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ISLE OF THE ABBEY by Randy Maxwell

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Page 1: ISLE OF THE ABBEY - Mystara - Vaults of Pandiuspandius.com/IsleoftheAbbeyforHolmes.pdf"Isle of the Abbey" is a DUNGEONS & DRAGONS® adventure for 4-6 characters of up to the third

ISLE OF THE ABBEYby Randy Maxwell

Page 2: ISLE OF THE ABBEY - Mystara - Vaults of Pandiuspandius.com/IsleoftheAbbeyforHolmes.pdf"Isle of the Abbey" is a DUNGEONS & DRAGONS® adventure for 4-6 characters of up to the third
Page 3: ISLE OF THE ABBEY - Mystara - Vaults of Pandiuspandius.com/IsleoftheAbbeyforHolmes.pdf"Isle of the Abbey" is a DUNGEONS & DRAGONS® adventure for 4-6 characters of up to the third
Page 4: ISLE OF THE ABBEY - Mystara - Vaults of Pandiuspandius.com/IsleoftheAbbeyforHolmes.pdf"Isle of the Abbey" is a DUNGEONS & DRAGONS® adventure for 4-6 characters of up to the third

"Isle of the Abbey" is a DUNGEONS & DRAGONS®

adventure for 4-6 characters of up to the third levelof experience (about 12 total levels). Theadventuring party should be basically good inalignment and of varied classes, with at least onecleric of 3rd level or two or more clerics of lowerlevels.

BACKGROUNDIn the past three months, the evil clerics of AbbeyIsle and a large band of local pirates havequarreled violently, and their struggle may have leftthe island uninhabited. The pirates burned theabbey to the ground, but they suffered so manycasualties that they could hardly sustain themselvesand thus were soon destroyed by the mariners ofPortown. Now, the mariners would like to claim thesmall, strategically located island and build alighthouse there. So far, they have not been ableto land safely on the island. Every attempt to comeashore has been met by a horde of undead.

The adventurers are hired by the local mariners'guild to explore and clear the island of any hazardsto building a lighthouse there. The guild is willing topay 2,000 g.p. upon completion of the job, whichwill be verified by guild members before payment ismade.

The mariners' guild will supply the adventuring partywith transportation to the island. The party'sjumping-off point is another lighthouse one day's sailup the coast. This lighthouse is a safe harbor whereadventurers may retreat when they wish to rest, re-equip, or regroup.

The mariners' guild can supply the party with any ofthe equipment listed on page 7 of the Basic D & Dbooklet except for holy symbols, holy water, thieves'tools, and wolvesbane. The guild cannot supplyadventurers with any weapons or armor. The priceof any equipment used by adventurers must bedeposited with the guild in Portown and will berefunded on the return of the equipment orsuccessful completion of the adventure.

The guild supplies the adventuring party with theboat and sailors needed to reach the island. Thesailors will not come ashore or attempt to rescuethe party if they get into trouble. The party shoulddevise a set of signals between themselves and thesailors for drop-offs and pick-ups, etc.

Sailors (5): DX 10, AC 9, LVL 0, hp 3 each, #AT 1, D1-4, MV 120', AL LG, daggers

NOTES FOR THE DUNGEON MASTERThe lighthouse where characters begin theadventure is manned by a retired swashbuckler.The lighthouse keeper, as he is called locally, is ahuge, barrel-chested man with a bright-red beard,and a circlet of thin red-gray hair on his baldinghead. He was once a mariner and served inglorious conquests and bitter defeats. His usualraiment is a gaudy red and yellow kilt with hiscutlass and dagger hanging from a broad leatherbelt.

Lighthouse Keeper: 5th level fighting man, DX 12,AC 7, hp 22, #AT 1, D 1-6 or 1-4, MV 120', AL N;leather armor, cutlass, dagger.

The retired mariner has long since given up hisfighting career and now lives the solitary life of alighthouse keeper. While considered reclusive andeccentric by the locals, he is a respected memberof the community and of the mariners' guild. If he isattacked by the party, the local citizenry rallies tohis defense. The mariners' guild quickly places abounty on the party, and the adventurers find thatthey have become hunted criminals. Thelighthouse keeper does not have the guild's rewardmoney or anything of value (other than food, drink,and nautical equipment) at the lighthouse.

He gives the party the following informationconcerning Abbey Isle:

"The only safe place to get ashore on the reef-ringed, rocky little island is a large sandy beachknown as the Skull Dunes. The dunes are full ofundead because the evil clerics of the abbeycreated an army of skeletons to guard the beach.The skeletons lie in wait under the sand and attackanyone who comes near.

"Me and a few of the boys have tried landing atdifferent places on the dunes, but the skeletonsseem to be everywhere. The poor lads I was withhad no stomach for the battle, and I'm getting tooold for such fights. When the skeletons startedlurching up out of the sand and swinging swords atour heads, we legged it helter-skelter back to theboats.

"The pirates got ashore somehow. There's probablya path through the undead, but finding it's theproblem. We didn't catch up with the pirates tillafter they'd left the island. They'd apparently takenas good as they gave. They were a miserable, sorrylot when we attacked and routed what was left ofthem. One shipload managed to sail to safety, butwe sank the others. The sea and the sharks got the

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survivors, so we never got a firsthand account ofwhat happened on the island or of how the piratesgot through the dunes. Maybe there are no safepaths, but you never know till you try.

"As for the abbey, who knows for sure? We nevergot anywhere near the place. Smoke rose from theisland for days after the pirates attacked. Maybethat means the island's been abandoned, ormaybe the abbey burned and the clerics arewaiting to rebuild. I don't know. That's what youhave been hired to find out."

The lighthouse keeper is not placed here as aconvenient mercenary and will not automaticallyjoin the adventuring party. He should accompanythe party only if it has made at least one attempt atlanding on the island, and the island's defenders ordefenses are obviously beyond the party'scapabilities. He will go along only to help clear theisland for the mariners' guild; he is not interested insearching for treasure.

