, Elven 
   
  Magic Items: flail +2, oil of fiery burning, ioun stone 
  (pearly white spindle; regenerates 1 hp/turn) 
   
  Normal Items: Banded armor, shield, unholy symbol 
   
  Spells 
  Prepared 
  (6/6/3/2/1): 
  1st 
  – 
  detect 
  good, 
  command, detect magic, sanctuary, detect snares & 
  pits, entangle; 2nd – hold person, silence 15’ radius*, 
  heat metal, augury*, resist fire, slow poison; 3rd – dispel 
  magic, speak with dead*, pyrotechnics; 4th – cure 
  serious wounds, sticks to snakes; 5th – commune 
   
  * - Indicates a spell that has already been cast 
   
  Description: Razthule is the Enigma’s second in 
  command under Kroshoon Brezlure. When information 
  on Maladar surfaced, Kroshoon had to make a quick 
  decision and send “someone” to lead the search for 
  the forgotten isle. Razthule was outraged that he was 
  assigned what he considered to be a ridiculous 
  escapade. His loyalty to Kroshoon withheld him from 
  denouncing the whole affair, and he since vowed that 
  he would do everything in his power to hunt down the 
  isle and recover the ancient magical artifacts. He is 
  ruthless and single-minded. Anyone who threatens his 
  goal will find themselves the object to vent his anger 
  upon. 
   
  Events in this round will change Razthule’s views on 
  Maladar and on the outcome of his venture. This will 
  escalate 
  his single-mindedness 
  to 
  the 
  point of 
  obsession. When he finally meets the PCs at the end of 
  the round, he will take great delight in thoroughly 
  destroying them. 
   
  Razthule’s Cronies 
   
  Lex Raffison (2nd/2nd Cleric/Fighter): AC 3/4; C2/F2; hp 
  15; # AT 2 (bow) or 1 (sword); Dmg 1-6 (bow) or 1-8 
  (sword); SA Spells; SD Spells; MR Std; MV 90 ft.; SZ M; AL 
  LE; S 14, I 12, W 13, D 15, Co 13, Ch 11. 
   
  Items Carried: Long bow, 1 doz. Arrows, long sword, 20’ 
  rope, symbol of Behldark 
   
  Magic Items: potion of invisibility 
   
  Spells Prepared (3): 1st - pass without trace*, curse, 
  detect snares and pits 
   
  Darius Traig, Male Dwarf (3rd/3rd Cleric/Fighter): AC 3/4; 
  C3/F3; hp 23; # AT 1; Dmg 1-8; SA Spells; SD Spells; MR 
  Std; MV 90 ft.; SZ M; AL LE; S 15, I 13, W 13, D 12, Co 14, 
  Ch 12. 
   
  Items Carried: Long sword, 2 daggers, symbol of 
  Behldark, rations, unholy water 
   
  Magic Items: potion of super heroism 
   
  Spells Prepared (3/1): 1st – pass without trace*, cause 
  light wounds, command; 2nd – heat metal 
   
  * - Indicates a spell has already been cast. 
   
  PROPERTIES OF THE MALADAR MAP 
   
  -Detect magic reveals a strong conjuration magic. 
  -Although the map appears ancient, it is obviously not. 
  It is not written on normal paper. The material the map 
  is drawn on cannot be torn or cut by normal means. 
  -The writings cannot be deciphered by read magic or 
  comprehend languages. The writings are meant to 
  confuse. Only true seeing will reveal the information 
  contained on the map. 
  -53- 
  
