DDA4 - The Dymrak Dread (TSR9272) (Remastered)
DDA4 - The Dymrak Dread (TSR9272) (Remastered)
DDA4 - The Dymrak Dread (TSR9272) (Remastered)
Table of Contents
Introduction . . . . . . . . . • . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
The Dungeon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
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ing it easy for " accidents" to happen. these modules can easily be run as a series of dungeons
The characters' allies in Luln suggest that they journey without the D&D® Rules Cyclopedia, but with those rules
eastward. In fact, Leraith tells them that they may find you can weave them into an even richer tapestry of ad·
some work from his cousin Roderick, Lord Forester of venture.
Dymrak, who has been having a lot of trouble with gob- Again, this is entirely optional. If you are new to the
lins oflate. He writes them a glowing letter of recommen- game, don 't overburden yourself with complications.
dation and assures them that if they take a job from Run this adventure, try another, design a few of your
Roderick, they can expect ample reward for their efforts. own. As you gain confidence, keep building. You'll
If Alexei Schelepin is still alive, he will happily accom- quickly discover the rewards of exploring and embellish-
pany the PCs on their journey. His home village, Ryania, ing the world of fantasy, even creating an entire world of
lies in the same direction. Alexei may even accompany your own.
the party into the dungeon, if the DM believes more mus-
cle is needed. Background for Players
Otherwise, the adventure and players' background
may be used exactly as presented. To begin the adventure, read the following boxed passage
to the players:
Connecting This Module With Other D&D®
Game Products Ever since you were children, you' ve heard the fright-
ening tales of the Dymrak Forest. While the human
This module is designed to stand alone; all you need to foresters and elven clans who live there are gentle and
play are the D&D® game rules. This is not the only way to peace-loving, there are also goblins, and even more
do things, however. There are many other DUNGEONS terrible monsters! Many of these creatures live in the
& DRAGONS® game adventures and accessories. Since low, swampy heart of the forest, where humans and
this is an introductory adventure, you, the reader, proba- elves dare not go.
bly haven't read any of them . But if you have or if you These goblins are not just imaginary, or stories to
will, you should know that The Dymrak Dread can be easily scare naughty children. The fact that they are real and
adapted to fit in with the many other products of the dangerous has been brought home by the raids in re-
D&D® game line. cent weeks that have struck human and elven com-
First of all, there is the hardcover D&D® Rules Cyclope- munities alike. An entire village was destroyed!
dia. The Cyclopedia deals with higher-level characters and The leader of the goblin raiders is a war chieftain
adventures in places outside of dungeons, such as cities named Kosivikh, known widely as the "Dymrak
and the wilderness. If you master the basic D&D® game Dread" because of the fear he strikes into the hearts of
rules and move up to the Cyclopedia, entire new worlds of his enemies.
adventure will open up for you. Clearly, it is time to act. Roderick, the Duke's Lord
Armed with the Cyclopedia, you'll be prepared to fit The Forester, has decided that the mayhem must come to
Dymrak Dread into an entire world. If you use TSR's an end. He has announced a bounty of 1,000 coins of
products, this will be the Known World: a thriving, gold to anyone who brings him Kosivikh's head.
great, and diverse planet, detailed through numerous The challenge is irresistible for adventurers like
products, such as the acclaimed Gautteer line. yourselves, eager to prove your heroism. Do you dare
If you look at the Known World you'll find that the penetrate the fens and confront the Dymrak Dread?
Dymrak Forest- in which this adventure is set- is al-
ready placed in a country called the Grand Duchy of You may expect your players to rise to the challenge. (If
Karameikos (detailed in Gazetteer GAZJ). Thus, if you they don't, maybe you need to sit down and have a talk
choose to adopt the Known World for your D&D® game with them about what heroic adventure is all about!)
campaign, you'll have a good place to locate this Before you embark on the adventure itself, give the
dungeon. players a chance to talk about their plans and prepare for
If you like the Grand Duchy, you '11 be pleased to know the assault. The PCs can buy any supplies they need in
that many published adventures are set there. Most of town before they set out, at the prices listed in the D&D®
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You'll see this format, or ones very close to it, in nearly 2) Ghoul (1d2): AC 6; HD 2• ; hp 9 each; MV 90' (30');
all published D&D® game modules. In this module, #AT 3; THACO 18; Dmg 1d3/ 1d3/ 1d3 + paralysis; Save
which is designed for beginning DMs, we've taken care F2; ML 9; AL C; XP Value 25.
to include more information than published adventures
would usually have about monsters. In doing this, we 3) Goblin (1d6): AC 6; HD 1 - 1; hp 4 each; MV 90'
have saved you the trouble of having to look up the effects (30'); #AT 1; THACO 19; Dmg 1d6 (mace); Save NM;
of, say, a giant centipede's poisonous bite. ML 7; AL C; XP Value 5.