If the lighthouse keeper accompanies the party,the guild must find and pay a replacement to manhis lighthouse while he is away. Therefore, theparty’s reward is reduced to 1,000 g.p. Also, if thelighthouse keeper accompanies the party, hereceives one full share of the reward and one fullshare of any treasure found on the island.

In game terms, the lighthouse keeper's primarypurpose is to serve as a non-player characterconduit when the Dungeon Master wants to giveinformation to the players. At the Dungeon Master'sdiscretion, he can also offer suggestions, advice,and occasional helpful hints. These hints should notbe given on demand.

The lighthouse keeper's suggestions concerning thetactical situation on the island are dependent onhow much information the adventurers give himabout the island, its inhabitants, and its traps andmonsters. Questions such as "How do we getthrough the tunnels underneath the ruins?" areinappropriate because he has no way of knowingthere are tunnels under the abbey. The party mustfirst describe the tunnels (see The Winding Way) andthe situation there before the lighthouse keepercan give advice. He may not have advice onevery subject. Possible suggestions he might makeare included under the appropriate headings. Theparty need not follow any of the lighthouse keeper'sadvice.

THE ISLANDAbbey Isle is a small island about a mile wide andtwo miles long. It is little more than a great slab ofrock rising from the ocean. The sea has battered itscrumbling cliffs so that almost the entire island issurrounded by dangerous rocky shoals. The wavescrashing and splashing over the jagged rocks makeit obvious, even to landlubbers, that any attempt tonavigate the shoals can end in only disaster.

In fact, there is no reason to pass through thedangerous rocks, for the granite cliffs beyond themrise directly out of the water, offering no place toland or come ashore. Only the dunes at thesouthernmost tip of the island offer a safe place toland a boat (see The Skull Dunes).

The island has little wildlife but is covered in grass,small flowering plants, and a few gnarled, stuntedtrees and shrubs. What little wild life there is on theisland was imported by the evil clerics, eitherdeliberately or accidentally, when they built theabbey (see WANDERING MONSTERS). The island istwo hours sail from the mainland.

The Skull Dunes:The Skull Dunes lie beyond a beach of coarsebrown sand at the southern end of the island. Thedunes are desolate; only an occasional bit ofscraggly grass grows here and there in the sandyhollows. When the abbey was built, the evil orderpopulated the dunes with hundreds of skeletonsbrought from the mainland for the defense of theisland. The abbot carried a special scepter thatallowed safe passage through the dunes, but thisscepter was destroyed in the fire that razed theAbbey.

The skeletons now form an uncontrolled minefield ofundead. When anyone passes near, the undeadrush up out of the sand and attack. The skeletonsare impossible to avoid by stealth because theycan detect intruders by noise, ground vibrationscaused by movement, and pressure on the sand.When the pirates attacked, the skeletons madethem pay dearly, but the pirates eventually cleareda path through the undead and pushed on to theabbey.

If the adventurers enter the dunes, the DungeonMaster must keep track of the party's location onthe Skull Dunes map. Assume that the adventurersland at the southernmost tip of the dunes unless theplayers decide otherwise. The map shows theareas guarded by undead and the wanderingpath made by the pirates.

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When the adventurers first enter the dunes, the hillsof sand are unruffled and trackless. Travel throughthe loose sand of the dunes is difficult, andmovement rates are reduced by half.

If a character enters an unmarked square, nothinghappens. Anyone entering a square marked with anumber is immediately attacked by that number ofskeletons. The number of skeletons marked is themaximum number of skeletons in that area. Forexample: The adventurers enter a numberedsquare marked "7." This means that seven skeletonsrise and defend that particular square until they aredestroyed. If five of the seven skeletons aredestroyed, only two skeletons rise and attack on acharacter's next entry into that square. Once allthe skeletons in a square have been destroyed,that square is cleared and safe to enter (this doesnot stop other skeletons from pursuing adventurersinto that square).

If the adventurers walk along the line directlybetween two guarded areas, they are attacked bythe skeletons from both areas. If adventurers passover the junction where four squares meet andform a cross, they are attacked by the skeletonsfrom all four areas (or from those of the four areasthat are actually guarded).

When attacking, the skeletons rise from the sand ina single round. They are encrusted with sand butunhindered by it, so they retain their normalmovement rate while in the dunes. Each skeleton isarmed with a rusty short sword or decrepit cutlass.The swords do normal damage (1-6 hp each) butare too rusty and damaged to be salvaged or soldby adventurers. Because the lighthouse keeper hasalready warned the party about the skeletons, theparty should not be surprised by them. Initiative isrolled normally.

Skeletons: DX 9, AC 7, HD 1/2, hp 3 each, #AT 1, D1-6, MV 60', AL N

The skeletons defend only their own squares and willnot pursue beyond 50' of that square. Also,skeletons do not pursue into the water. Seawaterdoes them no harm - they have simply not beenordered to defend that area. Thus, coming ashoreand then wading around the dunes is a clever wayto avoid the skeletons, although climbing the cliffsmay prove just as deadly. Do not drop hints to theplayers about this; let them figure it out or fightthrough the dunes.

After driving intruders from their square, theskeletons rebury themselves in the sand. This gives

adventurers an advantage because they can seewhere the skeletons have hidden and can markthese areas. However, the constant sea breezesover the loose sand of the Skull Dunes will destroy allfootprints and other markings within 24 hours. If theadventurers mark the guarded areas, they must usesomething permanent, such as sticks, shells, etc.

Clerics may attempt to turn the undead after theskeletons have risen from the sand. All attempts toturn undead before they rise from the sand failautomatically. If a cleric turns one or more of theskeletons, the undead do not run away butimmediately rebury themselves in the sand. Turninglasts 1d10+4 rounds for all skeletons turned by aturning attempt (not per skeleton). After this time,the skeletons rise and attack again if theadventurers are still in the area.

If the adventurers attack buried skeletons, theysuffer a -2 on to hit and damage rolls because theycannot see where to strike and the sand cushionsthe blow. If a buried skeleton is attacked, it and allother skeletons in that square rise and attack (evenskeletons that have just been turned).