  APPENDIX: B 
  APPENDIX: B 
  -54- 
   
  -54- 
  
  APPENDIX: B 
  SEA DRAGON KEY 
  SEA DRAGON CREW 
  1. Captain' s Cabin 
  Kristof Glasbury 
  1a. Captain's Chartroom 
  Kane Fenel 
  1b. Captain's Strongroom 
  Brutus Claymore 
  1c. Captain's Stern Walk 
  Julian Highbrow 
  2. Lieutenant's Quarters 
  Hanna Arusin 
  3. Navigator's Cabin 
  Kira Olest  (Seamstress) 
  4. Master Artillerist' s Cabin 
  Wes Silven 
  5. Cleric's Cabin 
  Kal Brass 
  6. Officers' Wardroom 
  Friebik Mull (Navigator) 
  7. Stairs to Poop Deck 
  Garret Yousler (Cook) 
  8. Hatch to Lower Deck 
  Raggert Wellums 
  9. Main Hatch 
  Larutun Finster 
  10. Ship's Boat 
  Angrosh Baylor 
  11. Stairs to Forecastle Top 
  Olob Endorf 
  12. Galley 
  Murk Silo 
  13. Cable and Anchor Stowage; Ship's Head 
  Kroll Mueller 
  14. Surgery 
  Belret Jacques 
  15. Surgeon's Cabin 
  Kremlik Fezel 
  16. Shipwright's Cabin 
  Neeman Phipps (Artillery) 
  17. Arsenal 
  Bellosh Pronan (Artillery) 
  18. Crew Quarters 
  Elmore Azgarn (Artillery) 
  19. Cargo Hold 
  Kevin Rampart 
  20. Ship's Stores 
  Levar Neenlar 
   
  Nolan Grimby 
  Fenton Gesh 
   
  -55- 
  
  APPENDIX: B 
  -56- 
  
  APPENDIX: B 
   
  -57- 
  
  APPENDIX: B 
  Letter Handout #1 
   
  Letter Handout #2 
   
  -58- 
  
  APPENDIX: C 
  APPENDIX: C 
  Greater Powers: Detect undead at will, Haste on owner 
  3/day 
   
   
  Graveyard Epitaphs 
  Special Purpose: Destroy undead.  
   
   
  The following are examples of some of the epitaphs 
  written on the headstones in the graveyard. 
  Only characters of Lawful Good alignment may use 
  Reaver. Characters of other alignments will suffer a -2 
  level loss while wielding the sword. The level loss is not 
  permanent and will vanish when the sword is 
  relinquished. 
   
  Yurik P’Lahn 
   
  Gave his life in the final battle of the flesh. 
   
  1320 -1354 
  Personality: Reaver is a bit egotistical, thinking itself 
  better than most characters. Reaver will constantly 
  give the character instructions to further its purpose 
  and can dominate most characters easily. A character 
  must have a combined intelligence, charisma, and 
  experience level equal to or greater than 46 (Reaver’s 
  INT + EGO) will be dominated by the sword. The sword 
  has been dormant for 2,000 years. This dormant period 
  has been sheer torture for Reaver. It has been able to 
  sense undead all around it, but has been unable to 
  gratify itself by devouring them. Once in a character’s 
  possession it will demand that it be taken into battle so 
  that it may destroy its hated foes. As long as the PC 
  agrees with the sword, everything will be alright. 
  However, if Reaver has dominance over the PC, the 
  sword can do the following: 
   
  Gunther Siles 
   
  A valiant warrior. Devoted his entire life to the cause of 
  his lord. 
  1301 - 1353 
   
  Krylluk Denzer 
   
  Student of the Lord’s mage, Elezar. Died in magical 
  accident. 
  1315 - 1350 
   
  Dell Lahser 
   
  The first to test the weapon of destiny. 
   
  1323 - 1355 
  1. Force its possessor into combat 
   
  2. Refuse to strike opponents 
  Findar Illus 
  3. Strike its wielder or associates 
   
  4. Force its possessor to surrender to an opponent 
  Commander of the 1st legion to enter rebel territories. 
  5. Cause itself to drop from the character’s grasp 
  1268 - 1305 
   
   
  Where undead are concerned, Reaver will not allow its 
  possessor to remain out of combat no matter how 
  injured it is. 
  Unknown Warriors - The PCs can find hundreds of other 
  graves that have no epitaphs. They are nondescript 
  slabs of granite that have no names, but contain a 
  death date. The death dates range from 1305 - 1375.  
  These are the dates of the beginning of the year of the 
  war (1305) and the cataclysm (1375).  
   
   
  NOTE: The current year in the REALMS OF ARKONUS is 
  3375. 
   
