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The Vault of Time
[comments:(10), views:(7121), rating:(8.5)]

Author: Garry J. Sled
Homepage: http://
System: AD&D 2nd Edition
Type: Scenario
Category: Fantasy
Requirements: 4-6 Characters of Levels 7-10


Long ago, a mage named Adder began an adventuring career. Unlike his companions (who sought gold and treasure), Adder adventured to further his pursuit of knowledge. He did not seek power or wealth, except where these tools could increase the information available to him. He and his companions grew powerful and wealthy, but while they spent their fortunes on life's finer pleasures, Adder spent his on books and scrolls.

Graphic: Isle of Ractus
Graphic: Passage
Graphic: Town of Meara
Graphic: Level 1
Graphic: Level 2
Graphic: Level 3
Graphic: Level 4
Graphic: Hall of the Dead
Graphic: Level 5

Disclaimer: The following is a work of fiction. Any similarity to any person or character, living or dead, is purely coincidental, and not the intention of the author. This work is protected under Canadian and international copyright law. Reproduction of this work, in whole or in part, may be done only with the express prior written consent of the author. The author makes no claim to any trademark or copyright held by TSR Inc., or any of its subsidiaries.


CHAPTER ONE

Introduction

Adventure Background
Long ago, a mage named Adder began an adventuring career. Unlike his companions (who sought gold and treasure), Adder adventured to further his pursuit of knowledge. He did not seek power or wealth, except where these tools could increase the information available to him. He and his companions grew powerful and wealthy, but while they spent their fortunes on life's finer pleasures, Adder spent his on books and scrolls. Adder would let little stand between himself and knowledge. A kind, patient man, he became intractable in his pursuit of ancient tomes. A small town, renowned for it's libraries, once denied Adder access to the information contained therein for political reasons. Adder, with the help of his companions, removed the mayor in a bloodless coup, and left him stranded in a town thousands of miles away. They then took over rule of the town. As time progressed, Adder built vast libraries, and amassed a large number of ancient books and scrolls. Tomes dealing with beasts, magic, and religion were plentiful. Information about almost anything could be found in his libraries. As the years passed, Adder began to fear death, for it would be an end to his quest. However, he had anticipated this problem, and had worked out a solution. He pulled out ancient tomes he had acquired years earlier, and studied the powerful and ancient arcane rituals and rites . . . to became a lich. However, Adder had no desire to become the evil variety of lich known to most adventurers, but instead a lich allied with good. The process was long and involved, but an eventual success. Adder left mortality behind, and achieved lichdom. Wielding powerful magics, Adder took his most important works, books and tomes, and hid them safely away. Years later, tales began to spread about a sage, named Mnemnosyne, who could answer any question. Bards told tales of people with seemingly impossible problems and enigmas, who had their problems solved by this sage. Unknown to the world is the fact that Mnemnosyne is the name Adder took once becoming a lich. Many people sought the sage. Some had important questions, but most came with minor, petty problems, unworthy of the great sage. Mnemnosyne, annoyed by these gadflies, hid himself away from the common people. Now, only those whose needs are the most pressing can find him, and he sees only those who he deems worthy. No one alive is currently aware of any connection between Adder, and the sage Mnemnosyne. Very few people indeed actually know that the sage is a lich. Only Adder's most trusted assistants are aware of this.

For the Dungeon Master
The lich Mnemnosyne is now located on the Isle of Ractus. The island is located hundreds of miles from the mainland. The island is protected by strong magic (see "Island Defense"), and it's location is kept secret. Finding the island is a difficult proposition. It is up to the DM to decide exactly how the player character's hear about the island, and find it. It is assumed the player character's have some strange problem or dilemma, and need information. They may hear about the island from rumors, and find out how to get there by consulting sages, a wise dragon, or some other source. The following boxed text assumes the source of information is an old sailor. Read this to the player characters, paraphrasing the information if it comes from some other source. Mnemnosyne is a solitary man, indeed. Few who seek him ever find him. I made it there, once, many years ago. Went through uncounted trials and tribulations to make it to the sage's front door. Once I got there, imagine my surprise when the dog wouldn't see me! Said my quest lacked import! Ah, well, that's of no matter now. Heed well these warnings! Mnemnosyne sees only those who follow his rules! Break them, and death awaits you, for his wrath is great. Bring this token to [nearest port city], hire a ship, and give this to it's captain. He will know what to do. On the island, identify yourself immediately to the sage's minions. When asked why you seek the sage, reply by saying "I seek knowledge". Any other reply will mark you as an enemy to Mnemnosyne. The token is a black metal carving of a snake entwined around the blade of a dagger. It is Mnemnosyne's mark, and is usually recognized by most sea captains (85% chance of recognition). Once a captain sees this token, he knows what to do, and will explain this to the player character's if they ask. One simply affixes the token to the top of the mast, and sails away from land. Some time later (1d4 weeks), the token begins to glow, the winds pick up, and the ship begins to steer itself. After a while, the ship ends up off the shore of the island. This is all the captain knows, and only from rumors, as he has never made the journey himself. (DM Note: The token is magical, and can be detected as such. When fixed to the mast of a ship, it emits a signal, which can be detected on Ractus. Once the signal is detected, an air and water elemental are dispatched to the ship. The air elemental provides forward momentum to the sails, while the water elemental controls the rudder. They steer the ship to the island (point B on Map 1), and through the reefs.) How much it costs to hire a ship is up to the DM. The DM can also chose to send the heroes directly into the module, or he may chose to play the "Adventure Sidebar".

Supplicants and Enemies
Throughout this module, the player characters will be referred to as either "supplicants" or "enemies". Supplicants are those player characters who go by the rules, and obtain permission to be on the island. Enemies are those who either invade the island, or fail to announce themselves to the marid guardian. Supplicants can avoid most, but not all dangers. Enemies will always find themselves right in the middle of trouble.

Side Bar: Pirate Attack!

CHAPTER TWO

This part of the ocean is currently being patrolled by Triennia Lovesong, an infamous pirate captain. A few years ago, her ship, the Man Eater, sacked a cargo vessel. On it, they found a group of young men. These men later turned out to be would-be sages, on their way to the Isle of Ractus. They explained to her how the token worked. Satisfied with their stories, Triennia had them killed. Triennia consulted with a number of mages, who studied the magical token. Three months ago, a mage in a distant city gave Triennia what she had been looking for. He created a magical item that, when affixed to a ship's bow, could detect the homing signal put out by a token. The device was carved to resemble a woman's head, with large, predatory teeth. The top portion of the ship's figure head was removed, and the locator was affixed in it's place. Since then, Triennia has been plying the seas. Apart from her regular pirating activities, she has been keeping an eye on the locator, on the off chance that it may spot the homing signal of a token. Today, it has.

Triennia Lovesong: AL LE; AC -3; MV 12; F10; hp 72; THACO 11 (7 with longsword +2, 8 with dagger +1); # AT: 3 (specialized in fighting with two weapons, 2 attacks with longsword, 1 with dagger); Dmg by weapon; STR 17 DEX 18 CON 10 INT 12 WIS 9 CHA 16; ML 15; XP 5,200; Magic Items longsword +2, dagger +1, Bracers AC 2, ring of protection +1.

Besides the captain, the Man Eater is manned by 20 male pirates (Level 1 fighters), as well as the first and second mates (l4 fighters), named Briand and Remona. Also on board is Brastia, the ship's mage. Brastia is quite powerful, but she is also a coward. She will flee via a teleport spell at the first sign of danger to herself.

Briand and Remona: AL LE; AC 6; MV 12; F4; hp 32, 27; THACO 15; # AT 2 (specialized with long sword); Dmg by weapon type; STR 17 DEX 18 CON 10 INT 12 WIS 9 CHA 16; ML 11; XP 270, 250; studded leather, longsword.

Pirates (20): AL CN; AC 8; MV 12; F1; hp 6; THACO 20; # AT 1; Dmg by weapon type; ML 8; XP @ 20.

The ship was captured during a raid, and used to belong to a friendly or neutral country. Therefore, Triennia will be able to approach fairly closely to the ship the player characters are on without arousing suspicion. A week before the elementals arrive to steer the player character's ship, read the following boxed text. The past few weeks have been uneventful. Bored with the never changing scenery aboard ship, you have been spending most of your time below decks. However, after hearing a cry of "ship ahoy!", you have run up to the deck to see what is going on. A beautiful white ship approaches, riding the waves like a graceful swan. One of the sailors close to you smiles, and says "A kingdom ship. I wonder what they want?" As the ship approaches within a few hundred yards, a man in the rigging shouts in alarm. "Pirate vessel! To arms!" You can now see the crew of the other ship. They are well armed, and seem to be preparing to board! The player characters have three rounds to prepare before the ships are close enough to begin boarding. Brastia is on the pirate ship's fo'castle, hiding behind some crates, and watching the player character's ship intensely. If she sees any magic cast from their ship, she will begin casting magic missiles at the mages the next round. If she takes more than 10 hps of damage, she will dimensional door to the interior of her ship, and watch the battle in her crystal ball. If the battle goes poorly, she will gather her belongings, and teleport away, leaving only a wand of fireballs (3 charges) behind. During these three rounds, Triennia's bow men (5 Level 1 fighters) fire from the deck at random targets on the ship. The hero's ship has no bow men, so it is up to them to do something about the arrow fire. When the two ships are close enough, the pirate vessel spends one round throwing over grappling hooks and securing the two vessels together (during which time the 5 archers and the mage still attack). On the next round, the pirates will be over onto the ship, and melee will begin. The player character's ship has 18 sailors (L0 sailors), her captain is a L3 fighter, and her first mate a L2 fighter. The battle will go like this:

  • Round 1: The pirates begin fighting, Triennia, Briand and Remona remain back and observe.
  • Round 2: Triennia, seeing the heroes fight, moves into the battle.
  • Round 3: Triennia reaches the nearest player character and attacks.
Briand and Remona remain out of the fight, unless it looks as if their captain will need their help. Brastia will continue to cast her magic missiles (from wand), unless she has been hurt enough to flee. Should the player characters somehow manage to lose the battle (unlikely), they will be stripped of all their useful belongings, and left on their ship (Triennia knows that, once the token has been affixed and the homing signal begun, the ship will eventually be brought to Ractus, no matter how hard she tried to stop it). The pirates will continue to fight as long as Triennia lives (they fear her much more than the player characters). Should she fall in battle, the pirates have a morale of 10, and each must check every round. As soon as half of the remaining pirates have surrendered, the other half will too. Briand and Remona will never surrender, as they are fanatic in their devotion to Triennia. If she falls while they still live, they will fight to the death (in their rage, they fight with a +2 to their hit and damage rolls). Note that Triennia's death will most certainly cause Brastia to teleport away to safety. Should Triennia, Briand or Remona be captured alive, they will be unrepentant, and will tell the player characters nothing, unless tortured (a decidedly evil act). The ships captain will have them put in the brig, and given over to the authorities the next time the ship is in harbor. The pirate ship does not contain much in the way of treasure. Apart for what is listed on Captain Triennia, the Man Eater contains the following: 200 pp; 5,000 gp; 20,000 sp; 34,000 cp; and a wand of fireballs (3 charges, left in Brastia's room). The player character's captain will have no interest in the wand, but will demand that 1/2 of the treasure go towards he and his crew. The player characters may keep the other half for themselves to split. In the treasure room, amongst the gold and platinum, sits a head-sized purple rock (see rock of draining in the "New Magical Items" section at the end of the module). This rock is an ancient device, and it's purpose is totally unknown. All that is known about it is that it drains the charges from magical items. One round after a magical item enters the same room as the rock, the rock will magically detect the most powerful charged magical item in the room, and begin to drain one charge per round thereafter. If there are no charged magical items in the room, the rock will them begin to drain pluses from magical weapons and items (sword +2, cloak of protection +1, etc.) at the rate of one plus every three rounds. After that it will then begin to drain items with no pluses or charges (ring of invisibility, deck of many things, etc.). For the rock to totally drain an item takes one turn. If the rock goes five full days with no magical energies to drain, it will use it's stored magical energy to teleport away to some other location.