THACO: THACO is an alternative to looking up com-
bat charts. It is a different route to the same combat re- 4) Hobgoblin (1d6): AC 6; HD 1 + 1; hp 6 each; MV 90'
sults. To use THACO, roll the d20 for the monster as (30'); #AT 1; THACO 18; Dmg 1d6 (spear); Save Fl ; ML
usual. Add any special combat modifiers (e.g., a penalty 8; AL C; XP Value 15.
for trying to hit an invisible opponent), then add the de-
fender's armor class. If the total is above the THACO, 5) Lizard Man (1d3): AC 5; HD 2 + 1; hp 10 each; MV
then the blow has landed. 60' (20'), swim 120' (40'); #AT 1; THACO 17; Dmg
If you find THACO too confusing, just make do with 1d6+1 (spear); Save F2; ML 12; AL N; XP Value 25.
the combat charts. Using the Dungeon Master's Screen from
the D&D game set will help speed play. 6) Spider, Crab (1d2): AC 7; HD 2• ; hp 9 each; MV
Morale: Be sure to check for Morale if you use the op- 120' (40'); #AT 1; THACO 18; Dmg 1d8 +poison (save
tional Morale rules. It is important to know whether vs. poison at + 2 or die in 1d4 turns); Save Fl ;ML 7; AL
some monsters will surrender or run away. It could mean N; XP Value 25.
life or death for someone's beloved player character. Re-
view pages 23 and 24 of the D&D Game Rulebook for how 7) Stirge (1d8): AC 7; HD 1•; MV 30' (10'), fly 180'
and when to check Morale. If you do not use Morale (60'); #AT 1; THACO 19; Dmg 1d4; Save F2; ML 9; AL
rules, use your best judgement to decide when monsters N; XP Value 13 .
will flee rather than fight on. PCs may be faring well, but
even so, wounds may accumulate, and could lead to 8) Zombie (1d3): AC 8; HD 2; MV 90' (30') ; #AT 1;
death in future encounters. Don't be soft on the players THACO 18; Dmg 1d8; Save Fl; ML 12; ALC; XPValue
(after all, they may sometimes have to flee themselves!), 20.
but don't be too harsh .
Goblins who fail their Morale checks will attempt to You '11 probably find it best to modify the wandering
flee the dungeon. These chaotic humanoids are first and monster tables like this when you design your own
foremost interested in their own, individual survival. dungeons. After all, it doesn't make much sense to find
an ore in a goblins' lair. A little work will make your
Wandering Monsters dungeon more logical and coherent.
Inside the back cover of the D&D Game Rulebook, there are
wandering monster tables. These are useful tables, but
not immediately suitable for all dungeons. So what we've
done is drawn up an abbreviated listing of the monsters
that may be found wandering in this particular dungeon.
Wandering Monsters
(Roll 1d8)
1) Bat, Giant (1d3): AC 6; HD 2; hp 9 each; MV 30'
(10'), fly 180' (60'); #AT 1; THACO 18; Dmg 1d4; Save
Fl; ML 8; AL N; XP Value 20.
