Iii. Briefings For Players: The Treasure of Socantri, Page 1
Iii. Briefings For Players: The Treasure of Socantri, Page 1
Iii. Briefings For Players: The Treasure of Socantri, Page 1
square equals 20 feet. The details of the recover a small (18" tall) gold statuette of the
overland journey are left up to the GM and sponsor’s daughter (it is then described to
should not substantially affect the adventure. them) which was taken on his last raid. The
Note: Due to the dangers inherent within the mercenaries may also keep any treasure they
stronghold, the GM should not allow any find for themselves. The representative will
encounters during the overland journey to await an answer by tomorrow, else he will seek
weaken the party. others more enthusiastic.
The four maps of the stronghold If they accept, he will give directions
divide those floors into rooms and areas with to the stronghold, tell of only the main cliff
each having it’s own distinct ID number. The entrance (see Section V) which he will claim
text of the room and area descriptions (see he does not know how to open, and give them
Section VI) is keyed to these ID numbers. sketchy information about the cliff-top
If the GM wishes to locate the entrance (to room 13). He will recommend
stronghold on the Frontiers of Alusia map, it they enter that way. At this time there are no
would be found in hex 41-207 along the coast. boats available to make the journey, so he
The characters would embark on their journey recommends they travel by land.
from either Regar’s Keep (hex 18-036) or
possibly Westgate (hex 35-067). Briefing #2: As the characters are
travelling along a path one day, they hear
moans off to one side in the bush. If they
III. Briefings for investigate, they will discover a male dwarf
Players near death from many wounds. If they
There are actually two briefings the approach him, he will mutter something about
GM may use to entice the players to partake of “...no, no, not any more, please leave me
the adventure, and both follow. They may be alone...” until he sees that these
used separately or together in any manner the people are not out to harm him. He will then
GM desires. One suggested method is to start explain how he was waylaid by a large band of
the players off with Briefing #1 and then have Hobgoblins who were attempting to steal his
I. Introduction Briefing #2 occur while the characters are on ring. They could not find it since he had
The DragonQuest game module, The their overland journey to the stronghold. hidden it magically on his clothing. They
Treasure of Socantri, is meant to be played in It is not recommended that the GM wanted it so they could access Socantri’s
about 12 hours by four to six characters of read these briefings aloud to his players, but treasure since they are outfitting for some
adventurer level. It is designed to be presented rather paraphrase them and represent them in uprising and need the money for arms and
as a single adventure, but can be easily his own style. These briefings are to be treated armour; they knew the ring was a key to get
incorporated into an ongoing campaign. as outlines for the GM and should be expanded inside the pirate’s hold.
Before beginning the adventure, the and fleshed out prior to presenting them to the The dwarf managed to convince
GM should read and thoroughly familiarize players. them he did not have it and tells the characters
himself with the background, layout and to keep it safe so that none may steal the
details of the stronghold, and the possible Briefing #1: The characters are treasure. It is a treasure beyond your dreams,
situations which may arise. He should compare approached by a member of the local he will claim, and should not be allowed to fall
the details of the occurrences within the Adventurers’ Guild with a proposal. A into evil hands. He will then expire, and if the
stronghold with the maps so the story becomes sponsor, a wealthy merchant (who shall remain characters search his clothing, they will find
firmly fixed in his mind. nameless), is offering a large sum of money to the ring in his undergarments along with a very
This adventure can prove any group of mercenaries who will assault, sketchy map of the general location of the
particularly deadly if the characters are clean out and despoil a pirate stronghold stronghold (no entrances will be shown). It is
mentally and physically unprepared. If the GM approximately 200 miles west of the town. It up to them to proceed from there.
feels the characters are not ready for this seems these pirates have inherited a cave These briefings may be altered by
challenge, he may wish to vary the abilities of structure in a cliff face of a peninsula around the GM so as to make them fit more coherently
the monsters or reduce their Fatigue and which all of the sponsor’s ships must sail while with his world.
Endurance Characteristics to balance the on the homeward leg of their journeys.
encounters. If more than six characters
participate or their abilities are too strong, the
For many years the pirate, named
Socantri, had an unwritten agreement that he
IV. Briefing for
GM should add an extra monster or two. would not steal from the sponsor’s ships, but the GM
recently he broke that agreement and Notes on #1. All that was told to
ransacked the sponsor’s richest vessel. The the characters was the truth (so far as the
II. How To Read sponsor knows through his sources that the
stronghold has only 15-20 ruffians of meagre
sponsor knows it) but it was not the whole
story. The identity of the of the sponsor should
the Maps skills manning it while the ships are out to sea. not be too difficult to determine if the
Six maps are provided with this If the mercenaries attack within three weeks, characters desire, and should be some very
adventure. Four are detailed maps of the ships will be gone and the stronghold will prominent merchant from the GM’s world. He
Socantri’s cliff stronghold, done at the scale of be easy pickings for a stealthy, skilful party. should value discretion in this matter because
1 hex equals 5 feet. The fifth shows the area His payments are as follows: 10 the abrogation of the agreement between
surrounding the location of the possible land True-silver Guineas (T.G.) to each adventurer Socantri and him (which was more than just
entrances to the stronghold, done at a scale of who goes and returns with proof of the unwritten and also involved the exchange of
1 hex equals 100 feet. The sixth map shows a stronghold’s demise. Five additional T.G.’s stolen goods) was due to a quarrel over the
cross section of the stronghold at a scale of 1 will be awarded to each member if they can sponsor’s daughter. Socantri was in love with
Copyright © 1981, Simulations Publications, Inc., New York, N.Y., 10010
THE TREASURE OF SOCANTRI, PAGE 2
her, but the sponsor would not allow the now used by the pirates. They were using these much harder to find, the spider having hidden
marriage; so Socantri broke the agreement. locations as shelter and had no idea of preying his lair well. The gorilla’s entrance (room 1)
The sponsor wishes the attack to occur while on the pirates (with the exception of the spider) can not be found. The Wyvern’s entrance
the ships are away because killing Socantri since they were able to exit out of the cliff top (room 13) will be easy to see if the characters
(who would surely be out with his ship) would and hunt. look in the right place (the directions of the
surely break his daughter’s heart, and it is The attack on the stronghold by sponsor in Briefing #1 will lead them there).