Island Defenses

CHAPTER THREE
  1. Ractus is protected by powerful illusion spells, which make the island appear to be ocean to any aerial observers more than 500 feet above the island.
  2. Any ship that approaches the island without being led by the elementals is in danger of being run aground on the reefs which surround the island (Points A on Map 1). Paths do exist through the reefs, but they are very difficult to travel (90% chance to destroy the ship, modified by the DM for any magics the player characters may cast), as the reefs are magically concealed. If, somehow, a ship does make it through the reefs, it will be attacked by 1d2 water elementals in 2d6 rounds, which attempt to destroy the ship, and sink it.
  3. Apart from a sandy beach (area D on Map 1), the entire island is edged by tall, sheer cliffs, ranging in height from 50 to 300 feet high (1d6 X 50).
  4. Apart from the marked paths, the town, and the fields, the entire island is mountainous.
  5. Some structures and paths on the island are warded by Adder's mystical forwarding spells, made permanent (see "New Magical Spells" listing).
  6. Aerial intruders have a 5% chance per turn spent in the air over or around the island to be noticed by three patrolling manticores. The manticores will politely warn the intruders off, not attacking unless first attacked, or if the intruders persist in approaching or landing upon the island.
  7. Intruders have a 15% chance per hour to be noticed by Striker, Mnemnosyne's pseudo dragon familiar, who patrols the island occasionally, while invisible (due to his ring of invisibility). Striker will immediately inform Mnemnosyne (via telepathy), of the intruders. Mnemnosyne will begin to watch and study the intruders, and prepare his defense.
  8. Intruders have a 10% chance per turn spent on the island of being noticed by a Sentinel (see "New Creatures"). Once they have entered the town of Meara, they can no longer be seen by the Sentinels.
The Island (Map 1)

CHAPTER FOUR

For the past few weeks, your ship has sailed mysteriously, seemingly under it's own power. Finally, in the distance, land has been spotted. As you approach the island, you see that it is miles in diameter. The island is mountainous, and blanketed in trees. Approximately half a mile from the shore, the boat stops, it's strange motive power apparently gone.

A. The Reefs
As the ship sails towards the island, a loud crash sounds from the side. Seconds later, a sickening grinding noise can be heard. Sailors run back and forth, some heading for the ships only lifeboat, screaming. Cries of "Reef!" fill the air. With a sense of dread, you realize the ship has been torn open, and is rapidly sinking. If the player characters obtain the token, and approach the island properly, read the following text. If they are sneaking up on the island, omit any reference to the ship's mystical power source. Although the player character's may wish to sail on, the captain advises caution. After half an hour has passed, continue reading with encounter B. Read this encounter only if the player characters venture out onto the reefs on their own, without locating a safe path. Note that the captain will absolutely refuse to do this!

Just as suddenly as the ship had stopped, it begins moving forward once again. It sails forward confidently, for some reason turning and twisting in it's path, approaching the island in a seemingly drunken fashion. A crewman, leaning over the rails, pales suddenly, and cries out. "Captain! We be sailing through reefs!" The captain runs to the rail, and peers overboard. "A bad set they be, to," he says. "Sure to tear a boat apart unless she knows the path through."

B. Safe Passage
A sparkling blue bay opens ahead of you. Sheer cliffs, hundreds of feet high, line the bay. The only accessible point seems to be a sandy beach, off ahead and to the left. While you take in this scene, a sailor lets out a small shriek, and gestures overboard. Looking over the railing, you see a large, dark shape, rising quickly out of the water, directly beside your ship.

C. Admittance
Approaching the ship is Azeelaphul, a marid, bound in service to the lich for 101 years. Azeelaphul came to Mnemnosyne with a question that had been bothering him for centuries. The lich sage charged the marid 101 year service in return for an answer. The marid readily agreed, and is serving it's time gladly, as it is but a short duration for an immortal creature. As the marid breaks the surface, it regards the ship sternly for a few moments, arms crossed, then speaks in a low, powerful voice. "Who travels to see Mnemnosyne?" All who wish to see the sage must now answer, identifying themselves truly. Pay close attention, and keep track of those who do and do not answer. After a sufficient time, the marid asks its second question. "Why do you seek Mnemnosyne?" All player characters must answer now, by saying "I seek knowledge." Failure to answer either or both questions will result in the player character(s) being treated as enemies while on the island (see the section entitled "for the Dungeon Master"). Answering both questions correctly results in the player character(s) as being treated as supplicants while on the island. These player characters are marked magically, and will be able to avoid most of the traps and monsters on the island. Note that this magical "tagging" can be magically detected, and dispelled (rolled again! st an 18th level mage). However, if the mark is dispelled, the player character will have lost his protection, and will be considered an enemy for the remainder of the adventure. After all have answered, the marid moves back, and gestures grandly towards the beach, saying "Proceed". The ship sails to the beach, and the player characters are transported, via life boat, to the shore.

Azeelaphul, Marid: AL CN; AC 0; MV 9, Fly 15 (B), SW 24; HD 13; hp 96; THACO 9; # AT 1; Dmg 1d8; SA See Monstrous Manual; SD See Monstrous Manual; ML 16; XP 15,000; MM/126.

D. Beach
The life boat has brought you to this sandy shore. Hastily, the sailors push the boat back out, and row towards the ship.
Supplicants: Can proceed unmolested
Enemies: Each enemy is attacked by giant skeletons, which explode upwards from the sand. There are currently 5 giant skeletons buried here, and they continue to come out, 1 per enemy player character, per round, until they are gone, or until the enemy player characters have left the beach.

*** NOTE *** Here, as in future encounters, the Supplicants must be sure not to interfere with the challenges set for the Enemies. If they do so, they will be treated as an Enemy for the rest of that encounter.

Giant Skeletons (5): INT 0; AL N; AC 4; MV 12; HD 4+4; hp 34, 30, 22, 20, 17; THACO 15; # AT 1; Dmg 1d12; SA Throw an 8d6 fireball once every hour ; SD Immune to magical and normal fires; MR Nil; SZ L; ML 20; XP 1,400; MM/316.

Passage (Map 2)

CHAPTER FIVE

The path ahead leads away from the beach, and deep into the mountains. The steep rock walls climb upwards, seemingly higher than can bee seen. Ahead, the path splits off into three separate routes. An arch way marks the entrance to each path. The arches are labeled, the left most reading "Good", the center path reads "Neutrality", and the right hand path reads "Evil". In the center of the clearing, a sign post reads, in your birth tongue, "Chose the path of your belief".

E. Three-Way
Each player sees the sign in the language of his birth. Characters must chose the path that corresponds to their alignment. Failure to do so has a drastic result. Anyone who takes a path other than that of his alignment will have his alignment switched to that of the path taken (i.e.. if a chaotic good fighter chose the evil path, he would come out on the other side as a chaotic evil fighter). This alignment change works only ONE time per player character. Mnemnosyne does this in order to test the player characters' intelligence and honesty.
Supplicants:nothing else unusual.
Enemies: are attacked by 4 juju zombies before choosing a path.

Juju Zombie (4): INT 5-7; AL NE; AC 6; MV 9; HD 3+12; hp 30, 24, 20; THACO 15; # At 1; Dmg 3d4; SA See MM; SD See MM; MR See MM; SZ M; ML Special; XP 975; MM/373.

F. Skulls
You have entered a 50' diameter clearing. At the entrance stand two five foot long posts, stuck into the ground at either side of the path. A skull sits atop each post, and an eerie green flame licks from the eye holes. Across the clearing, two more posts and burning skulls guard the only exit.
Supplicants: At the entrance to the clearing, a sign hangs on the cavern wall, reading "Touch ye not the skulls, lest ye die". Touching a skull will do 3d10 damage from the freezing cold flames (save versus. Breath Weapon for half). At the exit, another sign hangs, reading "Touch the Skulls to Avoid Death". Touching either one of or both of these skulls renders the player character immune to the death field in the next area.
Enemies: At the entrance, the sign appears to the enemies to read "Touch these skulls, or Face Death". Touching either skull will do 3d10 cold damage to the player character (save versus. Breath Weapon for half). Those enemies who pass the skulls without touching them must save versus spells, or be subject to a suggestion to touch the skulls. The sign guarding the exit reads "Touch not the Skulls, Lest Ye Die". Touching either one of or both of these skulls renders the player character immune to the death field in the next area.

This 25 foot diameter clearing appears to be empty.

G. Death Field
As the player characters proceed through this area, a greenish energy field appears throughout the entire clearing. Those player characters who touched the second set of skulls are safe from this field. Those who did NOT touch the second set of skulls must now save versus death magic with a -2 penalty, or die. Each round the unprotected player characters remain in the field means another save.

You have entered a 75' long, 50' wide clearing. A large house lies to your left, seeming carved out of the rock wall. Inside, the house is richly decorated. Gold, platinum and ivory statuary decorate the shelves, and rich paintings and tapestries cover the walls. Food and drink of all descriptions have been placed here, seemingly just for you.

H. Rest Area
Within seconds of entering, a stern looking man appears. He tells the characters to feel free to eat and sleep here, but to remove nothing from the house. He then disappears. All the statuary, paintings, etc. worth stealing are worth 100 to 600 gp (1d6 X 100). There are 5 such small statues, 2 paintings, and 2 tapestries. Two larger statues are worth much more. A 3 inch tall golden statue of a Unicorn, which stands on a shelf near the entrance, is worth 2,000 gold to a collector of elven artistry (800 gold if just sold for the gold value). A life sized platinum war hammer, which is mounted over a fireplace, is worth 3,000 gold to a collector of dwarven artistry (worth 1,000 gold if just sold for the platinum value). Removing any item from the house results in the thief suffering from the Curse of Bad Luck. At the worst possible moment when the cursed character must roll a die (saving throws, attack rolls, damage rolls, system shocks, etc.), he must roll the required dice twice, and take the least desirable of the two rolls. For instance, Slash the fighter is cursed, and gets into a fight with a zombie. Slash rolls an attack roll, and hits. Thanks to his curse, he must roll another attack roll. This roll misses. Slash must take the second roll. Note that this curse affects the character only once, at the worst possible moment, at the DM's discretion. The curse affects anyone who takes an item out of the house, or shares in the theft.
Supplicants: No further effects.
Enemies: The food here is poisonous to Enemies. Each enemy player character who eats or drinks anything of this house suffers 2d10 poison damage (save versus poison for half).