  NEW MAGIC ITEMS 
   
  Reaver  
   
  +1/+4 flaming longsword; AL LG; Int 19, Wis 19, Cha 10; 
  Speech, 120 ft. darkvision and hearing, Blindsense; Ego 
  score 27. 
   
  Lesser Powers: Detect magic at will, Cure moderate 
  wounds on wielder 3/day (2d8+3), Locate object 
  3/day 
   
   
  -59- 
  
  PRE-GENERATED CHARACTERS 
  MITHRAL 
   
  6th Level Elf Male Magic-User 
   
  STR  12       
  1-2 Force Doors, +10 Encumbrance, Bend Bars/Lift Portcullis 4% 
  INT  18       
  +7 Languages, Understand Spell 85%, 9-18/Level 
  WIS  14      
  DEX  17       
  +2 Surprise Bonus, +2 Missile To-Hit Bonus, -3 AC Adj. 
  CON 13       
  Survive System Shock 85%, Survive Resurrection 90% 
  CHR 12       
  5 Henchmen 
   
  Hit Points: 20              
   
   
  Age: 260          
   
  AC Normal/Rear: 5/8  
   
  Height: 4' 10" 
  Armor Type: Cloak +2  
   
  Weight: 94 lbs 
  Alignment: Chaotic Good  
  Movement Rate: 120 ft. 
   
  Weapon Proficiencies: Staff, dagger 
   
  Racial Abilities: 90% resistance to sleep and charm spells, 60’ Darkvision, spot concealed doors 1 in 6: 2 in 6 if searching, spot secret 
  doors 3 in 6 if searching 
   
  Languages: Common, elven, gnomish, halfling, goblin, hobgoblin, orcish, and gnoll 
   
  Equipment 
  Magic Items: scroll (polymorph other, slow), cloak of protection +2, wand of paralyzation (1 charge) 
   
  Normal Items: large beltpouch, staff, 4 daggers, water skin w/good wine, 2 iron spikes, 2 flasks of oil, 1 tinderbox 
   
  Wealth: None 
   
  Spells(4/2/2): 1st – burning hands, sleep, read magic, identify; charm person, detect magic, shield; 2nd – mirror image, invisibility; 3rd 
  – fireball, suggestion 
   
  Description:  You love magic and what it has done for you. Through your magic you have earned respect, not only from others 
  but respect for yourself. You have chosen your spells with the best possible care and you only use them when necessary. You 
  always make sure that you never waste a spell, but you are wise enough to know when a spell should be cast. When you are not 
  adventuring, you always find time to study your spells. 
   
  RASTINOFF, the fighter, is the leader of the group. He is a man who believes in righteousness and honesty.  Actually you think is a 
  little too stuck on himself and certainly isn't very honest about that! But looking beyond his petty flaw, you are able to appreciate 
  his leadership and fighting skills. No one else that you know could possibly fill his shoes. 
   
  GWENAFYR, the cleric, is a devout believer in Geruvoj, the deity of knowledge. She shares all the old views of the church and 
  practices them at all times. She often cautions you that your magic is destructive and that you should select spells that are more 
  defensive than offensive. 
   
  KRISANA, the halfling thief, is a recent addition to the group. You found her roaming the streets like a ragamuffin and thought it 
  would be good to ask her to become a part of the group. You soon convinced Gwenafyr to allow her to join and she took it upon 
  herself to convince Rastinoff to accept her as a fledgling member. However, Gwenafyr forbade anyone, including Krisana, to 
  reveal her thief nature. Krisana tries her best, but you often have to shield her from sight when she gets the urge to pilfer. 
   
  GAVIN, the fighter/cleric, is a worshipper of Primorus, the supreme deity. Unlike Gwenafyr, though, Gavin is restless with his religion. 
  He sees the future as holding the promise of his faith.  He always talks about the new way of the church and how it will change 
  things. Since you have no personal views regarding religion, you could care less what the future holds in store for it. 
   