How the adventurers map the dunes is their ownaffair. However, the Dungeon Master can suggest,either as a mapping hint from the lighthouse keeperor as a useful hint from Dungeon Master to playersbefore the game starts, that a large grid system forthe dunes is helpful. A handout for the players’ useis provided.

If the adventurers are unable to force a paththrough the dunes, they may return to thelighthouse and ask the lighthouse keeper foradvice. If asked what tactics might work againstthe skeletons, he suggests the following: "Clear outa spot or two in the Skull Dunes to use as fightingroom and safe areas, then explore and test thedunes until a path is cleared.“ If even more basicadvice is needed, he tells the party: "Fighting menand clerics are valuable assets here. Other partymembers should attempt to draw the undead outand allow the fighting men to destroy them or theclerics to turn them."

WANDERING MONSTERS

After the adventurers have passed the Skull Dunesand are on the main portion of the island, theDungeon Master should roll a six-sided die six timesper day: at sunrise, noon, sunset, midnight, andtwice at the Dungeon Master's discretion. If theresult is a 6, an encounter occurs.

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Outdoor encounters differ from normal dungeonencounters because they begin at much longerdistances. Distances depend on terrain andavailable light. To determine encounter distanceduring the day, roll four six-sided dice and multiplyby 10 to produce a number between 40 and 240.This number is the distance in yards at which themonster is first encountered. Night encounters areat a distance of 2d6 x 10 yards, because thecreature must come into the light or into infravisionrange to be seen (though it may be heard comingat a much greater distance).

If an encounter is called for, roll two 10-sided diceand consult the following table:

Die Roll Wandering Monster2 Zombies (5)3-4 Stirges (1-4)5-7 Giant Centipede (1-6)8-11 Normal Rats (5-24)12-14 Giant Rats (2-12)15-17 Mule (1-2)18-19 Skeletons (10)20 Huge Spider (1)

1. Zombies (5): DX 6, AC 8, HD 2, hp 9 each, #AT1/2, D 1-8, MV 120', AL N. These creatures moveabout as a pack and are always encounteredas a group rather than as individuals. If theadventurers destroy one or more zombies in anencounter, reduce the number appearing forany further encounters. Once all five zombieshave been destroyed, treat this option as noencounter.

2. Stirges (1-4): DX 10, AC 7, HD 1, hp 4 each, #AT1, D 1-3, MV 180', AL N. These creatures feedprimarily on the mules, rats, and giant rats thatpopulate the island. They are aggressive andmore than willing to vary their diet by tastingadventurers. Once all four stirges have beendealt with, treat as no encounter.

3. Giant centipede (1-6): DX 8, AC 9, HD 1/4, hp 2each, #AT 1 bite, D poison, MV 60'. Thesecreatures can be found under rocks, in piles oftrash, and in any damp hollow on the island.

4. Normal rats (5-24): DX 12, AC 7, HD1/4, hp 1each, #AT 1 bite, D 1 plus disease, MV 150'.

5. Giant rats (2-12): DX 8, AC 7, HD 1/2, hp 3 each,#AT 1 bite, D 1-3 plus disease, MV 120'.

6. Mule (1-2): DX 6, AC 7, HD 2+1, hp 9 each, #AT 1kick or 1 bite, D 1-4/hoof, 1-3/bite, MV 120'. The

abbey’s mules have gone wild and now roamthe entire island. The mules are inoffensive andwill not attack unless provoked. The DungeonMaster is strongly advised not to give experiencepoints for the pointless killing of mules and is wellwithin his rights to deduct experience points froma character's total for such actions. If theadventurers capture the mules in order to sellthem or use them as pack animals, give fullexperience point value for each mule captured.Captured mules may be sold for 30 g.p. each.The mules suffer greatly from lack of water, soadventurers may capture them using fresh wateras bait. There are only five mules on the island.Once all are captured or killed, treat as noencounter.

7. Skeletons (10): DX 9, AC 7, HD 1/2, hp 3 each,#AT 1, D 1-6, MV 60', AL N. Like the zombies listedpreviously, these creatures roam in a pack andwill always be encountered together rather thanindividually.

8. Huge spider: DX 12, AC 6, HD 2+2, hp 12, #AT 1bite, D 1-6 plus poison, MV 180'. This spider wasonce a pet of the abbot. It escaped from itswooden cage when the abbey burned, andnow it roams the island in search of prey. Thespider is always hungry and is an aggressivehunter. If the spider is killed, treat this result as noencounter.

The Survivors:Abbey Isle is not uninhabited. A few of the evilclerics and guards managed to survive the pirateattack and now live a spartan life in the ruins. Theyhave made rough accommodations for themselvesin the abbey's cellars. The abbey's vegetablegarden and a few kegs of corned beef and saltedpork also survived the pirate attack.

Unfortunately for the survivors, they have no boatand no means of building one. The island's fewstunted trees and gnarled bushes are incapable ofsupplying the wood for even a crude canoe or raft.The survivors have no control over the undead ofthe Skull Dunes and would have to fight their waythrough the skeletons to launch a boat (they areunaware of the path made by the pirates). Theyare effectively trapped on the island while everyone else is kept off.

The survivors keep a very low profile. They stayclose to the ruins of the abbey and keep out ofsight of passing boats. They do not hail boats orships or light signal fires. Trapped on the island since

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the pirate attack, they are unaware that the pirateshave been destroyed. They are therefore veryhesitant to make their presence known for fear thepirates will return and finish them off.

While the survivors desperately want to leave theisland, their superiors would not approve of theirabandoning the island to the mariners of Portown.Both the evil clerics and the surviving guards wouldbe severely punished (the death penalty or worse)if they left the property they are responsible for. Forthis reason, they will attempt to capture or killanyone coming to the island and take their boatthrough treachery or force of arms. If anycharacters are captured, they are kept alive only ifthey can be used in negotiations to extract aransom. Ransom demands are likely to include aboat or at least transportation to the mainland.