enough to simply wreck the operation. Samigina took place two days prior to the The grotto entrance presents a
Notes on #2. Again all was true, arrival of the party. problem. If the characters have access to a
but the dwarf actually did not know that much. vessel and use it to get into the stronghold,
His wild stories about a treasure (of which they will have only a (Navigator’s Rank x 2%)
there actually is a great deal) are based on
V. The Entrances to chance of negotiating the treacherous rocks
rumours he had heard. Prior to his demise, he the Stronghold which guard the entrance to the grotto. If they
was a fairly skilful thief who was headed to the When the characters arrive at the manage the feat, the pirate ship will not be
stronghold on his own, having stolen the ring general location of the stronghold, they must there (Samigina will have taken it out for a
from the hand of a wealthy merchant’s find a way in. The "front door" (the main cliff trial run), but will be there when the characters
daughter. The map was obtained from a face entrance) can only be found from the level return from any exploring they may do. All
different source and the rumours of “treasure of the door in front of the cliff. In other words, else remains the same. If the characters
beyond your dreams” actually refers to the characters must get beyond the cliff top out attempt to enter the grotto from above, they
Socantri’s fairly considerable art collection, over the water to see this entrance. This may should be dissuaded by either the danger of the
which was recently removed to another be done by either magic or mechanical means. climb or the sounds of a ship being prepared
location (another adventure perhaps?). The Once out there in the right location, it will be for sea coming from the opening.
band of Hobgoblins actually do exist and may, easy to see. The front door entrance is a bronze
if the characters dawdle, arrive at the door which is locked (Rank 10). If the
stronghold sometime during the adventure. Map A. (Cross Section of Stronghold) characters have the ring from the dwarf, they
The original concept was that the just the will be able to place it into an indentation in
threat of them would put the pressure on the the door which will open it.
characters to act quickly; they never arrived
and were never planned to arrive.
When the characters arrive at the
VI. THE LEVELS OF
stronghold, they will not find what they expect THE STRONGHOLD
(a small group of ill trained pirates). They will Each room is described in the
find the place fairly ransacked, and here is following manner: first the room number is
what has occurred: Socantri was an Adept of given, then the ceiling height, then the status of
Greater Summoning who often called upon the main entrance into the room (open, closed,
Samigina (the Marquis of Dead Souls) for etc.), then a visual description for the
advice and favours. Samigina tired of this, but characters, and then comments with
Socantri was very skilled and Samigina never information found on the maps such as door
had the opportunity to retaliate. He was lock rank, furniture, etc.
summoned by another adept in the area, it 1 Square = 20 feet If any monsters are present, their
backfired, and Samigina saw his chance to get characteristics are described followed by their
revenge. With a group of skeletons, he entered The spiders entrance (room 21) must weapons and spells. The weapon information
through the grotto (room 34) and wreaked his be found in the same manner, but it will be is presented as Initiative Value/Strike
vengeance. Then wishing the pirates’ vessel
for some fell voyage (obviously the sponsors
information about the where-abouts of the
pirates and their ship was erroneous, he has
spent the time prepping the ship for the trip
(again, another adventure?).
The pirate band inherited this
structure from it’s previous tenant, a Beast
Master specializing in Fantastical Avians.
They have done extensive work on the interior
and were continuing to do so when Samigina
attacked. They were having problems as the
cliff was laced with underground streams,
which they were constantly uncovering with
their construction. They were always having to
stop up leaks, and pools of water on the floor
were a constant source of annoyance.
The pirates were unaware the spider
had taken up residence in room 20 since they
hardly went into it and their move had been
recent. The same holds true for the Wyvern
(who was an old friend of the Beast Master)
and the gorilla. These creatures had all found
entrances used by the Beast Master and not
Copyright © 1981, Simulations Publications, Inc., New York, N.Y., 10010
THE TREASURE OF SOCANTRI, PAGE 3
Chance/Damage. The spell information is are half a dozen, small, potted lotus plants dampness, dried blood, etc.); each character
Rank/Cast chance. which were to be used as payment. The pools must make a one-time roll versus 2 times
in this room are slightly acidic; they will Agility to avoid falling as he moves down this
discolor the footwear of anything which steps hall.