This clearing is easily over two hundred feet long, but only twenty feet wide. The clearing seems to be deceptively peaceful.

I. Acid Pool
The central 100 feet of this clearing is actually a 10' deep pit of highly corrosive acid (2d10 damage per round if immersed). This acid can eat through any material other than stone. The acid pool is disguised by a hallucinatory terrain spell. As the player characters enter, golden rings appear, floating in midair before them. There is one ring for every SUPPLICANT player character. If an enemy player character touches a ring, he takes 1d10 hit points damage per round that he holds the ring. When a supplicant touches the ring, it automatically appears on his finger, glows briefly, and a smoky, insubstantial seeming horse appears in front of him (phantom steed, cast at 18th level). The horse will carry one supplicant player character safely over the acid pool, to the exit of this cavern, then disappear, taking the ring with it. Any attempt to fly over the acid pool triggers an Otiluke's dispelling screen, cast at 18th level. The safe area on the other side of the acid pool is protected by an Adder's Mystical Forwarding, set to return the mage back to his original starting point.

You have entered a 200' long tunnel in the side of the mountain. The tunnel is 15' wide and about 20 feet tall. A sign on the right hand wall reads "The Bones of the Earth Shall Not Harm You Here".

J. Trapped!
When the player characters get half way down the tunnel, a large boulder appears at the end, hurling towards the player characters at break neck speed. Read the following boxed text to the player characters. From out of nowhere, a large boulder appears ahead of you, hurtling towards you at an impossible speed. You have mere seconds before it crushes you. You notice a small space to the left and right of the boulder, near where the ground meets the wall. You just might be able to squeeze into that pace, and be safe from the boulder. The boulder is illusionary, and can be automatically disbelieved. Even if not disbelieved, the boulder will do no damage. The hall way walls are real, although the bottom two feet are illusionary, and actually lead to a 10 deep trench, which runs along the hall (one trench on each side). Anyone who throws themselves to the sides of the corridor goes through the illusionary wall at the bottom, and falls 10 feet onto a large steel plate, which then delivers an additional 2d10 hp electrical damage (save versus breath for half).

Light from the sun shines from the next clearing as you near the end of this tunnel. Before you enter the next clearing, you can see a wooden sign, suspended from the top of the tunnel, which reads "Proceed Through the Next Clearing With Thy Eyes CLOSED, Lest Ye Die".

K. Trust
Inside the next clearing is an iron golem, instructed to ignore anyone whose eyes are closed, and to attack all others. Furthermore, there are two permanent illusions here of iron golems, which will seem to attack if the real golem does. Rolls to disbelieve here are at a -3 penalty if the player character has already been struck by the real golem. Note that the golem will attack anyone, supplicant or enemy, who has his eyes open. Remember, if a player tries to disbelieve the real golem, he automatically fails any saving throws he may have had to make against that golem that round.

The path lets out onto a small, 10' diameter clearing. Two tunnels exit the clearing. Between them, stands a small, frail old man. The man holds out a rolled up scroll tube, and gestures for you to take it. Before you do, he disappears into thin air, leaving the scroll hovering in midair before you.

L. Reversals
The scroll reads "Raise Your Sole Over Your Mind, and Chose the Right Path". It is important that you write this down, and give the paper to the player characters to read for themselves. If a player character stands on his head ("Sole" - foot bottom, over "Mind" - head) and chooses his right hand path, he will chose path (1). The paths lead to:
Path (1): Leads on to area (M).
Path (2): Trapped. Halfway along, an avalanche occurs, doing 3d10 hp damage to any player character on it. The player characters must also save versus paralyzation, or be trapped beneath the rubble (with enough air to last 2d10 rounds). It will take 10 rounds of digging for one man to free the rapped characters (5 rounds for 2 men, etc.)

** Note ** In the following four rooms, Multi- or Dual classed characters must pass the first door which corresponds to their character classes. After they have had a chance at one door, the other doors will not function for them. For instance, if a multiclassed Fighter/Mage were to do this adventure, he would come to the fighter door first. Whether he succeeds in opening the door or not, he is not eligible to win experience by opening the mage door. For the purpose of these encounters, he is considered a fighter only.

You have left the open areas, and are now underground. A small, 10' diameter circular room lies ahead, and a door in southeast wall leads onward. Over top the door, a sign reads "Fighter's Challenge".

M. Fighter's Challenge
This door is real only to fighters, and multi- or dual classed fighters. All other classes may ignore it, and walk through.
Supplicants: Fighters only. The door is stuck closed, and requires two successful open doors rolls in order to open it. If the door is opened, the fighter receives 100 XP for every level he has achieved (fighter levels only). The door is then open, and the fighter can proceed. The open door closes immediately afterwards, ready for the next fighter. If either roll is failed, the door does not open. The fighter is automatically transported to the other side of the door. Either way, a player character only gets one chance to make both open doors rolls, and win the experience.
Enemies: When an enemy touches this door, he receives 1d4 +18 hp damage (fire trap, cast at 18th level), saving for half. The door opens easily, whether he makes the roll or not, depositing him on the other side. The door then swings shut. Remember, enemy player characters can not receive experience from opening the door.

This room is similar to the one previous, except that the sign reads "Thief's Challenge".

N. Thief's Challenge
This room is exactly the same as the one previous, except that this one applies to thieves. All other classes (as long as not multi- or dual class thieves) can ignore this door.
Supplicants: Must roll a successful open locks. If the player character does so, he receives 100 xp/level (thief levels only).
Enemies: The door is trapped with a poison needle, doing 2d10 damage (save versus poison for half damage). The door opens immediately, although no experience bonus is granted.

Note that the thief can find and remove this trap.

This room is similar to the one previous, except that the sign reads "Mage's Challenge".

O. Mage's Challenge
This room is exactly the same as the one previous, except that this one applies to mages. All other classes (as long as not multi- or dual class mages) can ignore this door.
Supplicants: Must cast either a knock or dispel magic. The mage can wait until the next day if this spell is not in memory. If the door is opened, the mage gains 100 xp/level (mage levels only). If the mage does not possess either spell, he finds the knock spell suddenly in memory, and is moved beyond the door (no experience). He may cast the spell, or scribe it into his spell book.
Enemies: Casting any magic upon this door causes a rebound effect. The door opens, regardless of the spell cast, but the mage must save versus spells (only wisdom bonuses apply), or lose 1d3 spells from the highest level memorized.

This room is similar to the one previous, except that the sign reads "Cleric's Challenge".

P. Cleric's Challenge
This room is exactly the same as the one previous, except that this one applies to clerics. All other classes (as long as not multi or dual class clerics) can ignore this door.
Supplicants: The door is stuck. Any use of a granted power upon the door will open it. Opening the door gives the player character a bonus of 100 xp/level (cleric levels only).
Enemies: Casting any magic upon this door causes a rebound effect. The door opens, regardless of the spell cast, but the cleric must save versus spells (only wisdom bonuses apply), or lose 1d3 spells from the highest level memorized.

Finally, you have left the tunnels, and are back into the open once again. As you round a bend in the path, you see a broad valley spread open before you. About a mile away, a small village lies in the valley, near a large lake. A sign post, creaking slightly as it swings in the breeze, reads "Town of Meara, Population 975".

Q. Entrance

Town of Meara (Map 3)

Meara is a community of sages. Even those people not usually associated with being studious (armorers, bakers, sheriff, etc.) are very intelligent, and sages in their own right. Everyone here is friendly, and very curious.

The spotless white walls and charming red roof of this inn seems to call to you. Inside, the inn appears comfortable and reminds you of home. The inn is run by Isoic, a kind and grandmotherly old lady.

1. Isoic's Inn
Food and lodgings here are of excellent quality, and the inn seems to remind people of where they grew up. Prices here are very reasonable (half normal). Isoic herself is a sage of ornithology (birds).

2. Stable
The horses and tack here are of very good quality, and cheaper than normal. The stables are run by Jade Halespun, an attractive woman in her mid thirties. Jade is tough and smart, and is seldom taken advantage of, whether in matters of business or life in general. She has the non-weapon proficiencies of haggling and bargaining. She studies astrology, and knows much about the night sky.

3. Market
Most common goods can be found here. The armorer, blacksmith and weapons smith are here as well. If necessary, chose an area of knowledge for each merchant here.

A large, bright blue colored building stands before you. A sign out front declares this to be the "Bank of Meara".

4. Bank of Meara
This is actually a bank! The only services they offer are accounts and loans. Savings accounts pay 5% interest per year, and loans are calculated at 20% interest per year. People who take out loans are required to sign a Document of Nerul, and are also geased. Most of the people who work here study economics.

1. Hill Top Restaurant
This restaurant serves high quality food, for very reasonable prices. The workers here study philosophy, and will break into long discussions at the drop of a hat (which can adversely affect service!). This is easily one of the largest sets of buildings you've ever seen in your life! From side to side, the university is easily two hundred yards long. Hundreds of people can be seen rushing back and forth. Here, according to your information, lie the fabled Libraries of Forever, the most complete single source of information in the world! Surely, the answer you seek lies here!

6. University of Meara
The University offers many different courses. Player characters who wish to spend the time here can learn any non-weapon proficiency available within the campaign in 20 weeks, minus the characters intelligence (modified by the DM for comparative difficulty). The rates charge will be approximately 100 gp per week spent learning. While books of almost any description can be found here, the player characters are allowed access only to that information which the DM wishes them to have. Anything else can be declared off limits to outsiders by the university staff. The player characters are told that their question(s) cannot be answered here, and can only be answered by Mnemnosyne himself. The are instructed to wait in town until permission to see the sage is received. The player characters will have to stay in town for 1d3 weeks. During this period of time, Mnemnosyne will watch them, and judge them. If he finds them worthy, he will then send word to have the player characters sent onwards, into the Vault of Time. Otherwise, the professors at the university will say that Mnemnosyne will not see them, and politely ask the player characters to turn around, and go home. Rowdy player characters will be dealt with quickly and neatly by the constabulary of Meara. (See Jail)

Apart from the University, this is the largest and most impressive building in town. A large, wrought iron fence surrounds this palatial mansion. Fountains can be glimpsed inside. Guards can be seen patrolling the grounds. Obviously the mayor values his privacy and security.

7. Mayor's Home
The mayor's name is Rociv, and is a somewhat reclusive, bookish man. He is not deliberately rude, but he prefers solitude and study to politics and visits. He may seem a poor choice as mayor, but in this city of sages, he was the only one willing to take on the job! Rociv studies legends concerning the other planes, and has quite an extensive library on that subject. There are 10 Level 3 fighters on guard inside the fence. They will arrest anyone found inside without a pass.

The road stops at a large, wrought iron gate. At either side of the road stands a guard house. The guards stand just inside, their arms crossed, obviously alert and ready.