The survivors' main goal is to send word to theirorder while still retaining possession of the island. Inthis way they hope to receive reinforcements,laborers, and material for rebuilding the abbey.They keep watch on the Skull Dunes during the day,but the huge spider and the roaming undead (seeWANDERING MONSTERS) often force the lookouts toretreat to the cellars below the ruined abbey.Therefore, there is a 50% chance of landing unseenat the Skull Dunes during the day. The survivors donot keep watch at night out of fear of the spiderand undead. The adventurers have a 100%chance of landing unseen at night. The party canstill be heard at night if they make a great deal ofnoise fighting the skeletons in the dunes.

The survivors may be above ground getting water,fishing, or gardening during the day, or they maybe in room 2 of the ruins. At night they stay in theirrooms. The survivors are:

Evil Vicar: 4th level evil cleric, DX 13, AC 6, hp 14,#AT 1, D 1-6, MV 120', AL LE; +1 leather armor, warhammer; spells: cause light wounds, darkness, holdperson. The evil vicar barely survived the battlewith the pirates because he attempted to rescueimportant books and scrolls from the burningabbey, and a collapsing hall closed a doorwaybehind him. He was forced to abandon the writtenworks, and he escaped only after a wall collapsedand freed him.

Technically, the evil vicar is now the "High One" andthe leader of the survivors. He is a capableadministrator, but he does not inspire loyalty or trustin those under him. Underlings obey him becauseof the hierarchical structure of the abbey's chain ofcommand, not because he shows any strong

leadership. If attacked, he defends himself to thebest of his abilities. If the adventurers attempt tonegotiate, he is treacherous and unlikely to keepany agreement (except at sword point). He wantsto send word of the abbey's destruction to themainland, and he hopes to hold the island untilhelp arrives.

The evil vicar wears a special medallion that allowssafe passage past the undead guardians of theWinding Way (the tunnels below the abbey ruin).The medallion is a gold disk inscribed with complexgeometric designs worth 30 g.p. It is not magical,but undead of the Winding Way recognize it andallow anyone possessing the medallion to passsafely (unless the undead are attacked). Only theundead guardians recognize the medallion, and itcannot be used for safe passage past traps or otherguardians in the Winding Way or for protection fromany other undead on or off the island. The undeadwill not obey orders from the person wearing themedallion. In addition, the medallion protects onlythe person wearing it.

As the highest-ranking evil cleric left on the island,the evil vicar has inherited the medallion as asymbol of the order, but he doesn't know about itspowers or about the dangers of the Winding Way.His superiors considered him too insignificant to trustwith such information.

Thaumaturgist: 5th level magic-user, DX 11, AC 8;hp 12, #AT 1, D 2-5, MV 120', AL LE; +1 ring ofprotection, +1 dagger; spells: read magic, charmperson, magic missile, shield, mirror image, web,dispel magic.

The thaumaturgist was visiting the abbey onbusiness when the pirates attacked. He is nocoward and gave a good account of himselfduring the battle, though he survived by sheerchance. He ran through the burning building tosave his spell books and other valuables. As theflames mounted, the thaumaturgist was forced toretreat to the cellars with his rescued goods.

He is a grumbler and annoys everyone with hisconstant griping. The thaumaturgist and the evilvicar dislike each other intensely. If one gets intotrouble, the other will do absolutely nothing to help.The thaumaturgist has business elsewhere anddesperately wants to leave the island and get onwith his life. If adventurers do not attack thethaumaturgist immediately, they may be able tostrike a deal with him. His primary demand is to getoff the island. He will draw the party a rough mapof the abbey ruins for 200 g.p. and safe passage off

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the island. (If this occurs, the Dungeon Master needonly draw players a rough map of the cellarswithout including the Winding Way.) Thethaumaturgist will refuse to join the party in a fightagainst the other survivors.

Dark Elf: 3rd level swordsman/conjurer, DX 13, AC 3,hp 12, #AT 1, D 1-8 or 1-4, MV 120', AL N; chain mail,+1 shield, sword, dagger, elven boots; spells: charmperson, sleep, phantasmal force.

The dark elf is a mercenary who works for thehighest bidder. He was hired by the abbey as atraining instructor for the guards. If adventurers donot attack him immediately, negotiation is possible.The dark elf can be bought off for 500 g.p. and safepassage off the island. He will not draw a map forthe party or help them attack his former employers,but he will tell them there are treasure-filled tunnelsbeneath the abbey. If pressed, he admits only thatthe treasure is guarded (true) and claims it is worth10,000 g.p. (false).

The dark elf survived the battle with the pirates bymaking them think he had jumped to his doomfrom the cliffs. In fact, he stood at the edge of thecliff and cast his phantasmal force spell to make itappear he had jumped to his death. If cornered bythe party, he will use this ruse or something similaragain.

The dark elf is an excellent swordsman and anabove-average tactician in small skirmishes. Theevil vicar has placed him in charge of defendingthe cellars. If he is captured, killed, or bribed,defense of the cellars becomes a hectic,haphazard affair.

Barbarian: 3rd level fighting man, DX 15, AC 4, hp14, #AT 1, D 1-8 or 1-4, MV 120', AL CE; chain mail,shield, sword, dagger.

A huge, stupid, mean-spirited fighting man. Inbattle he is awesome, wielding his sword untiringly.During the battle with the pirates, a blow from awar hammer knocked him unconscious. He was leftfor dead and later was dragged to safety by clericsretreating to the cellars. He is embarrassed that hedid not die in the battle and will not make thismistake twice.

There is no negotiating with the barbarian. Hisdemands are simple: surrender or fight. As atactician, he is wholly wanting. He is likely tooverlook the simplest of ambushes, and his onlyoffensive tactic is a headlong frontal attack. Hefeels he should be in charge of defense and resents

the presence of the dark elf. He will gladly leavethe dark elf in the lurch should the chance arise.