1. LEVEL 1 in them. The Pirate at the table appears
Room 1. Ceiling Height: 20 feet. undamaged when viewed from the front but if Room 7. Ceiling Height: 25 feet. Door:
Description: This rocky chamber is a rough- examined from the rear, his heart has been torn Closed and Locked.
hewn cave filled with various garbage, out through his back. Description: A room which might have once
driftwood, pelts, bright trinkets, roots, grass, been a library. It is very dusty, as if it has been
etc. In the southwest corner, the party sees two Room 4. Ceiling Height: 30 feet. boarded up for a long time. There is a fireplace
gleaming eyes staring out at them, followed by Description: The hallway is lined with hooks in the northwest corner and cabinets on the
two smaller eyes appearing below the first on the walls. The torch holders all contain east and west walls. In the cabinets, scattered
pair. burnt-out torches. around, are some pens and pieces of
Comments: This is the lair of a Mountain Comments: The secret door in the western parchment.
Gorilla and her young child; she will viciously wall (leading to area 4a) can only be opened Comments: There is a very strong high-
defend her young to the death. Her and found by a thief. Behind that door is a mana “aura” about this room; the entire party,
characteristics are as follows: short hall which has a covered pit near it’s end; especially any Adepts, will be aware of it.
a perception roll (Difficulty Factor of 3) is Any means of detecting the mana will register
PS: 35 MD: 20 AG: 14 MA: 0 required to avoid falling in for the first low mana. The discrepancy is disturbing, as
EN: 28 FT: 33 WP: 8 PC: 16 character to encounter it. The pit is 20 feet well it should be. The wizard Valdek (an
PB: 4 TMR: 7 NA: 3 DP deep. The chests at the end of the chamber enemy of Socantri’s) was killed in this room.
Bite: 26 / 50% / -2 each contain a tin of dried up paint. If the He cursed this room when he died and anyone
Rend: 26 / 70% / +6 (only in Close Combat) paints are taken and returned to any Scholar, it who enters it will lose 10% of his hearing;
will be revealed that these are pigments of a every day thereafter he will 10% more until he
The gorilla has collected a group of great, long dead artist who lived 1,000 years is totally deaf. Only a remove curse will cure
bright baubles with which to amuse her child - ago. They will be incredibly valuable, and the this malediction. For every 20% of hearing
one of which is a rough diamond, worth 3,000 individual who found them will be treated as a lost, the character will also lose 1 point of
silver pennies. To find it, the characters must hero by the academic community. The hooks Perception.
actively search through the garbage. If a Beast on the walls of area 4 were used to hang
Master specializing in Common Land pictures. Socantri loved that artist and used to Room 8. Ceiling Height: 30 feet. Door:
Mammals is in the party, her attack instinct display his works regularly. All of the Closed and Locked.
may be mollified to a neutral reaction by paintings are gone from the walls. Description: The wine cellar. The walls of
rolling less than or equal to 5 times the Beast this room are very clean and the entire area
Master’s Rank (he is trying to calm her down). Room 5. Ceiling Height: 30 feet. appears almost spotless. The southern section
Description: A large gallery, with floor chairs and tables are stored with various other
Room 2. Ceiling Height: 15 feet. covered with dried blood and grime. There are accoutrements for the entertaining of guests.
Description: A simple carved out hallway many torch holders along the walls and two The racks are filled with bottles of wine.
with small pools of water in potholes in the closed doors on the south wall. There are pools of water surrounding the
rough-hewn floor as indicated. It slopes Comments: Inhabiting this room are one staircase in the northwest corner. The floor
slightly down; approximately 1 inch in 20 dozen Rats which will come out of the there is very rough and the water has settled.
inches (a 5% gradient). There is a wooden concealed opening in the northwest corner Comments: Located at random throughout
door at the eastern end of the chamber with a once the party is inside the room. Their the many old bottles of wine are two special
large “S” carved into the metal banding. characteristics are: bottles - rare southern vino which would fetch
Comments: Above the door is carved in very 2,000 silver pennies on the open market. In
small letters into the stone “Here lies the PS: 5 MD: 20 AG: 20 MA: 0 addition to the two good bottles, there are forty
Stronghold of Socantri the Snake: Beware!” EN: 2 FT: 3 WP: 16 PC: 20 others which are full. The water will do no
The language is up to the GM. PB: 5 TMR: 2 NA: 0 harm to anyone except that the water is slimy
Bite: 40 / 95% / -5 (only in Close Combat) and stagnant, and if it gets into any wound, it
Room 3. Ceiling Height: 20 feet. Door: will increase the chance of infection by 20%.
Locked. There is an additional 20% chance of The water is running down the stairs.
Description: The western wall is the only infection from a rat bite and a 10% chance of
disease. The pools in this room are acidic as in
wall which is not paneled with wooden timber,
room 3, and if a character has stepped in both
2. LEVEL 2
thus giving the entire space a certain warmth.
However this is belied by the fact that a corpse pools (the GM must keep track of who has Room 9. Ceiling Height: 15 feet.
with a plumed hat on his head is resting stepped in which), the footwear will begin to Description: Just an empty chamber with
comfortably at the table. In front of him is a deteriorate. The rats come in from the hall some stagnant water in the southern corner.
parchment with writing on it in the same which runs alongside this room. If the Comments: The secret door in the southeast
tongue as on the door; it describes a shipment characters actually go back there, they will be wall cannot be seen without the skills of a
arriving from a southern island for Socantri, attacked by 100 rats (dumb, dumb!). The door Thief. The water is running down the stairs
and when that shipment will arrive. Payment on the south wall is unlocked but closed, as is from above.
was to be in the form of lotus plants. The door the door at the end of the hallway.
on the northern wall is ajar. Room 10. Ceiling Height: 15 feet. Door:
Comments: The chests (locked with a Rank Room 6. Ceiling Height: 10 feet. Open.