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On both dungeon levels, some passages are covered with This cave is shared by a mated pair oflizard men. They
water. Use common sense to judge what effects this will have worked out an understanding with the goblins for
have on play. For example, what will characters do with mutual protection against intruders (such as the PCs).
torches and lanterns when combat starts? Will they suffer The lizard men are supposed to attack all intruders (and
an armor class penalty by not using a shield? Will they they will). At the sound of battle, goblins are supposed to
use a torch as a weapon? Or will they drop the torch and, assist in driving away enemies.
perhaps, have to fight in darkness? Walking through wa- Unfortunately for the lizard men, the chaotic goblins
ter makes noise, which will reduce the chance of surprise are lax in holding up their end of the deal. They regard
to 1in8, and may give away the location of invisible char- the lizard men as foolish cannon fodder whom they con-
acters. sider useful as an unpaid first line of defense. The guard
at encounter 2 prefers not to risk his neck, although the
1. Lizard Man Lair sound of battle puts him on guard. If the lizard men suc-
cessfully repulse an attack, he will excuse himself by say-
The rotten stench of swamp permeates this cave, which ing that he fell asleep on duty. ("Anyway, you obviously
contains a flooded , stagnant pool. The water rises got by fine without me.") And if the lizard men fail-well,
above a human 's ankles. The cave bulges to the north- who would there be to accept his apology anyway?
east, creating an oblong chamber, while to the south The treasure of the lizard men is kept in a clay um,
you perceive forked passageways extending roughly
buried under water and mud by the eastern wall of the
south and southeast into the chilling darkness .
cave. It consists of 213 cp, 154 sp, 77 ep, and 14 gp.
To the northeast, glistening movement catches your There is also a silver diadem set with four exquisite agates
eye: two humanoid shapes with tails, lizards' heads,
worth 60 gp total, and a wax-sealed flask containing a po-
and other reptilian features. They snarl threateningly, tion of invisibility.
perhaps because you have invaded their lair.
Lizard Men (2): AC 5; HD 2+1; hp 10 each; MV 60'
(20'), swim 120' (40'); #AT 1; THACO 17; Dmg 1d6+1
(mace); Save F2; ML 12; AL N; XP Value 25 each.
2. Goblin Guard
You are distracted by the sound of shouts and laughter
further down the hallway. Then, to the west of the pas-
sageway, you perceive a recess hewn from the stone.
Out of this niche steps a burly goblin, his sharp teeth
grinning evilly as he lunges in attack at the lead charac-
ter of your party.
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The shouts and laughter come from a dice game going 4-0 gp. A third goblin is wearing a necklace of alternating
on in encounter 3. The raucous noise that those goblins gold beads and pearls, worth 400 gp. Finally, a fourth
are making will keep them from hearing the fight between goblin has a small flask containing a potion of healing that
the guard and invaders if the PCs can finish off the goblin is slung over his shoulder.
in two rounds or less. Otherwise, the three goblins play- The noise of battle is likely to attract goblins from adja-
ing dice come out to investigate the noises, followed a cent areas. If the PCs have not eliminated the guard (en-
round later by the two goblins who were resting on their counter 2), he arrives at the beginning of the second
bunks. See encounter 3 for the statistics of and treasure round of combat.
carried by these humanoids. If the characters have not eliminated the goblin spell-
caster, Vylgrykk (encounter 4), he has a 1 in 3 chance (a
3. Goblins' Bunk Room roll of 1 or 2 on 1d6) per round, on the third and subse-
quent rounds of combat, of deciding to come to investi-
If the PCs already dealt with the goblins in encounter 2, gate the commotion. IfVylgrykk has not decided to come
use this description of the room: by the end of combat, he assumes that the grunts have
dealt with the problem, and continues with his work.
This large chamber is set up as some sort communal Kosivikh, who is busy planning the goblins' next raid
barracks, no doubt for those goblins you just fought. with his lieutenant (see encounter 5 for stats), will send
You see a half dozen bunks. In the center of the room is him out to see what's the problem if combat goes for more
a crude table with a pair of dice and several piles of than four rounds. If the sound of battle ends and the lieu-
copper coins. tenant does not immediately return, Kosivikh will inves-
tigate for himself.