8. Guard Posts
The two guards here (level 10 fighters) will allow no one to pass without an invitation. If trouble starts, they will be quick to act. If treated nicely, they are quite polite. They both study politics, and have opposing views. The first Guard (Althorn) favors democracy (truly a radical view!), while the second (Faros), favors a monarchy. Both guards are quite fervent in their views, and are willing to argue for hours (and thus can be rather easily distracted). Blank passes can be found on top of a table inside the guard house. The guards are dressed in chain mail and shields, and carry long swords and bows.

Althorn and Faros: AL LG; AC 0; MV 12; F8; hp 87, 65; THACO 11 (8 with longsword +1, 10 with bow); # AT 2 (specialized with long sword); Dmg 1d8+4 (strength, sword and specialization bonuses); STR 17, DEX 16, CON 16, INT 10, WIS 7, CHA 10; ML 13; XP 5,000; longsword +1 (x2), Chain +2 (x2), Shield +1 (x2), long bow (x2).

Evidently, this building was once a prison. It has been refurbished, however, and the bars removed from most windows. It is now a museum, and is kept well, and lovingly tended.

9. Museum
This museum is of interest to anyone who studies ancient history or languages. It contains many rare historical items, and a few things that can be found no where else on the planet. Many of the displays are quite valuable. If stolen, the DM should assign a rough value to the stolen objects. Remember, that while they are in town, the player characters are being watched by Mnemnosyne, as he judges their worthiness. He will not take well to thieves in his town, and will deny the player characters a meeting if they persist in behaving chaotically while here. Theft from this museum may end up in the characters unceremonious ejection from this town! The museum's curator, Professor Jarredson, is a sage of ancient history. He prefers his books to people, and will be curt and strictly polite if bothered.

10. Vintner and Brewer
Many fine ales and wines can be purchased here, all are of the best quality, and reasonably priced. The owner, Gaulle, studies languages (elven, dwarven, common, ogre, centaur, troll, and goblin). He is willing to teach any of the languages he knows. He will charge 50 gp for language lessons, or will teach for free if the character can teach him a language that he doesn't already know.

11. Physician Doctor Voir is a kind, gentle man in his mid 80's. Although old, he is still skillful, and is capable of dealing with almost any non-magical disease. (Double Healing and Herbalism proficiencies). In his spare time, Dr. Voir studies alchemy.

12. Temple of Thorob
This temple is dedicated to Thorob, god of Knowledge and Law. The temple is open at all hours, and no clerics are present. All are allowed to worship, and are trusted to behave properly.

13. Mare's Frozen Ices
The player characters will find actual ice cream here! The only flavors are chocolate, vanilla and strawberry. The freezers are kept cold by a trapped brown mold. Mare is a horticulturist.

14. Jail
The constabulary of Meara consists of the following:

Sheriff Goy: AL NG; AC -4; MV 12; F13; hp 89; THACO 8 (2 with long sword); # AT 5/2; Dmg by weapon type; STR 18/67, DEX 16, CON 12, INT 12, WIS 10, CHA 9; ML 15; longsword of sharpness +4, brooch of shielding, chain +4, Shield +2.

10 Soldiers: AL NG; AC 5; MV 12; F3; hp @ 20; THACO 17; # AT 1; Dmg by weapon type; ML 11; longsword, chain mail.

The sheriff can also call upon the aid of the mayor's guards if necessary. They will arrive in 2d10 rounds once summoned. The sheriff and his soldiers all study unarmed combat (each has 3 slots devoted to one of the following: Punching; Wrestling; or (if the DM allows) Martial Arts. They enjoy pitting one style against another, and will teach a player character to specialize (one month of learning for Punching or Wrestling, six months for Martial Arts, or three months in Martial Arts to gain one proficiency slot).

15. Harbor Master
The Harbor Master, Theca Thane, resides and does business here. He is a blustery, retired sailor, who loves to spin his yarns for any and all who will listen. At the DM's option, he may know of a secret treasure map that leads to hidden treasure (i.e., the next adventure). Theca studies marine life, and knows much about various sea creatures.

An imposing wooden structure stands at the end of this peninsula. Made of dark wood, it is shaped like an octagon. The windows are dark, much darker than could be expected during the day. An elderly gentleman sits in a rocking chair near the door, reading a book.

16. Hall of Knowledge
The Hall of Knowledge was designed by Mnemnosyne to increase the skills of the local sages. One month of constant, uninterrupted study here can raise a person's prime ability by one point. After a month of study, the player character must make four checks on the attribute he wishes to raise (one for each week). As success or failure is not obvious until the entire course of study is complete, all four are rolled after the player character is done the course. Success on all four rolls indicates that the attribute has gone up one point. Regardless of failure or success, a player character can make only one attempt at raising his/her prime requisite. Once attempted, this cannot be attempted again. Any attempt to do so will simply meet with failure. The gentleman sitting by the door is Nanglewood Mar, a sage specializing in ancient history (pick a place and time suitable to the DM's campaign). He is pleasant and polite, and will explain the "process of enlightenment" to the player characters. (If it comes up, the book he is reading is called "An Unabridged and Meticulous Contemplation of Territorial Endemic Cultures of the Eastern Seaboard, Their Chronology, Traditions, Legends, Heroes and Value Processes, Dealing With the Preceding Five Hundred Years, and Discounting Contamination of Imported Exotic and Outlandish Perspectives, Volume 37, Written by Verimot Calshanks". That should satisfy overly curious players!).

17. Red Roof Inn
This inn overlooks the harbor. It is clean and safe, but nothing out of the ordinary. The proprietor, Keas, studies botany.

Many ships are docked here in the harbor. The vessels range in size from small row boats to ships easily the size the one you sailed here on.

18. Docks
The player characters may be curious as to why they couldn't have just sailed here in the first place. If they ask, they will be told that supplicants must first win their way through the tests before being allowed to come to the town. The player characters will be able to hire a ship here to take them back to their home.

After following the path for about an hour, you have come to a large white building. It stands easily 40 feet high, and is over 50 feet long on a side. A sign etched over the door reads "The Vault of Time". Inside, the entire edifice stands completely empty, save for a set of stairs, which lead down.

The Vault
When the player characters are ready to enter the Vault of Time, they will be told that the way can be dangerous, even for supplicants. Careful thought and study is advised. Also, they will be warned that Mnemnosyne will charge them a price for the information they seek. It may be money, magic items, or, more likely, a service. This can be a good hook for the DM to introduce the next adventure. Any way it turns out, the price for the information should be extravagant. Mnemnosyne tries to discourage those who would trouble him with minor questions. Therefore, the charge is different for different people. A low level party may be charged a +1 magical weapon, while a reasonable price for a high level party may be to kill a venerable red dragon, and retrieve the books and scrolls in its horde!

While in the Vault, the player characters will be watched by Mnemnosyne at all times. If, while watching the player characters, Mnemnosyne is given any reason to believe that the player characters are out to hurt or kill him, he can become very nasty. Remember that the interior of the Vault is protected by Adder's mystical forwarding spells.


Vault of Time, Level One (Map 4)

A small desk lies to your right as you enter this foyer. A book lies open on top of it. "Please Sign In" is written at the top of each page. Many other names have been signed, but you can recognize none of them. The last name to be signed is "Azeelaphul".

1. Entry Room
The book is enchanted to resist decay, and so will detect as magical. This book contains all the names of those who have come to see Mnemnosyne. The last name signed is that of the marid which guards the entry bay.

You are in a cozy seeming room. Comfortable looking chairs and couches line the walls. A large fire burns in a fireplace in the east wall. Various meats and cheeses have been laid out, and kegs of ale and bottles of wine are also present.

2. Waiting Room
The food, ale and wine are of excellent quality, and completely safe.

A long oak table, surrounded by chairs, fills most of this room. In front of each chair, a stack of paper, a quill pen and an ink bottle lie on the table. A pitcher of ice water, and several glasses, rest on a small table near the door.

3. Meeting Room
Nothing in this room is magical. When the ice melts in the pitcher (once every hour), a permanent unseen servant fetches more from a secret niche in the south wall. Inside this niche is a steel box, which contains a brown mold. The niche itself is well insulated, and does not radiate cold into the room. Water is frozen in this niche (replenished by the unseen servant), and the ice is used in the pitcher.

You have entered a small, but well stocked library. After looking through a few of the books here, you realize that they all deal with the art of fighting.

4. Study of the Fighter
This library contains all the information on fighters found in the PHB, DMG and the Fighter's Handbook. Any information that the DM does not want in his campaign is, of course, missing.

You have entered a small, but well stocked library. After looking through a few of the books here, you realize that they all deal with the art of mage craft.

5. Study of the Mage
This library contains all the information on mages found in the PHB, DMG and the Mage's Handbook. Any information that the DM does not want in his campaign is, of course, missing. Note, that no magic spells, spell books, scrolls or magical books can be found here.

You have entered a small, but well stocked library. After looking through a few of the books here, you realize that they all deal with the art of thieving.

6. Study of the Thief
This library contains all the information on thieves found in the PHB, DMG and the Thief's Handbook. Any information that the DM does not want in his campaign is, of course, missing.

You have entered a small, but well stocked library. After looking through a few of the books here, you realize that they all deal with being a cleric.

7. Study of the Cleric
This library contains all the information on clerics found in the PHB, DMG and the Priest's Handbook. Any information that the DM does not want in his campaign is, of course, missing. The books here detail the pantheon of this world, as well as some basic creation legends.

This room contains a large mirror on the northern wall. It stretches from ceiling to floor, and wall to wall, and is easily 200 square feet in area. As you examine the mirror, you notice that your reflection is grinning at you evilly!

8. Reversals
This is a specially modified mirror of opposition. Mnemnosyne created it to test the battle prowess of his supplicants, as well as their ingenuity. Tell the player characters that any mages in the mirror party have begun casting. In fact, the mirror is protected by powerful magics which send spells directed at the mirror back to whoever cast them. The mirror images are only pretending to cast. They wait for one round of spells to be fired off by the player characters, laugh as they backfire on the casters, then step out of the mirror. Each image attacks his counter part. Damage inflicted by any character other than the counter part has no effect. For instance, if Barnet, the mage, fired magic missiles at the mirror image of the party's fighter, that image would suffer no damage. However, if he target the missiles at his own image, that image would take damage. This also includes area effect spells (a fireball could, theoretically, damage the caster, his image, and the caster's friends, without harming the friend's images). Also, spells cast by images can harm only the original, not the original's friends.

You are in a comfortably appointed room. Comfortable looking chairs and couches line the walls. The room is well it, although there is no visible light source.

9. Study
There is nothing special about this room.

You are in another comfortable sitting room. This one, however, is rather different. Two trolls are sitting here, and leap to their feet as you enter!

10. Attack!
This room contains 350 gp, 500 pp, and a diamond and gold necklace worth 2,500 gp.

Trolls (2): INT 5-7; AL CE; AC 4; MV 12; HD 6+6; hp 47, 34; THACO 13; # AT 3; Dmg 1d4+4/1d4+4/1d8+4; SA See MM; SD Regeneration; MR Nil; SZ L; ML 14; XP 1,400; MM/348.

A large, steaming tub of water sits in the center of this room. White, fluffy towels are placed within easy reach of the tub.