0 lock) on the south wall are booby-trapped; Description: Simply a downward sloping Description: There are three tables in this
each will release a paralyzing gas created by a hall (1 inch in 10 inches or a 10% gradient) dining room, with a meal prepared and served
Rank 5 Alchemist) once opened; inside each which is very slippery (rat excrement, on the tables. The food is cold. Sitting at
Copyright © 1981, Simulations Publications, Inc., New York, N.Y., 10010
THE TREASURE OF SOCANTRI, PAGE 4
various chairs are five pirates, each dead and attacked by anyone, he will viciously defend Room 17. Ceiling Height: 18 feet. Door:
having a look of great terror on his face. Some himself. The secret door in the northwest wall Locked.
of the plates on the tables and in the cabinet on requires a 2 x PC roll to be discovered from Description: There are six pillars, each fluted
the south wall are broken. this side if the character is not a Thief. The with alternating bands of red, green and blue.
Comments: Each character should be rock pile in the southeast corner can be moved The floor and walls are masoned stone, painted
allowed one roll versus 3 x PC to discern that and then climbed, allowing egress into the flat black. At the south end there is an altar
the corner of the southern table near the door other chamber (which is plain) and leads to made out of white marble, stained ever so
has scratch marks on it, as if something with room 15. That door is locked and ranked as slightly a dull pink. Behind the altar is a gutter
five sharp points had been dragged across it for indicated. and a drain, showing the signs of bloodletting.
a short distance. (It was the hand of a man Comments: There is an aura of high mana in
trying to hang on and not be dragged away.) Room 14. Ceiling Height: 15 feet. Door: this room. This is a temple where Socantri
Open. often performed sacrifices to the various
Room 11. Ceiling Height: 8 feet. Door: Description: An office by appearances. A demons he summoned. The GM should play
Closed but unlocked. wood panelled room, filled with fairly clean this one up big, and hope to use it as a time
Description: A rough-hewn room full of furniture, a nice desk, chairs, etc. Against the waster.
barrels. There is a very musky smell in here. western wall is a pedestal for a statue, but with
One of the barrels has leaked (it has cracked) no statue there. Pulling aside the curtain on the Room 18. Ceiling Height: 10 feet. Door:
and water is leaking out. There appears to be east side will reveal the rest of the room. Open.
some signs of a struggle in this room. Comments: This is Socantri’s personal Description: This is a bedroom , stone
Comments: In amongst the barrels is an room, and the desk is filled with various papers walled, with three beds and one chest. All the
Asp. Its characteristics are as follows: detailing his pirating in the last few months, furniture is totally torn apart and destroyed;
including an account of his encounter with the there is a great deal of splattered blood lying
PS: 3 MD: 0 AG: 19 MA: 0 sponsor’s ship (language up to the GM’s around, matted with the hair of a mule, which a
EN: 2 FT: 4 WP: 18 PC: 17 discretion). The secret door is locked and Beast Master has a (10 x Rank) chance of
PB: 8 TMR: 3 NA: 0 ranked as indicated. There is no indication at identifying.
Bite: 36 / 65% / D-3 (any effective damage all in this room that Socantri is an Adept. Comments: Samigina was in this room,
introduces poison; 2DP per pulse until dead or taking the occupants and disposing of them
antidote applied). Room 15. Ceiling Height: 10 feet. Door: downstairs. One of the pirates was rather
Locked. plucky and managed to engage the demon.
Any investigation by the characters Description: This is plainly a weapons Under one of the mattresses is a silver short
will cause the asp to be disturbed, and it will storeroom. The walls are roughly hewn and sword.
attack the closest character and then disappear covered with weapons racks. The weapons are
back into the shadows. all neatly arranged. Room 19. Ceiling Height: 10 feet. Door:
Comments: Every kind of weapon listed in Open.
Room 12. Ceiling Height: 10 feet. Door: the Weapons Chart is here. Also included are Description: A large bedroom, with three
Locked. one of each type, crafted in a superior fasion beds and one divan. The small desk on the
Description: By all appearances a bedroom (doing +1 damage, +3 to Base Chance, worth south wall has some parchment in the drawers,
belonging to Socantri’s second in command. 10 times the price of a normal weapon). Every with some quills and inkwells (filled). There is
The west wall has a mural of a sea combat character has a chance, if he carefully searches, a rack in front of the curtain which has three
between a pirate ship and a sea serpent. There to find one of these weapons equal to 10 times spears in it. The curtain is drawn back,
are two beds, a stool, a chest of drawers, and a his Rank with that weapon. Each character gets revealing the secret door which is slightly ajar.
fireplace on the southern wall. one roll only, and it should be done by the There are some human bones lying about in
Comments: Nothing here of interest. GM. The “secret” door is visible to anyone pools of flesh, brains, and blood. Also
who rolls less than or equal to 5 times his scattered on the floor are some sabres.