  LOTHINAR, the illusionist, is a lot like you. He practices similar magical spells, but most of them are mere fantasy and do no more 
  harm than a bad dream. All in all, though, you respect him for his difference in talent.  You can't however, understand his 
  fanaticism with telling the truth. His rock solid belief is: never tell a lie, and you have never known him to fall back on it. 
  -60- 
  
  PRE-GENERATED CHARACTERS 
  GAVIN 
   
  3rd/3rd Level Half-Elf Male Cleric/Fighter 
   
  STR  18/10   
  +1 Hit, +3 Damage, 1-3 Force Doors, +100 Encumbrance, Bend Bars/Lift Portcullis 20% 
  INT  14       
  +4 Languages 
  WIS  17       
  +3 Mental Save Bonus 
  DEX  15       
  -1 AC Adj. 
  CON 15       
  +1 hp/die, Survive System Shock 91%, Survive Resurrection 94% 
  CHR  14       
  6 Henchmen/+05% Loyalty, +10% Reaction 
   
  Hit Points: 40           
   
   
  Age: 53 
  AC Normal/Rear: 1/3  
   
  Height: 5' 5" 
  Armor Type: Plate & Shield  
  Weight: 116 lbs 
  Alignment: Chaotic Good  
  Movement Rate: 120 ft. 
   
  Weapon Proficiencies: Broad sword, mace, quarter staff 
   
  Racial Abilities: 30% resistance to sleep and charm spells, 60’ darkvision, spot concealed doors 1 in 6: 2 in 6 if searching, spot secret 
  doors 3 in 6 if searching 
   
  Languages: Common, elven, gnomish, halfling, goblin, hobgoblin, orcish, and gnoll 
   
  Equipment 
  Magic Items: scroll of protection from weapons: non-magic edged, net of entrapment 
   
  Normal Items: Backpack, 2 vials of holy water, silver cross, broad sword, quarter staff 
   
  Wealth: Golden pendant depicting Primorus, the supreme deity (300 gpv) 
   
  Spells (4/3): 1st - cure light wounds, command, invisibility to undead, sanctuary; 2nd – speak with animals, spiritual hammer, hold 
  person 
   
  Description: A follower of Primorus, the supreme deity, you believe the future holds great promise for your religion. The old 
  philosophy that everything comes from your god and that every living being is accountable to him still holds some truth for you, 
  but it is not in the philosophy that future clerics will abide by. The new way of the church will be to show everyone that all people 
  are descendants of one culture and that, in that light, all peoples will respect one another as if they were brothers and sisters. You 
  feel good about this new idea and make sure everyone knows how you feel. Around your neck you wear a golden pendant 
  which depicts your god. It is a good symbol of your faith, but if ever in dire straits you would consider exchanging it for some useful 
  gold. 
   
  RASTINOFF, the fighter, is the leader of the group. He is a man that believes in righteousness and honesty, but you think that his 
  main belief is in a self-centered universe--His Own! However, you can't openly knock the guy because you think he is an excellent 
  fighter and a half-way decent leader. You know you could never fill his shoes. 
   
  GWENAFYR, the cleric, is a follower of Geruvoj, the deity of knowledge. Since you've been stuck for 6 months at the Pegasus Inn, 
  you have discovered how different your views are on many subjects regarding religion. You simply haven't been able to agree on 
  a single issue for the past 6 months. 
   
  MITHRAL, the magic-user, is a valuable asset to the group. He always knows when to use a spell and when to hold back his 
  casting. However, you think he buries his head in his spell book just a little too much. You always bug him when he spends too 
  much time reading up on his spells. 
   
  LOTHINAR, the illusionist, is someone you just can't figure out. He studies too much like Mithral, and struts around like a pious fool 
  when not flaunting his magic. His motto is: never tell a lie, and you can't believe that the guy actually abides by that rule.  But 
  what the heck, let the man believe what he wants. He's a good magician and you can't put him down for that. 
   