11. Baths
On a stool in the corner lies a carelessly discarded cloak and hat. The cloak is non-magical, but the hat is a hat of disguise. Mnemnosyne will not mind if this item is taken.

This appears to be another library. In the center of the room, a large gray book rests upon a table.

12. Study
This book is a libram of silver magic. The other books here detail the economic history of the world.

You have entered a veritable treasure trove! Coins and gems fill this small room. Rings, weapons, armor, staves, wands, etc., can also be seen.

13. Treasure Hoard
The door to this room is locked, and trapped (poison cloud. Save versus poison or be shrunk, cast at 18th level). As the player characters take in this room, one piece of magical treasure per player character (chosen by the DM from the DMG) floats to each player character. A deep voice resonates throughout the room, saying "Accept these gifts, but please do not take anything else". This is a test of the player character's greed. If a player character takes anything from this room, other than his gift, the following happens: (1) as the player character leaves the room, his freely granted gift disappears; (2) the extra items the player character has taken disappears as well. Once this room has been exited, the character will find it empty upon re-entering.

This central location is dominated by a raised platform, approximately 3 feet high. Iron statues of powerful men stand at each corner, seemingly guarding the dais. The dais itself shines with multicolored lights, which flash and move about the dais's surface, seemingly at random.

14. Test
The statues are non-magical. When any character(s) steps on the dais, continue reading. Suddenly, you are alone. Ahead, a hallway stretches off into the distance, flickering torches lighting the way. As you move through these halls, you realize that you are in a maze! Your blood chills as a low roar in the distance echoes off the walls. If any player character steps on the dais, he and all the other player characters are transported to a large maze, and are separated. They feel a sense of great urgency, and know that only the first one out will be rewarded. Here, ask each player character if they are proceeding carefully, or hurriedly. If carefully, the base amount of time is 30 rounds. If hurriedly, the base amount of time is 25 rounds, but there is a 5% chance per round of falling into a pit trap. Thief characters may roll a find traps (at ½ if hurrying, at ¾ if careful) to avoid each trap. The traps are 10 feet deep, and require 2 additional rounds to get out, unless some form of magic is employed (i.e. fly). No form of teleportation magic works within the maze. Spells like phase door, shadow walk, dimension door, and plane shift are also ineffective. Spells or magical items which allow flight are also useless. The amount of time spent in the maze is the base time (30 or 25 rounds), minus the player character's intelligence. There is also a random time delay of 1d10 minutes, rolled by the player character. Whoever comes out first, take that player aside and give him a list of magical treasure, telling him that he may pick one item from the list. What you do not tell him that this is a list of all magical treasures possessed by his companions! Whatever item is picked, the DM will give to the winning player character, and subtract it from the list of magic possessions of the character who originally owned it. The character who has lost the item may or may not notice immediately, depending on the nature of the item.

You have entered a barracks. Several bunk beds line the walls. At the foot of each bed are two chests.

15. Chamber of Ire
The chest contain only old clothing. While the player characters search, each one grows gradually more and more suspicious of the others. If any previous animosities exist, now would be a good time to play on them. Also, if the relocation of party magical items that occurred in the maze has not yet been discovered, now would be a good time. After 10 rounds, each player character must make an intelligence check with a -5 penalty, or attack another player character. If a player character falls, the attacking player character immediately comes to his senses.

Oddly, this room is full of large rocks, and reeks faintly of fecal matter.

16. Attack
A greater basilisk lurks amongst the rocks. Hidden in the rocks are 15 pp, 250 gp, and a scroll containing the spells stone to flesh and mnemonic implant (see the "New Magical Spells" listing).

Greater Basilisk: INT 6; AL N; AC 2; MV 6; HD 10; hp 52; THACO 11;# AT 3; Dmg 1d6/1d6/2d6; SA poison, gaze; SD Surprised only on a 1; MR Nil; SZ L; ML 16; XP 7,000; MM/14

Five torches line the east wall. The center most torch is marked with a black "X". Written on the wall over the torches is "Left becomes Right/Day becomes Night/Right is Wrong/And Left is Right".

17. Torch Test
The door leading onwards is locked. It can only be opened by solving the riddle on the wall. It is suggested that you write this riddle down on a piece of paper, to let the player characters study it. Translated, the poem means (line for line):

"Left becomes Right": Switch the direction "right" for the direction "left" (i.e. where "right" is written, read "left").
"Day becomes Night": Extinguish the third (marked) torch.
"Right is Wrong": Because the directions are switched, this means that right is the correct direction.
"And Left is Right": Because the directions are switched, this means that left is the wrong direction.

The basic translation is this: "Put out the marked torch, and turn it to the right". Penalties for errors are listed on the following table:

Torch Turn Lit? Penalty

1, 2, 4, 5
Any
Yes/No Flame shoots out from the torch, burning the character for 2d10 damage. A save versus breath weapon is allowed for half damage
3 Left Yes Torch delivers a 2d10 hp electrical shock (save versus spells for half damage)
3 Right Yes The character must save versus petrification, or be turned to stone
3 Left No The character suffers a post hypnotic suggestion (no save) to "Go jump in the lake". The character will jump into the first sizable body of liquid he or she sees.

This room contains a bed, small night stand, and a chair.

18. Guest Rooms
Each room is identical, with the following exceptions: Room (A) contains a ring of warmth, and Room (C) contains gauntlets of ogre power. These items were left here by previous guests.

The south western portion of this room contains a 10 feet wide pool of crystal clear water. A slight acrid smell can be detected in the air.

19. Acid Pool
This pool is 6 feet deep, and filled with a strong acid. The acid's odor has been magically masked, and it smells like water. Only a faint acrid smell remains. The acid will do 1d6 hps of damage if even lightly touched, 3d6 hps of damage if drank, and 4d10 hps of damage if the character enters the pool (note, all items which enter the pool must save versus. acid or be destroyed). If a player character suffers from the posthypnotic suggestion planted in room 17, he will immediately jump into this pool. At the bottom of the pool is a glass jar, containing oil of acid resistance. This dusty looking library evidently has not seen use for centuries. The dust is inches thick everywhere.

20. Choices!
This library contains the ghost of Aiel, a librarian who was killed here decades ago. Aiel was responsible for guarding a deck of many things, which still lies here today, in a box on a top shelf. Aiel will not manifest, unless a player character tries to remove the deck from the room. In that case, he will manifest and warn the character to return the deck. Should the characters persist in trying to remove the deck, Aiel will attack them. Aiel cannot leave this room.

Ghost: INT 14; AL LE; AC 0 or 8; MV 9; HD 10; hp 68; THACO 11; # AT 1; Dmg Age 10-40 years; SA aging, magic jar; SD See MM; MR Nil; SZ M; ML Special; XP 7,000; MM/130

21. Gamble
You are in a small, 10' square waiting room. A pleasant looking young woman sits behind a desk, reading a book. She looks up as you enter. "Who's first?" she asks pleasantly. The door to this room is locked and trapped. The trap consists of a sleep gas, which shoots out from concealed jets along 10 feet of corridor to the left and right of the door (20 feet total). All in the cloud must save versus poison with a -4 penalty, or fall asleep. Sleeping player characters can be woken in 1d6 turns. If all player characters fall asleep, they will awaken, in the bedrooms (Area 18), stripped of any items they may have stolen from these vaults. Note that some items may be kept. When the door is open, read on. The young woman is named Sylva (the book is called "Invigorating and Exhilarating Experiences Amongst and Amid the Ancient Antiquated Antediluvian Druids, With Reference to Applied and Implemented Horticulture, Animal Husbandry and Herb Gardening". It is full of gardening tips). She explains that she is the receptionist for the Great Gamble. She tells the player characters that the great gamble is in the next room. No one can tell for sure what the game will be, or the stakes, only that those who play stand to lose much or gain much. Once a player character enters the next room, he must play the Great Gamble, or he will be treated as if he had lost. Player characters must enter the room alone. If more than one character goes in, the other(s) find themselves back in the waiting room until the first player character finishes playing (if two enter together, roll to determine who was first).

Roll (1d6)

Result

  1. Attribute Gamble: The player rolls 1d6, and applies the following result: (1) Character loses 1 point from his prime attribute; (2-5) Character's prime attribute remains unchanged; (6) Character adds one to his prime attribute.
  2. Random Attribute Gamble. Played the same as Attribute Gamble (see previous entry), only with a random attribute (roll 1d6: 1 = Strength, 2 = Dexterity; 3 = Constitution, 4 = Intelligence, 5 = Wisdom, 6 = Charisma).
  3. Magical Charges. The player rolls 1d4. (1) All the character's magical devices which operate on charges are completely drained, and crumble to dust. (2) All magical devices which operate on charges now have half their total possible number of charges, regardless of whether this effect drains some charges or add some. (3) All magical devices which operate on charges are now fully charged. (4) Any one magical device which operates on charges is enchanted to never need charging again. However, every time it is used, there is a 5% chance that the item will disintegrate. If the player does not possess any items which are dependent upon charges, then roll again, ignoring any result of 3.
  4. The player rolls 1d4. (1) All the character's money disappears. (2) Half of the player's money disappears. (3) The character keeps his money, plus half that amount. (4) The character doubles his money.
  5. Arm and a Leg. The player rolls 1d8. (1) The character loses his left arm. (2) The character loses his right arm. (3) The character loses his left leg. (4) The character loses his right leg. (5-7) The character loses nothing, and gains nothing. (8) The character gets one wish.
  6. The character is sent back to the Waiting Room, and cannot gamble again.

22. Lavatory
This is a lavatory, split into two separate rooms (Men's and Women's).

You are in what appears to be a theater. Plush velvet seats face a large wooden stage. The room is clean, and well lit.

23. The Play's the Thing
Slowly, the lights dim, until they go out entirely. The stage before you shimmers briefly, and then you find yourself in a forest, near a stream. A beautiful young woman sits near the stream, singing softly to herself. Suddenly you realize that this is an incredibly realistic play! Nothing will happen in this room unless all the player characters in the room sit at the same time. If and when this occurs, read the following box. This play seems to place the player characters right in the middle of the action. The player character will not see himself, or anyone else, other than the "actors" in the play. The play itself is a very realistic illusion. If the player characters watch the play for more than a turn, he must save versus spells, or be mesmerized by the play, and refuses to leave for 1d6 days. At any time, standing up breaks the player character from the illusion. Sitting back down will put the player character back into the play. If all player characters stand together, the play is paused, and will not begin again until all player characters in the room are once more seated. If the play is successfully disbelieved, that character can still watch the play, but can exit the play at will. No harm will come to any character while in the play.

As you enter this room, the door slams behind you, and you find yourself in complete blackness. A low, sepulchral voice moans "Chose the most intelligent amongst you as champion." Suddenly, the lights come back. On the other side of the room, about 80' away, stands a black cloaked figure. A solid black sphere stands half way between you and this man. "Heed well my words, Champion," the figure says softly. "Study well the Sphere, and control it. It's touch is death. If it touches you, I win. If it touches me, you win. Begin."