Room 13. Ceiling Height: 18 feet. Perception, or is obvious if the area is Comments: Samigina was here, along with
examined. It is not locked from this side. some skeletons. There was a melee in this
Description: A rough-hewn cave, with room, and one of the pirates attempted to
wooden pillars along the northern wall to hold Room 16. Ceiling Height: 10 feet. Door: escape through the secret door.
it up. It looks tenuous. The floor is filled with Open.
very small bones and dung. Description: A bedroom, and a very opulent Room 20. Ceiling Height: 6 feet. Door:
one at that. There is a dead, naked human Open.
Comments: This is the lair of a Wyvern, female with a terrified expression lying on the Description: A rough-hewn room with 16
whose characteristics are: bed. She is not wounded. She lies as though chests overturned and the coinage inside
petrified, staring blankly at the doorway. The spilled all over the floor. Also spilled over the
PS: 25 MD: 11 AG: 14 MA: 9 door is wide open. The curtain in the northeast floor are the remains of a pirate female,
EN: 30 FT: 35 WP: 13 PC: 20 corner is rent. wearing leather armor, armed with a sabre, and
PB: 4 TMR: 1/3 NA: 8 DP Comments: This is where Samagina found holding a small sack in her hand. The body is
Tail: 34 / 56% / 4 DP per pulse for D5 pulses Socantri, in a compromising position, and face down, with it’s back burned and charred.
Bite: 34 / 51% / +4 (Melee or Close Combat; dragged him screaming and slightly bloodied There are great scorch marks on the walls.
Shield Attack with Tail) from here to room 25. There is some coinage Comments: The coinage on the floor
scattered on the floor behind the curtain, which amounts to 141 silver pennies, 67 gold
The Wyvern will be curious to see conceals a safe that has been smashed open. shillings, 7 true-silver guineas, and 546 copper
what the party has in store; if the party runs Outside in the hallway, there are marks along farthings. The face of the female is contorted
away, he will follow them while they explore the floor headed west and around the corner. in fear. The sack contains three potion bottles:
the stronghold. If anyone can communicate one Healing (10 damage points healed); one
with him, he will be glad to assist the party. If Walk Unseen (duration 2 hours; and one
Copyright © 1981, Simulations Publications, Inc., New York, N.Y., 10010
THE TREASURE OF SOCANTRI, PAGE 5
Armor of Earth (1 hour, - 18%). The sabre is Room 24. Ceiling Height: 30 feet. Door: of the floor leading from one staircase to the
enchanted to Rank 3. Locked. other. The doors on either side are open.
Description: A carpenter’s workshop, filled
Room 21. Ceiling Height: 4 feet. Door: with woods, tools, etc. Very clean and well Comments: The stain is where Samigina had
Locked. kept. It contains tools for working and his skeletons drag some bodies downstairs.
Description: This room is very odd. Even repairing ships.
though the door to this room is normal size, the Comments: A Mechanician should be able to Room 28. Ceiling Height: 10 feet. Door:
ceiling is only 4 feet high. There is a strong, construct a dam for the water in the hall to Closed but not locked.
foul reek in the air, and a slight breeze strikes prevent if from filling room 23, thus slowly Description: A rough-hewn chamber with
the face of any character who stands in the revealing the drains. many boxes strewn about, some half-opened,
doorway. There are some tables and chairs others totally closed. One would get the
stored in the northeast corner, which is in the Room 25. Ceiling Height: 25 feet. Door: impression that someone or thing went through
shadows, even in direct torchlight. There are Ajar. all the boxes here in a hasty search. The boxes
racks on the south wall. Description: The door to this room is bronze. contain foodstuffs, clothing, supplies and the
Comments: If any character ventures into the There are the props of summoning on the table like.
room, he will be attacked by the Giant against the west wall (silvered broadsword, Comments: There is essentially nothing of
Spider (see Section VII) who will not be seen cap, miter, girdle of lion’s skin, etc.). A interest in here, except behind the curtain on
because it is using one of its spells. The spider pentacle and triangle are drawn in coloured the north wall. If the party pulls it open, they
will attack any size party and will fight to the chalks on the floor. will find hanging in a clothes closet a dead
death, using its spells to its best advantage. Its Comments: This was Socantri’s summoning human, eyes wide with fear (possibly died of
lair is in the tunnel, and in there the party will room. One of Socantri’s fellow pirates was an heart failure).
find two spider eggs worth 200 silver pennies adept of lesser summoning, so the door is
on the open market. The spider will attempt to warded against any unauthorized human Room 29. Ceiling Height: 7 feet. Door:
force the encounter in the cramped room, intrusions with a Spell of Summoning Locked.
where any character except a halfling fights at Summonable (Rank 15). In three minutes, a Description: This rough-hewn room is filled
a -25 due to the ceiling height. If the situation Hellhound will arrive at the door, and attack with barrels of many shapes and sizes,
is impossible, it will take the fight to the group the party. It has the following characteristics: including casks of liquid. Towards the western
(which may happen anyway due to the fact the end of the room is a high pile of rocks in front
party member who ran into the thing may have PS: 16 MD: 21 AG: 22 MA: 20 of a floor to ceiling curtain.
run away from the thing in fright) and use it’s EN: 11 FT: 22 WP: 19 PC: 30 Comments: Inside the barrels are such things
area spells to tie up as many characters as PB: 4 TMR: 9 NA: 6 DP as wax, muslin, woods, of various sorts,
possible. If it reaches a point where it can carry Bite: 52 / 86% / +6 (Close Combat only) dried fruits, camel’s hair, wool, rope, wire, felt,
one member off into the lair, it will do so to Breath: 20 feet by 10 feet; D+8 fertilizers, matting, paper, lace, blubber, etc.
devour him at it’s leisure. The GM should Magic: Sorceries of the Mind The GM should be very creative as to the
chose the characteristics and spells of the S-1 (Spell of Mental Attack) 10/75% contents, so long as he is sure to mention the
spider based on the strength of the party. S-8 (Spell of Invisibility) 5/35% two items in bold print, since they may prove
important. Behind the curtain (the distance
Room 22. Ceiling Height: 10 feet. Door: This is the room where Samigina between is 2 ½ feet) is a wall with a door
Locked. dragged Socantri after he was discovered, and which is slightly ajar.