  -61- 
  
  PRE-GENERATED CHARACTERS 
  GWENAFYR 
   
  4th Level Human Female Cleric 
   
  STR  12       
  1-2 Force Doors, +10 Encumbrance, Bend Bars/Lift Portcullis 4% 
  INT  15       
  +4 Languages 
  WIS  17       
  +3 Mental Save Bonus 
  DEX  15       
  -1 AC Adj. 
  CON 15       
  +1 hp/die, Survive System Shock 91%, Survive Resurrection 94% 
  CHR  13       
  5 Henchmen 
   
  Hit Points: 26                       
   
  Age: 28 
  AC Normal/Rear: 2/4  
   
  Height: 5’ 1” 
  Armor Type: Plate & Shield   
  Weight: 105 lbs. 
  Alignment: Lawful Good  
   
  Movement Rate: 120 ft. 
   
  Weapon Proficiencies: Hammer, mace  
  Languages: Common 
   
  Equipment 
  Magic Items: hammer +4, staff of curing (12 charges), scroll (augury, know alignment, animate dead) 
   
  Normal Items: backpack, 2 torches, 2 tinderboxes, 2 vials of holy water 
   
  Wealth: Golden Pendant depicting Geruvoj the deity of knowledge (300 gpv).  Also serves as Gwenafyr's holy symbol 
   
  Spells (5/4): 1st – cure light wounds, command, light, protection from evil, remove fear; 2nd – silence 15’ radius, augury, hold person, 
  spiritual hammer 
   
  Description: A humble believer in Geruvoj, the deity of knowledge, you have an insatiable wanderlust. You are one a lifelong 
  quest to learn everything there is to know about everything. As a symbol of your faith, you wear a golden pendant with the 
  likeness of your god. You would sooner sacrifice your life than to give up that symbol. 
   
  RASTINOFF, a fighter, is the leader of the group.  He is a man of principle, believing in righteousness and honesty.  He seems to be 
  interested in your religion and you frequently find yourself discussing your ideals with him. You hope that he will become a 
  member of the church, but you think that Rastinoff is too interested in Rastinoff to make time for religion. 
   
  KRISANA, the halfling thief, is a recent addition to the group. It was Mithral who first discovered her and asked you if she could 
  become a member of the party. You find it easy to accept a thief into the group because, as follower of Geruvoj, you realize that 
  all people are an essential facet of a great system.  And without all its members, the world could not function. You were aware, 
  though, that Rastinoff would not feel the same and so you have instructed the other members of the group to keep Krisana's 
  profession a secret. 
   
  GAVIN, the fighter/cleric, is a follower of Primorus. Gavin has vastly different views regarding religion. He always talks about the 
  new way of the church in the future and is too restless to be content with things as they are. Being stuck in Elisarus for 6 months has 
  made things with you two rough.  Since you have been staying at the Pegasus Inn, you haven't been able to agree on a single 
  issue. 
   
  MITHRAL, the magic-user, is a great help to the party. Since you've been adventuring together, you've noticed how well he has 
  been at selecting spells to aid the group. He never wastes a spell when not needed and also never holds back when a crucial 
  spell is essential to the success of the adventure. 
   
  LOTHINAR, the illusionist, is a man of amazing courage. Rastinoff thinks he is so pious, but he should really take lessons from 
  Lothinar.  Lothinar's long-standing principle is: never tell a lie, and since you've known him, he has never faltered when it comes to 
  telling the truth. When it comes to Lothinar and Mithral, you have to say that you prefer to have the illusionist on your team. His 
  magic less often harms the enemy where Mithral's magic can be destructive. 
   
  -62- 
  
  PRE-GENERATED CHARACTERS 
  KRISANA 
   
  4th Level Halfling Female Thief 
   
  STR   9       
  1-2 Force Doors, Bend Bars/Lift Portcullis 1% 
  INT  14       
  +4 Languages 
  WIS  13      
  DEX  18       
  +3 Surprise Bonus, +3 Missile To-Hit Bonus, -4 AC Adj. 
  CON 16       
  +2 hp/die, Survive System Shock 95%, Survive Resurrection 96% 
  CHR  15       
  7 Henchmen/+15% Loyalty, +15% Reaction 
   
  Hit Points: 24                       
   
  Age: 57 
  AC Normal/Rear: 4/8  
   
  Height: 2' 11" 
  Armor Type: Leather        
   
  Weight: 58 lbs  
  Alignment: Neutral Good   
  Movement Rate: 90 ft. 
   