Evil clerics (4): DX 13, 12, 12, 11, LVL 3, 2, 2, 1, AC 6,hp 11, 7, 7, 4, #AT 1, D 1-6, MV 120', AL LE; leatherarmor, shield, mace; spells: cause light wounds,darkness (evil priest), cause light wounds (eviladepts)

These remnants of the abbey's evil clerics are not aparticularly spirited lot. After the devastating loss tothe pirates, they are not eager to join battle withanyone. These low-level clerks and helpers survivedthe battle and burning of the abbey by hiding inthe cellars. Although the heat, smoke, and lack offresh air might have killed them in a well-sealedroom, the cellars of the abbey are riddled withsmall rat passages and ventilation shafts that pulledair in from the outside, drawing the heat and smokeupward and permitting the evil clerics and theirguards to survive the flames.

The evil clerics perform those functions needed forthe survival of the group. They fight only ifabsolutely necessary and will surrender at the firstopportunity if any fight turns against them. Ifquestioned, they know very little about the islandand the abbey.

Guards (3): DX 13, 12, 12, LVL 3, 2, 2, AC 5, hp 12, 5,5, #AT 1, D 1-6, MV 120', AL N, chain mail, shortswords, daggers

These disciplined warriors are the last of the abbeyguard. The evil vicar has ordered them to obey thedark elf, but they prefer the barbarian as leaderbecause he is one of them and not a hired sword.They will fight to the death to save the evil clerics,unless the clerics surrender.

THE ABBEY RUINSThe pirate attack on the abbey came as acomplete surprise to the evil clerics, since thepirates and clerics were in league with each other.The pirates fenced much of their booty through theclerics, who shipped the goods to distant templeswhere they could be sold without being recognizedas stolen merchandise.

The evil clerics of Abbey Isle often cheated thepirates on these clandestine deals. The piratesgrumbled and made threats about the poortreatment they received, but they did little to alterthe arrangements. Thus, while the two groups hadtheir differences, the clerics did not think the pirateswould attack. The clerics were confident that,

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even if the pirates did attack, they could notcommand enough force to break through the SkullDunes defenses.

Unfortunately for the evil clerics, the pirates didhave enough manpower to break through, barely.After their losses in the Skull Dunes, the pirates werein such a vengeful mood that they immediately setfire to the abbey. The battle for the little island wasfought in the glow of the burning building. Becausethe structure was aflame, the pirates never had achance to loot the building or find the cellars. Theair pulled up into the fire from the cellarsguaranteed a hot, steady burn, and as the flamingstructure collapsed, it buried the cellar entrance insmoking debris.

After the battle, the pirates gathered what lootthey could and abandoned the smoking ruins,unaware they were leaving survivors behind. Whenthe smoldering wreckage cooled, the survivorsforced their way out through the rubble.

1. RUBBLE AND CELLAR ENTRANCE: All that remainsof the abbey is a great square of stones filledwith burned and blackened rubble. However, itis obvious someone has been sorting through thedebris. Assorted oddments are piled inside thescorched square of the foundation stones.Ruined cooking utensils, crushed pots and pans,mangled kettles, and less identifiable metalobjects lie in one pile. Broken crockery, platters,plates, porcelain, and pottery are heaped inanother. A great deal of wood has been sortedinto one large mound of badly burned scraps. Inthe center of the ruins is an opening, and if theadventurers move nearer, a stone staircase canbe seen leading down into darkness.

If the adventurers investigate the piles of rubbish,they find nothing of value. The survivors havesorted through the remains of the abbey, and allvaluable or usable objects have been removed.The pile of charcoal is used as smokeless fuel forcooking and heating. The stairs are fire-blackened and lead down to a badly charreddoor, which can be forced as a stuck door(Basic D & D booklet, page 10).

If adventurers are unable to force a way into thecellars, they may return to the lighthouse and askthe lighthouse keeper for help. He gives thefollowing advice: "If there are survivors who won'tcome out of the ruins, take a load of greenwood to the island and smoke them out." (Thiswon't work because smoke rises out of thecellars). Other advice from the lighthouse

keeper is: "Negotiate, and give safe passage toanyone who wants to leave the island."Experience points should be awarded forclearing the island of survivors by negotiationbecause this accomplishes the adventurers'goal.

2. MAIN ROOM: This appears to be a combinationdining hall and recreation area. The room reeksof greasy, soured food. The main feature of theroom is a large makeshift table made of twobadly burned planks placed side by side andsupported at either end by up-ended barrels.Beneath the table are several small empty kegsthat serve as chairs. The table is not very clean;scraps of food are strewn across the planks andon the floor nearby. Scattered about the roomare smaller makeshift tables. Several have dice,cards, or other gaming tokens on them.

This is the dining and recreation area for thesurvivors. There is a standing argument betweenthe guards and evil clerics over who should keepthe area clean. As a result, no one is willing toclean the place. There is nothing of value in theroom.

If the adventurers attack, the principal fightingwill happen here. The barbarian seldom sleeps inhis quarters (room 4) and often spends his timehere, dicing with his fellows. There is a 75%chance of finding him here at any time of theday or night gambling with one guard and oneevil cleric. There is only a 25% chance that eachof the following is here: the evil vicar, thethaumaturgist, the dark elf, another guard,another evil cleric. If an attack occurs, thebarbarian gives a tremendous war cry thatrouses everyone in the cellars.

3. KITCHEN: This seems to be the survivor's kitchen.A large cauldron filled with smoldering charcoalburns in the center of the room. Plates, cutlery,cups, kettles, pots, pans, and other assortedcookware are stored on the floor and on shelves.One shelf holds several bottles of spices andseasonings, such as salt, pepper, and sage.There is also an ornate scroll tube on the shelf.The room is fairly clean, but the air is humid andgreasy. A large tub of dirty water stands in thecorner, surrounded by a great number of dirtydishes.

The large cauldron was originally used in theabbey laundry. The survivors rescued it from theruins and now use it as a fire pit for cooking.Meals prepared here consist primarily of oiled

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vegetables and fried meats. If the adventurerssearch, they find little of value except three largebutcher knives (treat as daggers). The scroll tubeon the spice shelf is worth 10 g.p. but containsonly a scroll of simple recipes.