24. Concentration
This is magical darkness, and foils even infravision. If the darkness is somehow canceled or dispelled, the room is empty. Give the player characters a few minutes to discuss the situation, and chose a champion. If they cannot do so, then chose one randomly amongst player character mages. When the champion is chosen, continue. The sphere is, you guessed it, a sphere of annihilation. It is 40 feet away from the champion player character, and 40 feet away from the cloaked figure (Level 9 mage, Intelligence of 17). The other player characters are prevented from interfering in this contest by a wall of force spell, which is triggered when the contest begins. If the player character champion is destroyed, then the cloaked mage and the sphere disappear. If the player character champion triumphs, then the cloaked mage is destroyed, leaving the sphere. What exactly the player characters then do with it is up to them.

This room contains nothing but large piles of crushed rock.

25. Xorn
Hidden by the piles of rock are three Xorn. They will not fight if the player characters give them at least 100 gp worth of gems each. Otherwise, the Xorn will attack to get at the gems.

Xorn (3): INT 9; AL N; AC -2; MV 9, Br 9; HD 7+7; hp 50; THACO 13; # AT 4; Dmg 1d3(X3)/6d4; SA Surprise; SD See MM; MR Nil; SZ M; ML 16; XP 4,000; MM/367.

At one time, this may have been a bedroom. Now, however, it is in a shambles. Obviously, a powerful creature has run amok here.

26. Surprise
As the player characters search this room, Mnemnosyne will cast a monster summoning V, and send it into the room after the player characters.

This room appears to be a kitchen.

27. Separation
As the player characters enter this room, the last character in line is instantly teleported into room 28. The kitchen contains nothing special, but will take two turns to search. Unless someone specifically asks, or does something that involves the missing player character, they will not notice that one of the player characters is missing. Unless the missing player character manages to escape room 28, wait a few minutes, and tell the player characters that they can hear the sounds of battle coming from the next room.

28. Trolls
The two trolls (hp 38,24) in this room know that, on occasion, an adventurer appears out of nowhere in the center of the room. They wait here, facing the center, when they know adventurers are in the Vault. They attack immediately. The door out is barred from the inside by a heavy iron bar (BB/LG to move it). Attempting to move the bar takes at least 3 rounds, during which the trolls will continue to attack.

29. Stairs Down
The stairs here lead down to level two.


Vault of Time, Level Two (Map 5)

This room is empty, and strangely cold. Etched into the north wall is this warning in the common tongue: "Those ruled By Greed Shall Pay the Ultimate Price".

1. Warning
This room is otherwise empty.

Piles of gold, silver and platinum coins fill this room! Rings, swords, armor, books are scattered about. Oddly, no one appears to be guarding this treasure! The ceiling is more than 200 feet high, and the cavern itself is easily 300 yards long.

2. Hoard
This is a small hoard, belonging to the gold dragon Aurin. The dragon is currently invisible, and hiding near the ceiling. He watches the player characters in order to judge their common sense. No matter what, Aurin will not allow the player characters to raid his hoard unmolested. If they do so, he will appear, and politely ask them to put the treasure back. Aurin has no desire to fight, but will do so to protect his hoard. Aurin is staying here temporarily, trying to decide whether or not to pay Mnemnosyne's price for information. Aurin wants to know where the most powerful red dragon in the world resides, that he may test himself against it. The sage will tell him, but only for a pick of any books and scrolls present in Aurin's real hoard. If treated politely and with respect, Aurin will gladly talk with the player characters. This hoard is not actually his, but is on loan from Mnemnosyne, in order to make the dragon feel more at home. It contains 15,000 pp, 75,000 gp and 200,000 sp, as well as the following magic items: Ring of Protection +1 (X 3), Ring of Blinking, Ring of Fire Resistance, Staff of Curing (18 charges), Mace of Disruption, Longsword +1 (X 2), Longsword +2, Scimitar of Speed, Amulet of Proof Against Detection and Location, Dust of Appearance, and a wizard scroll containing knock, wizard lock, hold portal, dimension door, teleport and teleport without error. Aurin can leave the chamber any time he wants by using his ring of teleportation.

Aurin, Venerable Gold Dragon: INT 18; AL LG; AC -10; MV 12, Fly 40 (C), Jp 3, Swim 12; HD 22; hp 163; THACO -5; # AT 3 + special; Dmg 1d10+10/1d10+10/6d6+10; SA See MM; SD Regeneration; MR 60%; SZ G; ML 18; XP 20,000; MM/78.

You are in a comfortably appointed room. Comfortable looking chairs and couches line the room. A large fire burns in a fireplace in the east wall. Various meats and cheeses have been laid out, and kegs of ale and bottles of wine are also present.

3. Rest Chamber
The food is wholesome to supplicants, although quite poisonous to enemy player characters (save versus poison with a -4 penalty, or die).

This room is empty, except for a life size statue of an elephant, done entirely in gold! Looking closely, you can see that it is very accurate...almost too accurate.

4. Excess
This statue weighs over 6,000 pounds, and is worth (whole) 150,000 gp. However, it is too large to be carried out, and too heavy to be moved by magical means. The only way to get it out is in pieces. However, if damaged, the statue will animate, and attack. For every hp of damage done to the statue, it's value is reduced by 500 gp. If destroyed, it is totally mauled, and worth only 30,000 gp for it's gold content.

Elephant Statue: INT nil; AL nil; AC -5; MV 16; HD 13; hp 100; THACO 0; # AT 5 (tusks (X 2), trunk, front feet; Dmg 2d10/2d10/3d6/1d12/1d12; SA If the trunk hits with a natural 20, the character is caught in the trunk, and suffers trunk damage every round. The character must pass a successful bend bars roll to escape; SD Can be struck only by +2 or better magic weapons, immune to normal and magical cold; MR 20%; SZ H; ML 20; MR 20%; XP 28,000.

Obviously, the characters will have to come up with an original plan to remove the statue in one piece.

An altar dedicated to Thorob (god of knowledge) rests in the southern portion of this room. Many golden religious symbols rest on the altar, as well as a large black leather bound book. A brass bowl of water lies next to the altar.

5. Altar
Thorob is a god of knowledge. He can be replaced by any god of knowledge, appropriate to the campaign. The religious symbols can be handled only after performing a cleansing ceremony (known only to clerics of this god, as well as anyone who makes a successful religion non-weapon proficiency check. The ceremony consists of washing ones hands in the brass bowl of water (contains a neutralizing agent which counteracts the contact poison on the religious items). Failure to do this means that the player character who touches the religious icons will die (if a successful save versus poison is made, suffer 30 hp damage). The book details the religious practices of the god of knowledge, and is worth 100 gp to a cleric of Thorob. Those who worship Thorob who pray here will receive knowledge of all poisons present in these levels. There are 15 golden religious symbols here, each worth 25 gp.

An immense throne room, at least 350 feet wide and 400 long, stretches before you. The center of the room is supported by massive columns, which stretch to the ceiling, some 200 feet over head. In the distance, a human shape can be seen, seated upon a throne.

6. False Throne Room
There are a total of 12 columns here, spaced every 50 feet. Enemy player characters are struck by energy bolts when they reach the center of this room. Each pillar delivers one 6d6 energy bolt (save versus spells for half damage) at the enemy player characters (these bolts must be split up amongst enemy player characters). When the player characters approach within fifty feet of the throne, they begin to hear a low rumbling noise, which quickly grows louder and louder. This sound is a juggernaut gathering up speed in room 11. After 3 rounds, check to see which player characters are standing immediately in front of the throne, as a juggernaut will come barreling out from behind it, doing 10d10 hp of damage, and hopefully flattening a few player characters. The throne and the wall behind it are illusionary, and both are unharmed by the juggernaut.

Juggernaut: INT Non; AL N; AC 2; MV 3-12; HD 12; hp 75; THACO 9; # AT up to 6; Dmg 2d6; SA Crushing; SD Immune to fire; MR Nil; SZ H; ML 16; XP 5,000; MM/171.

This room appears empty, except for a sign over the north door, which reads "Heed This Warning...STAY OUT!!!".

7. Warning
Apart from the sign, this room is empty.

This room bears the mark of many powerful battles. The walls bear the tell tale signs of fireballs and lightning bolts, and the floor is rust red with faded blood stains.

8. Battlefield
As the player characters take in this room, a low, sepulchral voice begins counting down backwards from five. Begin counting down out loud, with 1 second pause between each number, to give the player characters plenty of time to run. Those who state that they are leaving before the time is up can make it out OK. All others are trapped. At zero, the exit disappears, and each player character who remains in the room is attacked by a minor death. The exit does not reappear until all minor deaths in the room are destroyed.

A glowing blue long sword hangs suspended in mid air in northern part of this room. Before the sword stands a gnome. He gnome regards you quizzically as you enter the room, then speaks. "Choose your champion to battle me for the sword".

9. Reward
The gnome is actually a spriggan. It is standing behind a wall of force, which will not drop until a champion is chosen. When a champion is chosen, the wall of force will drop, and appear behind the champion, separating him from his party. The spriggan will then enlarge, and begin attacking. As it is enlarging, Mnemnosyne will cast a haste spell upon it.

Spriggan: AC 3 or 5; MV 9 or 15; HD 4 or 8+4; THACO 17 or 11; # AT 2; Dmg 2d4+7/2d4+7; SA Spells, Thief abilities; SD See MM, Greyhawk Appendix; MR Nil; XP 4,000.

If the spriggan is defeated, the magical sword continues to glow. As soon as it is touched, however, it disappears, trigger a magic mouth. The Player Characters hear a low laughter, then the words "Fear not, my brave warriors, for your reward awaits beyond."

10. Second Reward
This room is empty, apart from five arrows of spriggan slaying, which lay upon a stone shelf in the north east corner of the room.

11. Surprise Attack
Four Umber Hulks come through the walls, surprising the player characters on a 1-4 on 1d10. Scattered around the room are the remains of other adventurers, as well as 250 cp, 2,000 sp, 1,500 gp, 750 pp, a potion of youth, and a battle axe +3.

Umber Hulks (4): INT 8; AL CE; AC 2; MV 6, Br 6; HD 8+8; hp 70, 65, 65, 40; THACO 11; # AT 3; Dmg 3d4/3d4/1d10; SA gaze, cave in, surprise; SD Nil; MR Nil; SZ L ML 13; XP 4,000; MM/352.

12. Going Down
The stairs here lead down to Level Three.


Vault of Time, Level Three (Map 6)

1. Entry Room
This room is empty.

2. Separation
This hallway appears to be featureless. As the player characters proceed, they activate hidden pressure plates, which cause two stone walls to slide out of concealed recesses in the west wall, splitting the party into three groups (break the party up as evenly as possible). The walls are only three inches thick, but are protected by wall of force spells. A previously hidden doorway opens up in each section of the hall, leading the player characters on their separate routes.

3(a). Hallway
The door here is trapped and locked. The trap consists of a thick brown acidic mist which sprays from the door. The thief must make a dexterity check with a -5 penalty to avoid the mist. Player characters hit by the mist must roll saving throws against acid for all external items (armor, rings, robes, etc.).

3(b). Hallway
The door here is locked and trapped. The trap causes the last 10' of hallway to fall downwards, forming a ramp. As it falls, a slippery oil squirts out from the wall, coating the ramp. Characters on the ramp must make a dexterity check with a -5 penalty or slide into area 5.