  Weapon Proficiencies: sling, short sword, dagger 
   
  Racial Abilities: 60’ darkvision, detect grade or slope in passage: 75%, determine direction of travel underground: 50% 
   
  Thieving Skills: Pick Pockets 50%, Open Locks 42%, Find/Remove Traps 40%, Move Silently 43%, Hide in Shadows 40%, Hear Noise 
  20%, Climb Walls 93%, Read Languages 15%, backstab x3 
   
  Languages: Common, dwarven, elven, gnomish, goblin, halfling, and orcish 
   
  Equipment 
  Magic Items: sling of seeking +2, wand of secret door and trap location (3 charges), gloves of missile snaring 
   
  Normal Items: large pouchbelt, 1 small sack, 2 iron spikes, thieves' tools, 2 daggers, 24 bullets (for sling) 
   
  Wealth: 5 cp 
   
  Description: As far as you are concerned you really don't have a defined profession. You merely acquired a few useful skills which 
  you practice ever so often. Some people call you a thief, but how can you be stealing from someone who already has so much? 
  Anyway, you are beginning to expand your skills and are moving into the field of acrobatics. That should take any suspicion of 
  thievery off of you. 
   
  RASTINOFF, the fighter, is the leader of your group. He is a righteous man who believes in honesty and goodness. His views are 
  acceptable, but you can't understand why he talks to you as if you were a child and incapable of understanding him. You're sure 
  he doesn't know it, but your twice his age! You were instructed by Gwenafyr to hide your interest in thievery so that Rastinoff would 
  not become suspicious. You are trying your best, but don't see what all the fuss is about. 
   
  GWENAFYR, the cleric, is a worshipper of Geruvoj, the deity of knowledge. She is someone you can really look up to. She is kind 
  and understanding (even when it comes to your bad habits). She has abilities not unlike Mithral and Lothinar, but she always says 
  that everything she has comes from her god. 
   
  GAVIN, the fighter/cleric, is a believer in Primorus, the supreme deity. Gavin is a good person, but he seems a little restless. He 
  always talks about the new way of the church and how wonderful it will be in the future. 
   
  MITHRAL, the magic-user, is the first member of the group that you met. He discovered you walking the streets trying to earn a 
  living when he befriended you. Probably thought you couldn't take care of yourself.  However, when he asked you if you would 
  be interesting in joining an adventuring party, you accepted immediately. You have liked the man ever since. He has proven to 
  be someone you can count on when needed the most. 
   
  LOTHINAR, the illusionist, is a lot like Mithral. He is always studying his magic and seeking to improve himself.  He is also a man of 
  principle like Rastinoff. Lothinar's motto is: Never tell a lie, and he has always held true to this ideal. 
  -63- 
  
  PRE-GENERATED CHARACTERS 
  LOTHINAR 
   
  5th Level Human Male Illusionist 
   
  STR  14       
  1-2 Force Doors, +20 Encumbrance, Bend Bars/Lift Portcullis 7% 
  INT  17       
  +6 Languages, Understand Spell 75%, 8-14/Level 
  WIS  15       
  +1 Mental Save Bonus 
  DEX  13 
  CON 14       
  Survive System Shock 88%, Survive Resurrection 92% 
  CHR  12       
  5 Henchmen 
   
  Hit Points: 18              
   
   
  Age: 45          
  AC Normal/Rear: 4/4  
   
  Height: 6' 4" 
  Armor Type: Bracers (AC 4)  
  Weight: 190 lbs 
  Alignment: Chaotic Good  
  Movement Rate: 120 ft. 
   
  Weapon Proficiencies: Quarter staff, dagger 
  Languages: Common 
   
  Equipment 
  Magic Items: magic quarter staff +3, bracers of defense (AC 4), ring of truth, potion of ESP 
   
  Normal Items: large beltpouch, 2 torches, 1 tinderbox, 2 iron spikes, 4 daggers 
   
  Wealth: None 
   
  Spells(4/2/1): 1st – chromatic orb, change self, phantasmal force, hypnotism, darkness, audible glamer, color spray; 2nd – improved 
  phantasmal force, ventriloquism; 3rd – spectral force 
   
  Description: At a very young age you decided to study the arcane arts. However, ordinary magic was not what appealed to you.  
  Ever since you can remember you have been fascinated by the world of illusions. You felt that with illusionist skills you could gain 
  respect.  So far things have gone well for you. 
   