4. BARBARIAN’S QUARTERS: This chamber reeks ofwine. Small kegs are scattered everywhere. Afloor to ceiling wine rack filled with bottlesdominates the southern wall. A crudely madepallet of rags and sacks covers the center of theroom.

The old wine cellar serves as the barbarian'sprivate quarters. If the adventurers investigate,they find that all the kegs and every single bottlein the wine rack is empty. There is little for thesurvivors to do, so they have slowly consumedthe wine. All the smaller empty wine kegs havebeen removed and now serve as chairs in themain room (room 2). If the adventurers searchthe barbarian's pallet, they find a pouchcontaining 25 g.p. and a +1 dagger. A search ofthe large wine casks reveals one that contains asuit of leather armor, a short sword, and a pair ofgood quality boots. The wine rack holds nothingbut empty bottles.

5. BARRACKS: Three crude pallets lie on the floor.and a large iron kettle stands in the center of thechamber. In the northeast corner is a jumbledpile of broken lumber.

If adventurers investigate the pallets, they findnothing but rags stuffed into flour sacks to makecrude mattresses. The kettle contains only ashand charcoal burned for heat. The lumber in thecorner fuels the kettle. If the adventurers searchthrough the lumber, they find the guards'weapon hoard hidden behind it: five spears, ashort bow and quiver of 20 arrows, two shortswords, three daggers, two shields, and oneman-sized suit of leather armor. The party mayuse this equipment or sell it for the prices listed onpage 7 of the Basic D & D booklet.

6. MEDITATION ROOM: This room has been clearedof all debris and scrubbed clean. Three walls areheavily curtained with draperies of thick blackvelvet, and the eastern wall is decorated with ahorrible mural depicting a red dragon devouringa group of warriors. Near the western wall is astone table on which a large iron brazier burns.The table has been scrubbed and scoured, but ithas many odd discolorations and scorch marks.A half-melted statue and two badly damagedcandlesticks sit beside the brazier.

This was a meditation and study room before theabbey burned. The evil clerics still perform whatfew rites and ceremonies they can given thecircumstances - the furnishings have all beensalvaged from the rubble. The table, which wasdiscolored by the fire and heat, serves as theceremonial platform where incense is burnedand where larger sacrifices are made. Thecandlesticks are gold but are so damaged thatthey are now worth only 5 g.p. each. The statueis vaguely humanoid but was partially melted bythe heat. It is solid silver and worth 20 g.p.Unfortunately, the rich, black velvet curtains areold, mildewed, and rotting. Adventurers maysew the material into bags or sacks, but thevelvet is worthless and cannot be sold. Hiddenbehind the curtains on the southern wall is thedoor to the Winding Way.

7. EVIL VICAR’S QUARTERS: This room is full of kegs,bags, and boxes. There is a rough cot in onecorner and a great deal of clutter everywhere.Except for the cot, this appears to be nothingmore than a disorganized storage room.

The room is the evil vicar’s bedroom, office, andstoreroom. If characters search the jumbledmess, they find a few kegs of corned beef andpork; bags of beans, rice, and flour; and acouple of boxes of fresh vegetables from theabbey's garden. They also find gardening tools;a keg of nails; a box of carpentry tools (saws,hammers, planes, etc); three lanterns; 10 flasks ofoil; two 50' coils of rope; 20 torches; and two 10'wooden poles. Under the rustic cot are twopotions of healing in crystal decanters. Thedecanters are worth 20 g.p. each.

8. DARK ELF’S QUARTERS: This appears to havebeen an armory. There are empty racks forholding spears and swords, and several emptybins and shelves. On the floor is a bedroll ofthree blankets next to a pair of shiny leatherboots.

The armory of the evil clerics and the abbeyguards is now devoid of arms and armor.Weapons that survived the battle with the piratesare scattered among the survivors and hidden ina new armory (see room 6). The dark elf nowuses the old armory as his private quarters.

If the adventurers search the bedroll, they find asmall pouch containing 15 g.p. Hidden undersome rags in an empty arrow bin are the darkelf’s spell books. In addition to the spells he has

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memorized, the books contain read languages,read magic and locate object. The boots are hisextra pair. Hidden in the toe of the right boot is asilver medallion worth 20 g.p. If the adventurersmake a deal with the dark elf, he will take thecoin pouch, spell books, boots, and silvermedallion with him when he leaves the island.

9. THAUMATURGIST’S QUARTERS: This room containssmall statues and figurines. There are statues ofdogs and horses, clerics and pilgrims, footmenand knights on horseback, and several gardengnomes. All the statues are from 1’ to 3' tall.Standing against the northern wall are two life-size statues. One is a robed skeleton holding alarge scythe, and the other is a medusa. On thefloor directly in front of these statues is a pallet ofseveral blankets.

The thaumaturgist now lives in this storage area.If characters inspect the small statues andfigurines, they discover that they are all badlymade of glazed clay. The two large statues aremade of stone, and each stands on a largesquare base. They were used as scarecrows inthe garden. However, the island's birds weresoon no longer frightened by them and beganroosting on the figures, so they were removed tothe cellars. Bits of old birds' nests can still befound in the medusa's snaky hair and betweenthe skeleton's ribs. The party may remove thestatuary they wish. The mariner's guild will chargea stiff fee for transporting them, and the party willsoon discover that no one wants to buy an uglystatue of Death or a medusa.

If characters move the medusa statue, theydiscover that the base is hollow. Thethaumaturgist has placed his spell books, apouch containing 40 g.p., and a scroll with thespell ventr i loquism in the empty space. Inaddition to the spells he has memorized, the spellbooks contain read magic, detect magic, andknock. If the adventurers make a deal with him,he takes these treasures with him, and theadventurers find nothing in the statue's base.

10. EVIL CLERICS’ QUARTERS: The cold air in thisroom has the dry, papery smell of a library. Thereare several large bookcases against the wallsand a high chair and scribes' desk to the right ofthe door. The bookcases are loaded with books,tomes, and scrolls. Four bedrolls are stackedneatly in the corner.