Description: A bedroom, with two beds, two there are blood stains inside this room and in
small chests and two torch holders. The beds the hallway outside. Room 30. Ceiling Height: 25 feet. Door:
are untouched and clean. Ajar.
Comments: Nothing of interest here. Room 26. Ceiling Height: 10 feet. Door: Description: The room is a rough-hewn
Locked. chamber. A literal pile of gems and coinage
Room 23. Ceiling Height: 10 feet. Door: Description: A rough-hewn room with a lies in the extreme southwest corner. There is a
Open. number of fairly large boulders strewn about slight mist in the air (which should clearly be
Description: A rough-hewn room, with a on the floor; there is also some sort of slime attributed by the GM to the party’s torch if
heavy curtain running along the west wall. The which covers the floor. they have one). On the floor in the middle of
floor is very rough, and the water covers three Comments: None, a time waster. The pirates the room is a dead pirate, lying face down on
fourths of it. Partially obscured by the water is were planning to clear out this chamber at the floor, 20 feet from the door. He is holding
a small statue lying along the south wall. The some future date but had not gotten around to something in his hand; it is a very small item.
water does not reach the curtain. it. Now they never will. He appears to have been heading towards the
Comments: There are two pits which allow door when he fell.
the water generated by a spring at the east end Comments: The pirate came here to get a
of the exterior hallway to drain to the ocean.
3. LEVEL 3 ring which he knew to be stored in this treasure
The wall there has been partially destroyed Room 27. Ceiling Height: 15 feet. Door: trove room; it has two charges of the Special
recently. Any character falling into these pits Open. knowledge Counterspell of Greater
with any armor heavier that leather must make Description: A fifteen-foot wide corridor Summoning at Rank 0. It takes a character
a roll versus the average of PS and AG with a staircase at the western end. If the party with an MA of 17 or over to use it.
(difficulty factor applied by the GM depending is not using a torch, they will notice a very Once any living being moves over
on weight carried, etc.), or slowly sink. Pulling slight blue-green glow coming up the stairs the threshold of the room, the mist will slowly
back the curtain will reveal the staircase, with (also they will hear the sounds of a ship being begin to congeal (the GM should immediately
bloodstains heading downward. The statue is prepared for departure. The hall has stone go to the Tactical Display upon anyone voicing
that of the sponsor’s daughter in Briefing #1. walls and torch holders running it’s length. the desire to enter). It takes the Mist Demon
The floor is clean and not dusty, but there does (see Section VII) three Pulses (including the
seem to be a dark stain which runs the length Pulse in which someone crossed the threshold)
Copyright © 1981, Simulations Publications, Inc., New York, N.Y., 10010
THE TREASURE OF SOCANTRI, PAGE 6
to congeal, which it will do as close to living gathered from various chests from around the
beings as possible. It will attack until either stronghold).
destroyed, dispelled or all living beings are Comments: This mule is not what he appears
dead or have left. It will attempt to maneuver to be, he is Samigina, the Marquis of Dead Room 33. Ceiling Height: 25 feet.
itself between anyone in the room and the Souls, a demon. His characteristics are: Description: This area is filled with 10 dead
door, attacking all the while. A magical wind- human bodies all with leather armor and the
based attack done while it is in it’s mist form PS: 25 MD: 5 AG: 20 MA: 30 clothing of pirates. Some of the bodies are
will delay the congealing by two Pulses. The EN: 30 FT: 40 WP: 30 PC: 32 naked, but all are bereft of their weapons. This
GM should chose the characteristics of the PB: 10 TMR: 7 NA: 4 DP area is covered with sand, and the blood spilt
demon based on the strength of the party. Bite: 62 / 95% / +2 (Close Combat) by the dead men stains the pearly white beach.
If a paraffin torch is constructed by Hooves: 62 / 95% / +4 (Close Combat) Comments: All of these men and the men in
using the wax, muslin and wood from room Hooves: 62 / 85% / +4 (Close Combat) room 31 (scattered randomly about; GM's
29, it will take 10 Pulses to build, have a BC of Magic: Necromantic Conjurations, Rank 20 discretion as to their placement) may be
60% and do 2D damage. G-1 (Darkness) 99% animated as Zombies by Samigina if the
The treasure contained in the trove G-4 (Fire & Brimstone) 85% party does not heed his warning to leave. Their
includes the following: 1,987 gold shillings; G-7 (Noxious Vapors) 75% characteristics are as follows:
936 true-silver guineas; 73,859 copper S-3 (Wall of Bones) 95%
farthings; 743 silver pennies; seven random S-5 (Mass Fear) 75% PS: 16 MD: 10 AG: 8 MA: 0
gems (a Black Star Beryl, a Jacynth, a Ruby, a S-7 (Animate dead) 85% EN: 22 FT: 25 WP: 25 PC: 8
Olivine, Jet, a Rubellite Tourmaline); and a S-10 (Hand of death) 70% PB: 2 TMR: 3 NA: 4 (due to the leather)
wolf-skin cloak with a bone clasp (possibly a Hands: 16 / 21% / D-2
magical item; GM’s discretion). Samigina is here to procure this
vessel for a trip across the seas. He has raised Room 34. Ceiling Height: 25 feet.