3(c). Hallway
The door here is locked and trapped. Inside the lock, Mnemnosyne has placed a Lethal Distracter (see "New Magical Items" at the end of the module). As the thief peers into the key hole to pick the lock, he gazes into the lethal distracter, and is caught by it.

4-6. Slide
This is an oil coated slide. Players who are already sliding cannot get off, except by the usage of magical items or spells (verbal components only, due to the sudden twists and turns on the slide). Thief characters who attempt to climb walls here do so with a 40% penalty, due to the extremely slippery nature of the walls.

Finally, you have been reunited with your lost companions! Oddly, you notice that not all your companions are here. Off in one corner, a strange, circular platform, about 2 feet in diameter, glows with a soft blue light.

7-9. False Reunion
It is suggested that you run each group of player characters separately here. Tell the player characters that some of their missing companions are in this room. The number of companions will be the same as the number of characters in this section of the party (i.e.. if there are two characters in this section of the party, then two companions will appear here with them). What appears to be the missing companions are actually magical copies of the missing player characters, with the same combat values. These copies will attack immediately. In the corner lies a teleportation pod (see "New Magical Items" at the end of the module). It leads to room 10.

Once again, you seem to have been reunited. After several minutes, you ascertain that this is actually true. The room contains several telepods, which brought you here from your separate areas.

10. Telepod Chamber
Supplicants: Suffer no negative effects from the telepods.
Enemies: All magical spells in effect on enemy player characters (stoneskins, haste, mirror image, etc.) are instantly dispelled. As the enemy player characters are willingly placing themselves under the enchantment of the telepods, they get no saving throw.

Oddly, you appear to have stepped outside. A warm wind blows through you hair as you stand at the entrance to a swamp! The sun shines hotly overhead, and the air is humid and rather uncomfortable.

11. Lush Garden
This 200' diameter circular chamber is a garden which Mnemnosyne keeps to provide certain plants and herbs. The walls are covered by programmed illusion spells which make them appear to mimic the actions of the real sky. The sun rises and sets, and the moon and stars come out at night. Sunlight is provided by a continual light spell. The plants and denizens of the swamp, however, are quite real. Inside the swamp are three shambling mounds. The shambling mounds will attack all Player Characters, regardless of their status as supplicants or enemies.

Shambling Mound (3): INT 5; AL N; AC 0; MV 6; HD 10; hp 62, 58, 58; THACO 11; # AT 2; Dmg 2d8/2d8; SA suffocation; SD see MM; MR See MM; SZ L; ML 17; XP 5,000; MM/293.

12. Storage
This room contains 10 kegs of fine ale (worth 100 gp/keg).

13. Storage
This room contains 5 kegs of fine wine (worth 150 gp/keg).

14. Storage
This room contains 5 kegs of dwarven spirits (DM must assign a value).

15. Storage
This room contains 10 kegs of water.

16. Storage
This room is empty, save for one vial, which rests on a shelf. It contains a luminescent purple liquid (Mnemnosyne's Ambrosia - see "New Magical Items" at the end of the module).

This is a sparkling clean kitchen. Light gleams off of highly polished steel pots, pans and knives.

17. Kitchen
Unseen servants populate this room. Any request for a specific type of food (eggs, bacon, etc.) is met immediately, as the unseen servants prepare the meal. Requests for a general meal (breakfast, lunch, dinner, snack, etc.) are also fulfilled. Almost any type of meal can be found here, even fantastic meals (dragon steak, poached cockatrice eggs, etc.). The DM may, if he wish, impose some penalties to eating certain fantastic meals (eating cockatrice eggs may require a saving throw versus petrification, or be turned to stone).

This room contains flour, rice, spices, and other cooking ingredients.

18. Dry Storage
The air here is magically dehydrated. Player characters who remain in this room for more than a turn begin to take 1 hp of damage per round/per round (1 hp first round, two the second, three the third round, four on the fourth round, etc.) as they are dehydrated.

This chamber is cold, and rather forbidding. Two exits lead away. A sign hangs between them, reading "Supplicants must take the left passage. All others, take the right".

19. Directions
This room is empty.

20. Disintegration Chamber
This is a disintegration chamber (Tome of Magic, Page 136).

21-28. Monster Summoning
Each of these rooms has an Object Contingency (see "New Magical Spells" at the end of the module) spell cast upon it. As the room is entered, the contingency is triggered, and a monster summoning spell is cast. The first room contains a monster summoning I, the second a monster summoning II, the third a monster summoning III, etc., all the way to room 28, which contains a monster summoning VIII. Note that, should the characters decide to run from one room to another without dealing with the monsters as they appear, they will have quite a few creatures in pursuit! Smart Player Characters may attempt to cast dispel magic into a room before entering. In this case, the dispel must be rolled against a 20th level mage.

29. Stairs
The stairs here lead down to level 4.


Vault of Time, Level Four (Map 7)

You are in a small anteroom. A strange smell comes from under the doorway leading to the next room.

1. Warning
If the characters ask, tell them that the next room smells strongly of lamp oil. Any torches put near the door will ignite these fumes, causing a small explosion (2d6 damage, save versus breath weapon for half damage).

As the door to this room opens, the smell of hot oil washes over you. Looking in, you see a bubbling pit of oil some 50 feet below. A bridge leads over the oil pit to the next door. Standing in front of the door is a large, hulking statue of a man. It appears to be made of dark stone. Slowly, the statue's eyes open, and it and regards you coolly.

2. Hot Oil Treatment
This is a flint golem (see "New Creatures" at the end of the module). The bridge is coated with oil, and is quite slippery. No guard rail exists, and the footing is treacherous. Anyone crossing the bridge (20' long) must roll a successful dexterity check or fall 50' to the oil below, doing 5d6 damage. The oil is only four feet deep, so drowning should not be a problem. Striking the flint golem with a metallic weapon gives off a shower of sparks. These sparks have a 10% chance per hit of igniting the oil vapors in the air, causing an explosion, which will do 10d6 damage. The explosion will also ignite the oil at the bottom of the pit, doing 2d6 damage per round to anyone caught in the oil, and heating this room dramatically.

Golem, Flint: INT Non; AL N; AC 4; MV 6; HD 16; hp 70; THACO 5; # AT 1; Dmg 3d10; SA Sparks; SD See "New Creature Listing"; MR Nil; SZ L; ML 20; XP 12,000.

This large cavern is bisected roughly down the middle by a deep chasm. The chasm is about 20' across. A worn stone bridge spans the chasm near the center. Although old, it seems quite safe. Oddly, the air seems quite fresh.

3. Chasm
This is, of course, wrong. The bridge itself is sturdy, and five feet wide, but the denizens of this room make it a habit to attack while people cross it. Two adult wyverns nest here, near an exit hidden in the shadows of the ceiling. The wyverns hope that the party will cross the bridge together, in single file. In this case, they swoop down from the darkness, imposing a -2 penalty to their victim's surprise rolls. They each attempt to snatch a victim, then fly up to the ceiling, stinging and biting him. If both claw attacks miss, then the victim has not been grabbed, however the wyvern will attempt to sting the character before flying away. Stung characters must make a successful dexterity check or fall off the bridge. Any character poisoned must save versus poison or die. Success indicates 1d6 damage. If any characters fly across the chasm, then they become the wyvern's preferred victims, and will be attacked in the same way as listed above. In the wyvern's nest are 100 pp, 350 gp, and a amulet of proof against detection and location.

Wyverns (2): INT 5; AL N(E); AC 3; MV 6, Fl 24 (E); HD 7+7; hp 60, 53; THACO 13; # AT 2; Dmg 2d8/1d6; SA Poison; SD Nil; MR Nil; SZ G; ML 14; XP 2,000; MM/366.

A large iron wall, fully 50' wide and 60' tall, blocks the entrance to the next room. Solid iron double doors stand in the center of the wall.

4. Keep Out
The iron doors are double locked with good quality locks (-20% to thieves open lock roll), and are wizard locked. As the characters set about opening the doors, something begins pounding on the other side, making the entire iron wall tremble, and causing dust and bits of stone to fall from the ceiling. After a few moments of this, a voice enters each player character's head, saying "Perhaps whatever is locked in there is best left alone." As soon as the doors are unlocked, they quickly swing open. Blinding white light floods out from within the next room, and a loud, deep chuckle can be heard emanating from within. Suddenly, a tall, black cloaked figure steps out of the white light. It exudes a sense of menace and power as it regards you with evident disdain. "Who frees me?" it asks softly, it's voice laden with menace. Read the following boxed text only if the player characters get the doors open. This creature is a t'Chakian, a powerful creature from the negative material plane (see "New Creatures" at the end of the module. It has been imprisoned in this chamber for over 300 years, and is quite angry. It demands that the one who freed it bow before it. If the player character does so, it will leave without further incident, using it's innate teleport ability, so long as it feels it has been paid it's due respect. If the player characters refuse to bow before it, it will attack, fighting with penned up fury, until it is dead. Once it is gone or dead, the characters can search room 4. Inside, they will find that the white light soothes their aches and pains. Every full hour spent in this chamber has the effects of a cure light wounds. It was this positive energy that was used to confine the t'Chakian.

t'Chakian: INT 18; AL LE; AC -5; MV 12, Fl 18 (C); HD 12; hp 90; THACO 5; # AT 2; Dmg 1d10+4/1d10+4; SA See "New Creatures"; SD See "New Creatures"; MR 35%; SZ M; ML 20; XP 15,000.

This chamber contains four sets of bunk-beds, a couch, and a long dining table. Otherwise, it is empty.

5. Rest Chamber
This room is nothing more than a safe rest area.

A 20' wide river runs through this chamber, flowing to the east. Large fish swim rapidly along the current, their scales flashing silver in your torch light. A small boat is tied to the far bank.

6. A River Runs Through It
The river is teeming with trout. The trout are unused to predators, and are easily caught. The boat is capable of holding up to six people.

7. Under Water
As the player characters row their boat into this room, they are attacked by five fresh water scrags (see the Monstrous Compendium, under "Troll"). During the battle, any player character fighting in the boat must roll a dexterity check at the beginning of the round or fall out of the boat. If two or more characters fall out of the boat in the same round, the boat tips, spilling everyone into the water. If the boat is in danger of tipping, any character who made his Dexterity check that round, and who possesses any boat-related proficiency, may make a proficiency check (-1 penalty per character in the boat) to prevent it from capsizing. The water here is 25' deep. The scrags treasure is an cave, 25' under water, and consists of four gems worth 50 gp each, and a small platinum statue of a tree, worth 2,000 gp.

As your craft moves down the river, it begins to pick up speed. Soon, a low rumbling noise can be heard coming from up ahead.

8. In a Barrel
Begin counting slowly to ten in your head. At this point, the characters can still row against the current, by making a successful strength check each round (use the strength of the strongest character for the check, +1 extra point for each extra character rowing). Each point the DM counts adds a -2 penalty to the strength check. By the time the count reaches 10, the river is too strong to row against. The player characters then have a 5 rounds before their boat goes over the falls, plummeting over 200 feet. A stone archway at the far end of this cavern leads off to a smaller cavern. Carved at the top of the arch are the words "Step through to be as new".