  In the past, you used to be a smooth talker, and able to weasel your way out of any situation with a slick lie. But ever since you 
  found that silver ring, you have changed your entire outlook. Your motto since then has been to "Never tell a lie." And since you 
  have become so good at telling the truth, it is very easy for you to spot someone who is not. It's not always the best thing to tell the 
  truth, but somehow that doesn't seem to stop you. 
   
  RASTINOFF, the fighter, is the leader of the group. He is a man who believes in righteousness and honesty. Though he is quite 
  righteous almost always, you feel that his honesty is not always his best trait. Though, to anyone else this may not seem to be the 
  case. Rastinoff is an excellent swordsman and a good leader. 
   
  GWENAFYR, the cleric, is a believer of Geruvoj, the deity of knowledge. She believes all the church views and practices them 
  constantly. She seems to admire your honesty and respects your magic talents. You’re sure she finds favor in you. 
   
  KRISANA, the halfling thief, is an interesting person. She dabbles in thievery, of which you abhor for its dishonesty, and is learning 
  acrobatic skills. You constantly want to scold her for her dishonest nature, but Gwenafyr has strictly forbid you from revealing her 
  true nature when Rastinoff is around. This has been very trying on your patience, but you manage to hold back as Gwenafyr 
  wishes. 
   
  GAVIN, the fighter/cleric, is in the service of Primorus, the supreme deity. Gavin is always talking of the new way of the church and 
  how the future holds great promises. Gavin and Gwenafyr haven't been able to agree on a thing in the past 6 months. 
   
  MITHRAL, the magic-user, is a lot like you. You admire his amazing magical abilities, but couldn't really get interested in his type of 
  magic. You feel a certain kinship towards him because of your similar talents, but you are sure that he doesn't feel the same 
  towards you. 
   
  -64- 
  
  PRE-GENERATED CHARACTERS 
  RASTINOFF 
   
  6th Level Human Male Fighter 
   
  STR  18/35   
  +1 Hit, +3 Damage, 1-3 Force Doors, +100 Encumbrance, Bend Bars/Lift Portcullis 20% 
  INT  15       
  +4 Languages 
  WIS  16       
  +2 Mental Save Bonus 
  DEX  14 
  CON 16       
  + 2 hp/die, Survive System Shock 95%, Survive Resurrection 96% 
  CHR  14       
  6 Henchmen/+05% Loyalty, +10% Reaction 
   
  Hit Points: 52                   
   
  Age: 23 
  AC Normal/Rear: 0/2  
   
  Height: 6' 4" 
  Armor Type: Plate & Shield  
  Weight: 190 lbs 
  Alignment: Lawful Good 
   
  Movement Rate: 120 ft. 
   
  Weapon Proficiencies: Long Sword, bastard sword, spear, knife, glaive, hammer 
  Languages: Common, elven, and halfling 
   
  Equipment 
  Magic Items: plate mail +2, bastard sword of life stealing (+2 weapon), dust of tracelessness (3 uses) 
   
  Normal Items: backpack, 50' of rope, 2 torches, tinderbox, throwing hammer, 2 oil flasks 
   
  Wealth: None 
   
  Description: You are a man of principle, believing in righteousness and honesty, and respecting anyone who holds true to similar 
  views. At first a loner, enjoying the adventurer's life, you soon met up with others who shared your love of adventuring. Your 
  obvious qualities of leadership demanded that you take charge of the group and see to it that adventures were undertaken. You 
  are proud of how things have gone so far. 
   
  GWENAFYR is a cleric in the service of Geruvoj, the deity of knowledge. She caught your attention immediately as one who was 
  dedicated, upright, and honest. Though you are not committed to any formal worship, you respect Gwenafyr's views on the 
  subject of religion and secretly abide by them. 
   