The four lower-level evil clerics make this roomtheir home. They do not heat the room for fear

of setting the paper alight. The bedrolls aremade of blankets and hold nothing of interest orvalue. If the adventurers search the desk, theyfind two vials of rare ink worth 25 g.p. each. Acareful search through the books and scrolls inthe bookcases will reveal two evil clerical spellscrolls; darkness and curse. The majority of thebooks and scrol ls are merely abbeybookkeeping and of no interest to the party.However, one set of five books is of a moresinister nature.

These five tomes have old, fragile pages and arebound in thick, cracked black leather trimmed incopper. If the adventurers examine them, theydiscover the ancient books give procedures anddetails for a number of evil rites and ceremonies.The books make grim and harrowing reading forany character not bent toward evil.

If the adventuring party destroys the books, giveeach party member a 100 experience pointbonus. If good characters keep and sell the evilbooks, each party member is penalized 100experience points, and the 50 g.p. sale value ofthe books is deducted from the party's totalexperience points.

The Winding Way:When the abbey was constructed, thesemeandering tunnels were dug beneath it fortreasure storage. Only the abbot was privy to allthe Way's secrets, and he died in the fire. Thetunnels are well made, with smooth walls, floors,and ceilings 10' overhead. The Winding Waycontains an abundance of traps and guardians toprotect the abbey's treasure. Traps in the WindingWay are denoted by letters. When the adventuresenter a trapped area, consult WINDING WAY TRAPS.

The Winding Way contains only two types ofguardians: living statues and undead. Use thefollowing statistics when any of these guardians areencountered :

Living statue: DX 12, AC 4, HD 3, #AT 2, D 1-6 each,MV 90'

Living statue, iron: DX 10, AC 2, HD 4, #AT 2, D 1-8each plus special, MV 30', AL N.

Skeleton: DX 9, AC 7, HD 1/2, #AT 1, D 1-6, MV 60',AL N. If turned, these undead stay away from theturning cleric for 1-10 rounds.

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Zombie: DX 6, AC 8, HD 2, #AT 1/2, D 1-8, MV 90', ALN. If turned, the zombies stay away for 1·10 rounds(as above).

If the adventurers are unable to penetrate themaze of the Winding Way and ask the lighthousekeeper's advice, he states simply: "Seal it off lads.No treasure's worth your life." If pressed, he willcontinue: "Magic-users and thieves are valuable insuch labyrinths. Use spellcraft and thief abilitiesrather than pure force.” The lighthouse keeper hasno inkling that a medallion exists that allows easypassage past the undead.

WINDING WAY TRAPS:

Trapped areas in the Winding Way (rooms 11-14)are denoted by letters.

A. Trip Wire. This is a taut wire stretched across thecorridor. When any characters are within 10' of thetrip wire, roll 1d20 for each character; the charactersees the wire on a roll of 19 or 20. The adventurerscan easily defeat these traps by simply steppingover the wire or by tripping the wire from a safedistance with 10' pole or other object.

Tripping the wire or snagging a foot in itimmediately releases a large stone directlyoverhead, doing 1-6 hit points of damage toanyone below who fails a saving throw vs. deathray. A successful saving throw means the characterhas jumped or rolled out of the way of the fallingstone. Once a wire is tripped, that trap is safe untilreset.

B. Open pit and illusion. This is an open 6' x 6' x 10'pit. Any character falling into the pit takes 1-6 hitpoints of damage. The pit is covered by an illusion(a permanent phantasmal force spell of solid floor.Adventurers can discover the illusion by a detectmagic spell, by probing ahead with a pole or otherobject, or by falling into the pit. A detect magicspell will show only that a 6' x 6' area of the floorradiates magic. It does not dispel the illusion. Adetect invisible spell is ineffective because the pit ismerely hidden, not invisible.

C. Pit traps. This 6' x 6' x 10' pit is covered by atrapdoor painted to look like the surrounding floor.The trapdoor gives way when a weight greaterthan 50 Ibs is placed upon it, dumping thecharacter, object, or monster into the pit. The falldoes 1-6 hit points of damage, and the trapdoorswings shut automatically one round after opening.These traps can be defeated by probing aheadwith a pole or heavy object. If a knock spell is used

within range of these pit traps, the trapdoors openfor one round and reveal the trap's location.

D. False door with overhead block. This is a verysimple trap. When anyone attempts to open thedoor by pushing or pulling on it even slightly, a stoneblock above the door falls and does 1-6 hit points ofdamage to anyone beneath. The character mustmake a saving throw vs. death ray to jump out ofthe way of the falling block. Once the block hasfallen, the trap is useless until reset.

E. Door with Crossbow. This door is wired to acrossbow placed in a niche at an angle to the door(see the Winding Way map). When the door isopened to an angle of 45' or more, the crossbowfires into the opening. Anyone in the line of firetakes 1-6 hit points of damage from the quarrel.The crossbow is 4' off the ground and may fire overthe heads of hallflings and dwarves. Anyonestanding behind the shorter folk will be struck. If thedoor is pushed open with a pole or other object,the quarrel ricochets harmlessly off the wall. Oncefired, the crossbow is useless until reset. Thecrossbow is permanently bolted in place; anyattempt to remove one for sale or use bycharacters may damage the bow and render it useless (Dungeon Master's discretion).

11. ENTRANCE GUARDROOM: The tunnel air is staleand stuffy, but not foul. After 20', the tunnelwidens into an unfurnished and undecorated 30'x 30' chamber. Standing across the center of theroom are five ghostly white skeletons, each witha short sword in its bony hand. Five corpselikefigures stand shoulder to shoulder, guarding adoor in the eastern wall. Their faces have beenpainted in gruesome colors.

Unless a character is wearing the evil vicar’smedallion (see The Survivors), the skeletons (hp 3each) and zombies (hp 9 each) move forwardimmediately to attack anyone entering the area.The undead attack until they are destroyed orthe intruders have been driven away. Theypursue intruders throughout the tunnels but donot leave the Winding Way. Once intrudershave been killed or driven back through thedoor of the room, the undead return to theiroriginal positions.