There are 412 copper pieces on the table. If the PCs This could be a long and difficult battle. You're given
finished off the guard in encounter 2 quickly and quietly, some flexibility as DM, however, to keep the characters
or are entering from the wokan's room (encounter 4), from being slaughtered if the battle goes against them:
they may get the drop on the goblins who will still be here. just decide not to have reinforcements come in .. This may
Read them the following: be necessary if the party is small and/ or low in level. Do-
ing so will permit the·characters to regroup and perhaps
use healing magic (such as the clerical spells or the gob-
In these communal barracks, you see a half dozen lin's potion) before facing the rest of the goblins.
bunks-and most of the residents seem to be home! Careful players may make the encounter easier for
Two goblins are resting on their beds while another themselves by scouting. The invisibility potion in the first
three are playing dice at the table in the center of the encounter may be helpful.
room. Your entrance is greeted by angry challenges as
the goblins grab their weapons. 4. Wokan's Room
Goblins (5): AC 6; HD 1 - 1; hp 4 each; MV 90' (30'); What a mess this room is! The walls are draped with
flKf 1; THACO 19; Dmg 1d6 (short sword); Save NM; hides of animals and stranger beasts, marsh reeds,
ML 7 (9 if Kosivikh is present); AL C; XP Value 5. and-most hideously, hanging in the southern comer
of the room-the dissected corpse of a lizard man.
The goblins in their beds are automatically SlU'J>rised, Pots, flasks, and vials of evil-smelling substances are
and will have to spend their first combat round drawing strewn all about. The floor is covered with dried reeds;
weapons and standing up to fight. Those at the table have in the north corner the reeds are thicker, suggesting
their weapons close at hand, but may be surprised as usual. that they have been used as a bed.
Besides the copper on the table, each goblin carries a And before you, the strangest thing of all is a goblin.
pouch with 3d8 cp, 2d6 sp, and 1d20 gp. The short sword His bald head is covered with strange symbols, marked
of one goblin has a amethyst set in its silver pommel, with thick, pasty paints. His pierced nose sports a large
worth 125 gp. Another goblin is wearing a large, plati- bone, and from his earlobes dangle bright gold ear-
num earring fashioned in a stylized horse's head, worth rings. A necklace of teeth is around his wiry throat,
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5. Kosivikh's Room The chest is locked, and has a poison needle trap. Un-
less someone disarms the trap, a person attempting to
lfKosivikh or his lieutenant joined the melee in encount- pick the lock will prick his finger and must save vs. poison
er 3, make certain that you adjust the following descrip- or fall unconscious for 2d4 hours. (Kosivikh uses this poi-
tion accordingly: son because he's more concerned about greedy goblins
running off with the group's loot than intruders.)
This is undoubtedly the most orderly and luxurious Inside the chest is the bulk of the war band's wealth:
room you've found among these goblins. There's a 3,218 cp, 2,056 sp, 978 gp, six pieces of onyx (worth 50
tapestry on the south wall-evidently made by hu- gp each), a large amber gemstone (worth 130 gp), and a
mans, and from far away. It depicts desert warriors re- sapphire (worth 500 gp). There are also four magical po-
clining in a tent, dining on delicacies served by veiled tions: two of healing, one of gaseous form, and one of dimi-
women. There is a cot to the east . A table is in front of nution.
the cot, and on the table there appear to be maps. A
silver tankard sits there as well. To the west is a large, 6. Storage
iron-bound oak chest that is closed.
Two goblins are here, larger than any others you've The door to this room is locked.
yet seen. One who is particularly large is wielding a
battle-axe. There is no question in your mind: this Crates, boxes, and barrels fill this room, which you
brute before you can be none other than the Dymrak conclude is used for storage. Otherwise, the room is
Dread, Kosivikh himself. nondescript.
Kosivikh, "The Dymrak Dread," Goblin War Chief- This room contains spoils of the goblins' raids, plus
tain: AC 4; HD 3; hp 15; #AT 1; THACO 17; Dmg various supplies they have purchased. The players may
1d8+1 (battle axe); Save F3; ML 10; AL C; XP Value search the room's containers if they like. About a dozen
35. containers are just empty. The remainder contain the fol-
Kosivikh wears chain mail + 1, wields a battle axe with lowing: three boxes of arrows (50 arrows per box) that are
both hands and, because of his great size and strength, in fine, usable condition; four barrels of red wine (one of
receives a + 1 bonus to damage. Kosivikh also cai:ries a them was opened, and spilled over a crate of dried ra-
key ring. It has keys to the storage room and the pris- tions, now spoiled); five crates of iron rations, each con-
oners' cell (encounters 6 and 7). taining enough food for one person for 30 days; a crate of
broken weapons: sword hilts, axe heads, broken blades,
Kosivikh's Lieutenant (1): AC 6; HD 2; hp 7 each; MV splinters staves, etc.-none of it is immediately usable.