an army of skeletons and attacked this pirate Description: A large grotto which is filled
4. LEVEL 4 hideout, wiping out the entire force, and is now with an eerie, fell, blue-green light. There is a
Room 31. Ceiling Height: 25 feet. readying his vessel. If attacked by a party he wharf with a small ship docked. It is in the
Description: This is an empty, sand filled will first pick out the leader and cast a Hand of process of being prepared for sea, with the
chamber with 3 chests in the extreme northern Death for just one Pulse in an effort to scare entire crew bedecked as if pirates. There is one
end. There are 12 human bodies lying on the them off. If that does not work, he will animate major difference between the sailors and what
sand in the area south of the covered pit. All of the 23 dead pirate corpses as Zombies and the characters would expect, however, as these
these bodies are garbed in leather armor and have them attack the party while he is casting are all Skeletons. The ship has two masts and
the clothing of pirates. Some bodies are naked, spells such as Mass Fear and Fire and rigging, etc., and the Skeletons fill out her
and all have had their weapons taken away. Brimstone. If the party appears to be winning, entire crew. The inlet looks quite deep.
None of the bodies are located north of the he will then pull the Skeletons in room 34 off Comments: The entire crew has been
covered pit. There is a blue-green glow coming the ship and have them attack the party. animated by Samigina as he prepares for his
from the opening to the west. Samigina does not wish to get voyage. The 25 Skeletons have the following
Comments: The covered pit is a trap which involved in a Melee of any sort and will move characteristics:
is covered with leaves and sand to fool the quickly to avoid the possibility. Samigina in
unwary. It was set there by the pirates to guard the mule form is able to loose a spell without PS: 16 MD: 18 AG: 16 MA: 0
their treasure until it was transported upstairs. preparing it and does not have to make any of EN: 12 FT: 10 WP: 25 PC: 14
Along the western edge there is a slight cliff the hand motions normally associated with PB: 2 TMR: 3 NA: 0
which enables anyone to go over to the chests spells of his College. Thus, the GM should Sabre: 30 / 78% / +3
without disturbing the trap. If the trap is strive to maintain the illusion that the mule is
stepped on, characters must attempt to roll not performing the magic, since there are no They will not be used to attack the
equal to or less than 3 times their Agility or outward signs at all (no vocals, etc.). Only if party unless things are going badly in the
else they fall in to it, dropping 20 or so feet. Samigina uses the Fire and Brimstone will they melee, as Samigina needs them to finish their
There will be enough leaves and fronds to directly notice anything since the flames will tasks and believes the Zombies can finish the
allow any character to climb out once fallen in, emanate from the mule’s eyes. party off.
but it will take at least ten Pulses (disregarding If any attempt to mentally The walls are covered with a lichen-
any time spent trying to recover from stun if communicate with the mule is successful, the type plant which gives off the very strange
that occurs). The GM should fill the chests GM will have to play the mule as a super iridescent light. The inlet is 40 feet deep. The
with as much treasure as he sees fit. intelligent being and hope the players catch on ship is quite sea-worthy, which any character
that this is no ordinary animal. He will attempt with Navigator skill would know. There is no
Room 32. Ceiling Height: 25 feet. Door: to convince the party to leave and go back up form of treasure on board the vessel.
Open. stairs since he wishes to kill no more than he
has to, but he will willingly oblige them if they
Description: This is a long, narrow passage
persist in being aggressive. The only
VII. NEW MONSTERS
filled with various tools and accouterments of
sailing and ship maintenance. All of the things communication possible will be telepathic, as There are two monsters presented in
in here are of no interest to the party, with one are all animal/human communications. the adventure which will not be found in the
exception: a small mule which is bending over If things are going badly, Samigina DragonQuest rules. They are detailed below:
the body of a man who appears to be as dead will attempt to leave via the stairs. He can be
as the others in this area (it is Socantri, who is banished by casting the appropriate
dead). This mule is located in one of the hexes counterspell. The real trick of this battle for the 5. GIANT SPIDER
next to the oars on the southern wall. There is a players is to realize that this animal is not what
he appears to be and the GM must play the NATURAL HABITAT: Caves, Crypts, Ruins
great amount of gems and jewelry lying in FREQUENCY: Very Rare NUMBER: 1-2 (1)
open sacks at the feet of this mule (which was Demon to the hilt for it to be effective.