  KRISANA, the halfling, seems proficient in all sorts of odd skills. She has always helped the group when in tricky situations. You don't 
  know exactly what her profession is, and it seems that Krisana is reluctant to divulge that information. You like Krisana very much 
  and you would hate to find out that she isn't what she appears to be. Krisana is so small and young looking that you find it hard 
  not to talk to her as if she were a young child. 
   
  GAVIN, the fighter/cleric, is in the service of Primorus, the supreme deity. However, you notice that Gavin's warrior instinct has 
  made him a bit less disciplined than Gwenafyr. He has shown a little restlessness on occasion and this bothers you to some extent. 
  Gavin always talks about the new way of the church and how things are going to be in the future instead of accepting things as 
  they are now. 
   
  MITHRAL, the magic-user, has earned a great deal of respect from you. The small man is constantly seeking to better himself.  
  Always he is studying his art of magic and always does he try to improve his craft. This kind of devotion has actually impressed you 
  (and that's hard to do). 
   
  LOTHINAR, the illusionist, is a man of devout beliefs. No wonder you were attracted to him and asked him to become a member 
  of your group. Since you have known him, you have learned that the man lives by one principle: Never tell a lie. And knowing how 
  difficult this can be sometimes, you are impressed (again?) with his dauntless commitment to this ideal. 
  -65- 
  
  LICENSE 
  This printing of RAM1-T: The Forgotten Isle is done under version 1.0a of the 
  Open Gaming License.  
   
  Designation of Product Identity: The following items are hereby designated 
  as Product Identity in accordance with Section 1(e) of the Open Gaming 
  License, version 1.0a: Any and all Realms of Arkonus logos and identifying 
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  stories, storylines, plots, thematic elements, dialogue, incidents, artwork, 
  maps, symbols, depictions, and illustrations, except such elements that 
  already appear in the System Reference Document. 
   
  This product uses the OSRICTM System (Oldschool System Reference and 
  Index CompilationTM). The OSRICTM system text may be found at 
  http://www.knights-n-knaves.com/osric. The OSRICTM text is copyright of 
  Stuart Marshall. “OSRICTM” and “Old School Reference and Index 
  CompilationTM,” are trademarks of Matthew Finch and Stuart Marshall and 
  may be used only in accordance with the OSRICTM license. This product is 
  not affiliated with Wizards of the Coast.” 
   
  OPEN GAME LICENSE Version 1.0a  
   
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.  
   
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  (d)"Open Game Content" means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhancement over the 
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  such provision shall be reformed only to the extent necessary to make it 
  enforceable.  
   
  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a 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.  
   
  OSRICTM copyright 2006, Stuart Marshall, adapting material prepared by 
  Matthew J. Finch, based upon the System Reference Document, and 
  inspired by the works of E. Gary Gygax, Dave Arneson, and many others. 
   
  Crypt Thing from the Tome of Horrors, Copyright 2002, Necromancer Games, 
  Inc.; Author Scott Green, based on original material by Roger Musson. 
   
  Huecuva from the Tome of Horrors, Copyright 2002, Necromancer Games, 
  Inc.; Author Scott Green, based on original material by Underworld Oracle. 
   
  Poltergeist from the Tome of Horrors, Copyright 2002, Necromancer Games, 
  Inc.; Author Scott Green, based on original material by Lewis Pulsipher. 
   
  Groaning Spirit from the Tome of Horrors, Copyright 2002, Necromancer 
  Games, Inc.; Author Scott Green and Clark Peterson, based on original 
  material by Gary Gygax. 
   
  RAM1-T: The Forgotten Isle, by Thomas J. Scott, copyright 1991 by Thomas J. 
  Scott, copyright 2007 Magique Productions, Ltd. (contact 
  roa@magiqueproductions.com, or see www.magiqueproductions.com) 
   
  END OF LICENSE  
  -66- 
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Realms of Arkonus (1e,OSRIC)/RAM1 Realms of Arkonus; Forgotten Isle (1e,OSRIC).pdf