90' (30'); #AT 1; THACO 18; Dmg 1d8 (swords); Save In another box packed with straw is a silk pouch con-
F2; ML 9; AL C ; XP Value 20 each. taining a half dozen gems: a garnet (worth 100 gp), a
small ruby (worth 500 gp), two pieces of jacinth (worth
The maps on the table depict merchant caravan routes 150 gp each), an agate (worth 10 gp), and a small pearl
around the Dymrak Forest. The Dymrak Dread and his (worth 50 gp). In still another crate is a dozen giant centi-
lieutenant have been planning their next raid, an ~ttack pedes. The wokan was planning to use them for research.
on spice merchants from the east. He was interested in extracting and distilling their venom
Assuming these goblins are here (i.e., they didn't join for poisoning weapons.
the encounter 3 battle), they will attack the PCs. If there
was a loud battle in encounter 3, they will not be sur- Giant Centipedes (12): AC 9; HD 112; hp 3 each; MV
prised. 60' (20'); #AT 1; THACO 19; Dmg poison; Save NM;
The exotic tapestry on the south wall is of highest quali- ML 7; ALN.
ty, and Kosivikh has taken care that it not be ruined by
neglect and adverse cavern conditions. It is worth its full Centipede poison does not kill. Characters who fail
500 gp value. The silver tankard on the table is half full of their saving throws vs. poison become ill for 10 days.
fine ale. The tankard is worth 30 gp. During this time they are so weak that they cannot per-
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tains steadfastly that neither prisoner must be allowed to The spider is a giant black widow, and it's hungry! It
die, in spite of the fact that this may imperil or at least does not intend to wait for the party to get caught in its
inconvenience the party. The principle of not doing harm web.
to the helpless outweighs the passing concerns of the char·
acter party. This is a clearly lawful position, and if Barth Giant Black Widow Spider: AC 6; HD 3•; hp 14; MV
sticks to it the DM should award him 25 XP for good role- 60' (20'), in web 120' (40'); #AT 1; THACO 17; Dmg 2d6
playing. If Barth not only argues this position, but also + poison (save vs. poison or die in 1 turn); Save F2; ML
suggests a solution to the dilemma that is harmonious 8; AL N; XP Value 50.
with it, he should be awarded 50 XP. For instance, the
PCs could leave the prisoners here for now and set them Wrapped up in the long tangle of webs is, beside the
free some time later after the PCs have explored the bodies of numerous animals, the corpse of a kobold
dungeon, at a time when they can set them both free out· sucked dry by the spider. Dehydrated and enshrouded in
side the dungeon and keep them apart so neither kills the the silky webs, it looks much like a mummy. The hapless
other. If PCs make a decision of this nature, they should kobold carries a potion of healing and a pouch of 40 gold
all receive 50 XP. pieces.
Past the web, the passage descends steeply into the sec·
8. Web ond dungeon level (encounters 9-13, described below).
The passageway is blocked by a silky tangle of webs. A
gigantic black spider that is almost as long as a human
is high slips out from behind the sticky shroud. You see
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on its belly a distinctive, hourglass-shaped marking.
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9. Submerged Hole
The skeleton is a human explorer who fell prey to a trap tention until a triggering action brings them to life: the
on the door. It caused her to be paralyzed; she subse- opening of the next pair of bronze doors, which are not
quently died of thirst. In the water near the skeleton is a locked. If the party does this it will find itself surrounded
single jade earring (worth 50 gp). by a corps of ancient, undead guards.
11. Entry Guardians Zombies (6): AC 8; HD 2; hp 9 each; MV 90' (30'); #AT
1; THACO 18; Dmg ld6 (spears); Save Fl ; ML 12; AL
The door to this chamber is locked. The lock is ancient C; XP Value 20 each.
and extremely simple ( + 30% chance of success).