The evil clerics painted the zombies' faces togive them a horrible and more fearsomeappearance, although the result in some cases isto make them look like undead clowns. Thepaint jobs are supposed to be death masks: the

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face is painted stark white and the lips, nose,and eyes are painted coal black.

12. HALLWAY GUARDROOM: The hallway widensout suddenly in to a bare 50' x 50' chamber.Standing close to the southern wall are two ranksof undead, five skeletons in the front rank andfive corpselike figures in the second. Standingdirectly in the exit in the southern wall, effectivelyblocking it, is a large statue of a minotaur.

The behavior and battle tactics of the skeletons(hp 5 each) and the zombies (hp 9 each) arethe same as for those in room 11. The minotaurstatue blocking the southern exit is a living statue(hp 14). It does not move until the undead havebeen turned or have joined battle with theintruders. The statue then attacks the nearesttrespasser. Like the undead, the statue attacksuntil all intruders have been killed or driven fromthe complex. The statue does not pursuebeyond room 11 and returns to its originalposition once intruders have been dealt with.

The command words Taurus movere used tobypass the statue safely were lost in thedestruction of the abbey.

13. FALSE TREASURE ROOM: After the twistingcorridor, the adventurers come to a large iron-bound wooden door that is both locked andtrapped. If the trap is not removed, any attemptat opening the door causes a large vial ofpoisonous gas to drop from the ceiling andshatter on the floor directly before the doorway.The gas immediately fills a 10' x 10' area for onefull turn. When it dissipates, it leaves anincredible stench.

Anyone caught in the gas must save vs. poisonor take 2-8 hit points of damage from the foul air.After the trap has been removed or the gascloud has dissipated, the adventurers may openthe door by picking the lock, by casting a knockspell, or by battering the door open. The door istreated as an AC 9 target with attackersreceiving a +2 bonus on to hit rolls. The doortakes 15 hit points of damage before opening.

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The large chamber is unfurnished andundecorated. Chests, urns, and a largestrongbox stand in alcoves placed uniformlyalong the walls. Some chests are open, withjewelry and coins spilling out. Colored flashes oflight sparkle with the promise of gems and jewels.In the very center of the room is a statue of abeautiful elf maiden.

The statue is a living statue (hp 14). If theadventurers either attack the statue or touch achest, an urn, or the strongbox, it attacks andpursues them ceaselessly until it is eitherdestroyed or the characters are driven from theWinding Way. It will not pursue beyond room 11.If the characters investigate the treasure chestsand urns, they find the treasure is worth less thanit seemed. Gold-painted wooden coins, ironrings painted silver, and bits of colored glass fillthe chests and urns.

The strongbox is trapped and locked. Anyoneattempting to pick the lock without first disarmingthe trap is jabbed by a poisoned needle. Thepoison affects the nervous system and causes asevere loss of muscular control. Any characterjabbed must save vs. poison or his Dexterity isreduced by -5 (to a minimum of 3) for 1-10 days.The strongbox contains nothing but old rags, bitsof metal, and a small piece of paper with themessage: "Dear thief: A lot of work for nothing,wasn't it." Directly behind the strongbox is thesecret door to the real treasure room.

14. TREASURE ROOM: This room is a large squarewhose ceiling is held up by two massive graygranite pillars. The walls, floor, and ceilingappear to be made of shiny black iron, andthere are several bags, chests, and urnsscattered about the room. If the adventurerslook about, they notice a shimmering in the air,as if they are looking through the heat rising froma campfire. Suddenly, the shimmering passes infront of one of the pillars and they can tell what itis - a humanoid form made of the same iron asthe walls.

The walls of the chamber are cloaked by apermanent phantasmal force spell. This illusionmakes them appear to be made of shiny, blackiron and also makes it difficult to see the room'sguardian, a living iron statue (hp 19), whichsurprises on 1-3 on 1d6. It immediately attacksanyone entering the room who fails to give theproper passwords Mortem obire ex machina.

The statue is of basic humanoid form but hasbeen constructed purely as a fighting machine.The head is a smooth, featureless iron ball. Thetorso is short and broad, while the legs are thickand stumpy. The arms of the statue are itsweapons. The right arm, from elbow to tip, is arazor-sharp sword blade (D 1-8). The left armappears normal from shoulder to wrist. However,the arm does not end in a hand but in an ironball (D 1-8).

If the adventurers overcome the statue andsearch the bags, chests, and urns, they find atotal of 1,500 g.p. in mixed coins (primarily silverpieces). Another 1,000 g.p. in gems and jewelrycan be found in the urns. A large chest (lockedbut not trapped) in the northwest cornercontains five bolts of rare silk worth 100 g.p.each, two potions of healing, a scroll containingthe spell cure light wounds, and a jeweledsheath for a dagger (worth 50 g.p.).

CONCLUDING THE ADVENTUREIf the party is unable to find or make a path throughthe Skull Dunes, they receive nothing from themariners other than the return of deposits onborrowed equipment. If the adventurers clear orfind a path through the Skull Dunes but are unableto clear the island of the surviving clerics, theyreceive a 100 g.p. reward from the mariners' guild.Adventurers are given the full bounty if they clear apath through the Skull Dunes and kill, deport, orcapture the survivors of the abbey. Capturedsurvivors are held by the mariners' guild in Portownuntil construction of the lighthouse is well underwaybefore they are released.

If the characters complain about low pay, thelighthouse keeper can remind them they were hiredto perform a specific service, and payment canand will be withheld until the island has beencleared.

Once the mariners take control of the island, it isunlikely that the evil cult that built the abbey will tryto retake it. To do so would require bringing troopsthrough hostile waters (the area around the island iscontrolled by the mariners) to attack the island. Thisrequires a much larger force than they are capableof mustering at present. However, the cult will notforget about the island or the characters. Thus,those Dungeon Masters wishing to place thismodule in the context of a larger campaign canuse the area and cult as a source of future conflictand adventure.

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