Copyright © 1981, Simulations Publications, Inc., New York, N.Y., 10010
THE TREASURE OF SOCANTRI, PAGE 7
DESCRIPTION: A large, man-sized spider with dispelled by a Special knowledge Counterspell casting of the counterspell. Samigina will
a thick coating of long, greasy hair. The hair of Lesser Summoning. passively resist this attempt; after all, he does
and the fetid skin beneath are mottled shades have ideas of his own for the future of this
of green and brown. Their eyes are large and
VIII. Designer’s Notes plane.
fly-like and bespeak of hidden intelligence. The Treasure of Socantri is an
They are one-hex monsters. adventure which was designed to test not only DESIGN CREDITS:
TALENTS, SKILLS AND MAGIC: These the abilities of the characters, but also the Adventure Design and Development:
creatures are masters of Earth Magics, having knowledge (of DragonQuest) the players Gerry Klug
ranks with their various spells (of both General themselves had. Since most of the people who
and Special Knowledge) and talents not play DQ have either played the game since its Physical Systems and Graphics:
exceeding 15. release or know the existing rules fairly well, I Redmond A. Simonsen
They do not possess any ritual knowledge. wanted to send the characters on an adventure
When they perform their magic, they do not which they would assume to be Adventure Testing and Advice:
need to make any gestures or vocalize the straightforward and transparent, and then find Robert Kern, John Butterfield, Greg
words (the preparation is done in total silence). themselves in situations with which they are Gerold, Cindy Bitowf, Tom Harmon,
They are not web-spinners but create their lairs not familiar while encountering creatures Stephan Gray, Greg Gordon, Dean
in caves. Their eggs are worth 200-2,000 silver which are not in their rules books. Because of Martelle, Dean Carter, Ken Newman,
pennies on the open market, depending on size. this, the performance of the characters will John Kutchta and all the players at
MOVEMENT RATES: Running 250 widely vary from having no trouble with the WinterCon ‘81.
adventure at all being totally wiped out (both
PS: 14-23 MD: 10-14 AG: 30-34 situations occurred in play through during Dramatis Personae:
MA: 15-20 EN: 7-16 FT: 13-22 testing). Karak (Bob Kern), Arlokazian Arbulink
WP: 20-24 PC: 9-13 PB: 1-5 At the 1981 WinterCon (and also at (John Butterfield), Whis’par* (Cindy
TMR: 5 NA: Hair absorbs 3 DP small convention in Chicago over the New Bitowf), Faramir Banelson* (Greg Gerold),
Year’s Holiday) we had some groups tell us Alaric* (Steve Gray), Duke Smith* (Tom
WEAPONS: A giant spider can attack only via this adventure was too easy; others complained Harmon), Mahaur* (NPC).
its bite in either Close or Melee Combat, with that DragonQuest adventures should not be so * = Killed in action
a Base Chance of 55% and damage of +2. Its dangerous because that reminded them too
bite is not poisonous. much of the bad things about D&D. Production:
COMMENTS: A Giant Spider belongs to the Obviously, the adventure is not quite the Ted Koller, Manfred F.Mikuhn, Michael
Insects and Spiders family (Section 69). culprit, but rather the player’s own abilities Moore, Bob Ryer, Ken Stec
and knowledge.
6. MIST DEMON I chose Samigina specifically
NATURAL HABITAT: Other Planes because he/she/it does not look like a demon;
FREQUENCY: Very Rare NUMBER: 1 someone like Aim, for example, would have
DESCRIPTION: A mist demon is a misshapen, been too easy for the players to recognize and
malformed, degenerate Air Elemental which react to. It is important to emphasize that the
only appears on this plane in the form of a GM should not play Samigina as a mindless
light mist which has the color and consistency killing automation, but rather as a being who
of smoke. When provoked to attack, it will sees choices and reacts intelligently to them.
congeal to form a semi-solid, slowly revolving The demon will not be worried about the
whirlwind. It will appear to have a number of characters’ intrusion unless they begin to
faces equal to the number of creatures it is threaten his operation; in that case, he will
attacking. It is a three-hex monster. attempt to kill as many of the party as he can
TALENTS, SKILLS AND MAGIC: Mist demons then animate them for his own purposes.
have no special magical talents, and no other In my campaign, one of the
abilities except their multiple attacks as characters (Whis’par) was killed by Samigina
detailed below. almost immediately after hostilities broke out.
MOVEMENT RATES: Running 150 She was then animated by Samigina and
proceeded to attack Arlo with her saber. The
PS: 42-51 MD: 0 AG: 33-42 reaction of the players to this sudden turn of
MA: 0 EN: 25-34 FT: 20-29 events was priceless; the image of a burned-to-
WP: 10-14 PC: 10-14 PB: 0 a-crisp (from Hellfire) Whis’par mindlessly
TMR: 3 NA: 0 flailing away at Arlo turned the stomach on
even the most battle-hardened veteran of my
WEAPONS: Mist demons attack by campaign. Do not get the wrong idea; I
strangulation (Base Chance of 70%, +7 normally do not enjoy upsetting the digestive
damage) and may attack in either Melee or systems of my players. However, a GM must
Close Combat. Each surrounding hex may be keep his players on their toes.
attacked into (all are treated as front hexsides) A reminder about demons in general
and up to six figures may be attacked in one is in order: They may be banished back to their
pulse with no penalty. own dimension by a successful cast of a
COMMENTS: This creature belongs to the Special Knowledge Counterspell of Greater
summonables family (Section 73). It can be Summoning. Thus, if one of the characters has
this spell, then all it takes to defeat Samigina is
the realization that he/she/it is a demon and the
Copyright © 1981, Simulations Publications, Inc., New York, N.Y., 10010
THE TREASURE OF SOCANTRI, PAGE 8