If there is a cleric in the party, he may attempt to turn
The bronze doors open outward, into the cavern where these undead creatures. To do so the player must an-
the skeleton lies. Ahead are three steps, rising above nounce that his character is going to attempt to turn the
the water level, opening into a square-cut chamber, 20 zombies. The cleric steps forward at the Movement phase
feet on the side. Six human forms, three beside the east of the combat sequence, and commands the undead to be-
and north walls, stand at attention. They wear bronze gone. It counts as the character's action for the round; a
helmets and leather cuirasses, and in their hands they cleric who attempts to tum may not in the same round
hold great spears with broad-leaf blades. Another look cast spells or attack with a weapon.
suggests that. . . they're dead! Bits of rotting flesh droop Success is not automatic if the cleric is first- or second-
from their bones. level. If the cleric is first-level, a roll of9 or higher must be
To the south you see a short staircase leading to a rolled on 2d6. If this roll fails the zombies remain and the
pair of bronze doors identical to those you just passed. cleric may not again attempt to turn the undead in this
combat encounter. If the roll succeeds, you (the DM)
The dead guards are in fact zombies, held stiffly at at- should roll 2d6. The result is how many Hit Dice of zom-
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level n encounteR key
bies are turned, rounding up. Zombies have two hit dice the candelabras. They'll want to open the ancient prince-
so, for example, a roll of 7 would tum four of them (seven ling's tomb. To do so, a combined strength (adding up the
divided by two is three and a half, rounded up makes strength ability scores of all the characters joining the ef-
four). A second-level cleric must make a roll of 7 or higher fort) of 50 is required.
on 2d6 to turn the zombies.
A third-level cleric can turn zombies automatically; the With a heave and a grunt you remove the effigy and
DM just rolls 2d6 to determine how many are turned. the heavy, flat stone on which it rests. What mysteries
If the cleric turns some, but not all of the zombies, he lie within the tomb?
can keep turning on subsequent rounds, until he fails. Casting light in the sarcophagus for the first time in
Zombies who have been turned attempt to flee the cler- countless years, you behold the lord for whom this
ic's presence. They are not destroyed, so the DM may great monument was erected. The body is conspicu-
bring them back to haunt the party (so to speak!) later in ously well-preserved, considering the state of other
the adventure. Note that clerics do not receive experience things you've found. It is a noble-looking man, gray-
points for zombies as though they had destroyed them. haired , skin pallid in death. A wool blanket, woven
Characters of any class might have one or more vials of with clever, colorful geometrical patterns, covers his
holy water. This water is specially blessed to do harm to feet, legs, and breast. Age hasn't treated the cloth as
undead. The player character must make a hit roll just kindly as the corpse; it appears on the edge of disinte-
like any other attack; if it succeeds, the zombie was struck gration. Beneath the blanket you see that the man
and suffers 1d8 points of damage. wears a bronze breast-plate and a striped kilt. On his
left is placed a bejeweled great helm , and on his right a
12. Long Hall mighty, double-bladed axe; both of bronze.
Past the chamber of the zombie guards you come to a
long hall, stretching 40 feet to stairs and the next door. The princeling is so well preserved because he is a re-
To either side of the central aisle are mighty columns ceptacle for an undead spirit, a wight, only now awaken-
that are five feet in diameter, each separated by five ing from a slumber that has lasted hundreds of years.
feet. Sconces for torches are placed at each column, but
they are empty. At the end of the hall, flanking yet an- Wight: AC 5; HD 3*; hp 14; MV 90'(30'); #AT 1;
other example of the bronze double doors, are two THACO 17; Dmg energy drain or ld8+1 (magical
great gargoyles whose mighty wings arch over the bronze battle axe); Save F3; ML 12; AL C; XP Value 50.
doorway and touch. The statues' leering gazes seem to Whenever the wight strikes, it drains life energy: the
follow you as you progress down the hall. victim loses one level or hit die, without any saving
throw. (This kills first-level characters immediately.) Any
The gargoyles are (surprise!) just statues. person slain by a wight becomes a wight in ld4 days, un-
der the control of the slayer. In other words, the new
13. The Tomb wight will be an NPC monster that the DM must run.
Energy drain makes the wight a very powerful mon-
This must be a tomb that you 've found. In front of you ster. It means that any first-level character struck by the
is a great stone sarcophagus, and upon the sarcopha- · wight will be slain automatically! This may be unpleasant
gus is a rudely sculpted effigy of a great, bearded war- for your players. Use your discretion as a DM-modify
rior in armor. At the head and foot of the sarcophagus the encounter so no one's fun will be spoiled. If the party
are golden candelabras, their candles long burned consists solely of first-level characters, then have the
away. Bright frescoes adorn the walls. They depict hu- wight fight only with its bronze axe. This will still dole out
mans with bronze weapons and armor, fighting against a lot of damage and make the encounter a challenging cli-
fantastic beasts. max, but it won't spell immediate, irrevocable death. If
second- or third-level characters are in the party, on the
The gold candelabras are each worth 250 gp. The fres- other hand, it will be not quite so bad if someone is
coes, though exquisite artwork, are not movable. drained of an energy level. You might still decide that the
Treasure-seekers are not likely to be satisfied with just wight will alternate touch and weapon attacks.
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Conclusion
14
If you don't have the time to generate characters from Strength: 8
scratch, you might try these pregenerated characters. lnteUigence: 18
There is one of each character class. Simply explain to Wisdom: 11
your players what the seven D&D® game character class- Dexterity: 12
es are and ask each player to choose a different class. Constitution: 14
Then give each player the information for the pregener- Charisma: 11
ated character of that class. If you make photocopies of Hit Points: 5
the character sheet on the back cover of the DUNGEONS
& DRAGONS® Rulebook, it will be easy for players to Spells Known: Magic missile
fill in the information on that sheet. Otherwise just ask Equipment List: Silver dagger, backpack, iron rations,
them to write it down on a blank piece of paper that will vial of holy water, lantern, 3 flasks of oil, large sack, tin-
serve as a character sheet. derbox, waterskin, 13 gp
Players should make up some additional information
for their characters: name, sex, alignment, appearance, PC #3: Cleric
maybe some personal history, and special traits or man-
nerisms. Encourage the players to weave a story about Name:
where their characters are from and how they came to- Age:
gether. This will may take up some time, but it is well Sex:
worth it. Such details make role-playing easier and more Alignment: (as selected by player)
fun. Armor Class: 3
Strength: 13
PC#1: Fighter
Intelligence: 11
Wisdom: 13
Name:
Dexterity: 7
Age:
Constitution: 8
Sex:
Charisma: 12
Alignment: (as selected by player)
Hit Points: 5
Armor Class: 4
Strength: 15 Equipment List: Staff, plate mail, shield, holy symbol,
Intelligence: 10 backpack, iron rations, wineskin (full), 6 torches, 50'
Wisdom: 12 rope, 9 gp
Dexterity: 10
Constitution: 12 (as selected by player) PC #4: Thief
Charisma: 8
Hit Points: 7 Name:
Age:
Equipment List: Normal sword, shield, chain mail, Sex:
standard rations, waterskin, large sack, 2 gp Alignment: (as selected by player)
Armor ClaH: 6
PC #2: Magic-user
Strength: 9
Intelligence: 11
Name:
Wi.sdom: 5
Age:
Dexterity: 14
Sex:
Constitution: 13
Alignment: (as selected by player) Charisma: 9
Armor ClaH: 9
Hit Points: 5
15
Equipment List: Leather armor, short bow, quiver of 20 PC #7 : Halfling
arrows, 2 silver-tipped arrows, backpack, large sack,
small sack, waterskin, standard rations, 50' rope, thieves' Name:
tools Age:
Sex:
PC #5: Elf Alignment: (as selected by player)
Armor Class: 4
Name: Strength: 11
Age: Intelligence: 8
Sex: Wisdom: 7
Alignment: (as selected by player) Dexterity: 14
Armor Class: 4 Constitution: 13
Strength: 17 Charisma: 7
Intelligence: 14 Hit Points: 9
Wisdom: 8
Dexterity: 14 Equipment List: Chain mail, sling, 30 sling stones, short
Constitution: 12 sword, silver dagger, waterskin, backpack, 2 small sacks,
Charisma: 13 tinderbox, 2 flasks of oil, standard rations, 1 gp
Hit Points: 4
PC #6: Dwarf
Name:
Age:
Sex:
Alignment: (as selected by player)
Armor Class: 2
Strength: 15
Intelligence: 11
Wisdom: 12
Dexterity: 12
Constitution: 14
Charisma: 9
Hit Points: 8
16