9. Archway
Stepping through this archway causes the player character to be immediately stripped of all his/her possessions. These possessions are transported to Mnemnosyne's rooms. The player character walks through the other side of the archway totally naked. You have come to a four way intersection. Carved into the wall to your left are the words "Milia's Companions - now all dead...don't go east...".

10. Four Way
There is nothing else here.

Two 7' tall skeletons block the exit to this room. A fire burns in the chest of each skeleton.

11. Blocked
These skeletal warriors guard the entrance to room 12. They will not attack unless the player characters try to go through to the next room, or unless they are attacked. Under no circumstances will they leave room 11, unless it is to pursue someone who has somehow entered room 12.

Skeletal Warriors (2): INT 16; AL NE; AC 2; MV 6; HD 9+2; hp 64, 50; THACO 11; # AT 1; Dmg 1d10; SA +3 bonus to hit; SD +1 or better magical weapon to hit; MR 90%; SZ M; ML 15; XP 4,000; MM/317.

This large cavern is very cold, and reeks of death. Strewn about the room are hundreds of bones, both human and demihuman. The rock of the far wall has been carved to look like a giant skull. Steps lead up to the mouth, where a tunnel leads off into the darkness.

12. Halls of the Dead
Buried underneath the bones are a longsword +1, two non-magical long swords, a broken shield, a ring of levitation, and two lawful good holy symbols. This skull is the entrance to the Halls of the Dead (Map 8).

You have reached another four way intersection.

13. Second Intersection
You have left the rough hewn caverns, and entered a man made room. The room is almost entirely taken up by a large black pyramid, fully 30' long, 20' wide and 40' tall. A dark doorway in the base of the pyramid seems to let no light into the structure.

14. Pyramid
This structure was built by Mnemnosyne in an attempt to harness the magical energy of magical items, and imbue his body with those energies. It is partially successful. No light can pass into or out of the pyramid. This does not inhibit travel by the player characters. While inside, the player characters cannot see out. Inside the pyramid is a statue of an elven prince, holding out both hands. There is an elven inscription at the base of the statue. When translated, it reads "Place the Item of Power in Mine Hands, That I May Bestow It's Enchantment Upon Thee". Any magical item placed in the hands of the statue begins to glow softly for 2 rounds. At the end of this period of time, the magical item melts and is consumed. A brilliant blue ray of light streaks out of the statue's eyes, striking the player character closest to the statue. The light ray contains the magical energy of the sacrificed magical item. The player character struck now has the power of that item in his or her body. For instance, if a ring of protection +1 was placed in the statue's hands, then the player character struck by the ray of light has the benefit of wearing a ring of protection +1 (as this effect is now personal, it would still work of the character put on another ring of protection), even though he is not wearing it. Or, if a wand of fireballs was sacrificed, the player can now cast fireballs spells, as per the wand (with the same number of charges and the same casting time as the wand). Note that player characters cannot be recharged! Also, if a sword +1 was sacrificed, then the player character's hands are now considered +1 weapons (+1 to hit and +1 to damage). However, this process is only partially successful. A human or demihuman's body was not meant to hold this kind of power, so the magical energies given to the player character begin to fade after 24 hours. Every 24 hours, the player must subtract one magical plus from the item absorbed. The magic then fades once the plus reaches zero (i.e., a Player Character who absorbs a ring of protection +3 would have a +3 bonus to AC the first day, a +2 bonus the second day, and a +1 bonus to AC on the third day. On the fourth day, the magic would fade away). Magical items without plusses last for 1d4 days before losing their effect. The item sacrificed is consumed during the sacrifice process. Any one player character can have only one power bestowed upon him at a time. If the player character is struck by a second ray, then the first power is immediately lost, and replaced by the second.

A large octagonal structure stands near the center of this room. It is approximately 30' in diameter, and 20' tall.

15. Chamber
There are eight doors leading into the structure. A painting of a snake circles the structure, parts of it painted upon each door. The snake's tail is in it's mouth. A inscription, which runs around the top of the structure, reads as follows: "Ever running, never ending, circle joining, circle bending. Keep the circle, lock is held, break the circle, break the weld". If the painting of the snake is in any way interrupted (painting over a section, cutting a section out with a sword, casting the erase spell, etc.), the doors will no longer be locked. Until this happens, the doors cannot be opened by any means short of wish level magic.

16. Inside the Octagon
Inside, the octagon is empty. Player characters are teleported to various places when they enter the octagon, depending upon by which door they enter. The destinations are as follows.

North Door: The University of Meara.
Northeast Door: The nearest major city (DM's choice).
East Door: The sandy beach (Area D on Map 1).
South East Door: Room one of Level One.
South Door: Room 6 of Level Two (Map 5), with the juggernaut just 3 rounds away from breaking through the wall.
South West Door: The outskirts of the nearest elven forest.
West Door: 200 yards from the north shore of the island, on a small (5' diameter) rock.
North West Door: Inside the alcove in room 9, Level Four (Note that walking through the archway out of the alcove and into the room will still cause all possessions to disappear).

This large chamber appears to be empty.

17. Surprise
Appearances are, of course, deceiving. As the last player character enters this room, seven Hook Horrors (MM, Greyhawk Appendix) drop from over head, imposing a -1 to the player characters surprise rolls. The horrors have known about the player characters for some time now, and have prepared this ambush.

Hook Horrors (7): AC 3; MV 9; HD 5; THACO 15; # AT: 3; Dmg 1d8/1d8/2d6; SA see MM; SD Nil; MR Nil; XP 175

As you enter the room, you feel a strange tingling. Then, the room begins to shrink rapidly! A small tunnel, no more than 8 inches in diameter, leads off into the darkness.

18. Tiny Tunnel
Unless the player characters have some way of shrinking themselves (as with the potions of diminution in area 19) then the must move on. Read the following only if the player characters manage to get into room 18. The player characters have just entered an area of anti-magic. The room was not actually shrinking, but they were growing as the potions they drank were ended. Any potions of diminution which remain are destroyed (along with any other potions), leaving the characters trapped. Air can reach them through the small tunnel. The walls are made of solid rock, so tunneling is virtually impossible. After one hour, the anti-magic field ends, and an exit appears. A voice fills the room, saying "This trap could have been fatal. Learn this lesson well".

19. Potions
A small shelf rests in an alcove against the south wall. On it rest 8 potions of diminution.

You have entered a comfortable sitting room. Couches and chairs are arrayed about the room, circling a central fire pit. Two doors are set in the east wall. A handsome man, garbed in silks, sits in a large chair directly across the fire pit. He gestures to the chairs, saying "Please be seated".

20. Chicken Exit
This is Mnemnosyne, polymorphed into the shape of a human. He is polite, and introduces himself as Eider, a servant of Mnemnosyne. He makes the following offer: Mnemnosyne is busy. If they leave now (by taking the door labeled "Exit"), Mnemnosyne will award each player character 5,000 gp, and transport them home. Eider will answer reasonable questions, but will say nothing of Mnemnosyne or of what lies ahead. If the player characters use the northern most door (labeled "Exit"), they will find themselves back in the city they started from, each carrying a purse with 5,000 gp in it. They are, of course, free to travel back to the Isle of Ractus, but will find if they do so that they will be charged a 5,000 gp entry fee to go back into the Vaults of Time. This is to prevent characters form chickening out to gain the 5,000 gp, then returning to the Vault, over and over, just to collect money. Refusal to pay this money will force Mnemnosyne to take direct action. The southern most door is labeled "Onward", and leads to room 1 of level 5.


Halls of the Dead (Map 9)

These rooms are where the most respected sages of Meara are buried after they die. Many have elected to serve as guardians here.

A large brass door stands in the east wall. Strange runes are carved into the door.

1. Entry
The door is not locked. The runes are written in an ancient form of common and, if translated, read "Halls of the Dead - Herein is Not For the Living".

Apart from the door you entered, six stone doors lead out of this room. None of these doors are marked in any way.

2. Choices

3-4. Wraiths Each of these rooms contains 2 Wraiths. Room four also contains a potion of flying.

Wraith (4): AC 4; MV 12, Fly 24(B); HD 5+3; THACO 15; # AT 1; Dmg 1d6; SA Energy drain; SD Hit only by silver or +1 or better magical weapons; MR Nil; XP 3,000.

5-6. Juju Zombies
Each of these rooms contains 4 juju zombies.

Juju Zombie (8): AC 6; MV 9; HD 3+12; THACO 15; # AT 1; Dmg 3d4; SA See MM; SD See MM; MR See MM; XP 975.

7. Spectre
This room contains a spectre.

Spectre: AC 2; MV 15, Fly 30 (B); HD 7+3; THACO 13; # AT 1; Dmg 1d8; SA Energy Drain; SD +1 or better weapon to hit; MR See MM; XP 975.

This door opens to reveal a long hallway. Torches line the hall every 20 feet or so.

8. Hallway
This hallway is full 80 feet wide and over 700 feet long. Large, wrought iron doors line the hall on either side.

9. Grand Hall
Low, sonorous music can be heard as soon as this door is open. A sickly sweet incense wafts out as you peer into the room. A coffin lies in the southern alcove, raised upon a wooden dais. Fresh flowers are arrayed around the room.

10. Viewing Room
This room was built to honor the most recently dead amongst the sages. Currently, it is occupied by the body of Heth Martinson, a professor of agriculture at the university. The professor's body has been lying here for the past thirteen years. The coffin is open, and the professor's body is perfectly preserved, appearing to be only days dead. He is wearing some expensive rings and a necklace (non-magical, but worth 2,575 gp altogether), as well as glasses of comprehending languages. The professor's body is guarded by two invisible stalkers. The stalkers will not attack unless some attempt is made to rob or disturb the professor's body.

Invisible Stalkers (2): AC 3; MV 12, Fly 12 (A); HD 8; THACO 13; # AT 1; Dmg 4d4; SA Surprise; SD Invisibility; MR 30%; XP 5,000

11-22. Burial Vaults
Roll 1d10 for each of these rooms, applying the following results: 1. the room contains a berserker spectral minion [roll 1d4 to decide the weapon. 1: longsword (guard); 2: dagger (sage); 3. staff (sage); 4: bastard sword (guard)]; 2. the room contains a warrior spectral minion (armed with a long sword); 3-5. the room contains a philosopher spectral minion; 6-10. contains a dead body, which is unanimated. Statistics on a spectral minion can be found in the Dragonlance Appendix of the MM. The most respected sages of Meara are entombed in these rooms. Some of these had unfinished quests, resulting in them becoming some form of spectral minion. Each room contains a body in an open stone coffin. Each body has jewelry valuing between 40 and 400 gp (4d10 X 10).

A dull, sickly sweet odor assails you as you enter this room. Three steel tables stand in the center. Beside each table sits a complicated steel contraption. These devices consist of pipes and tubes, and several wicked looking needles.

23. Embalming Room
This is where the bodies are preserved for burial. Bodies are placed upon the table, where steel bands snap out from concealment, holding them down. The machines pierce the body with needles, draining the blood, and replacing it with embalming fluid. The machines are magical, and work automatically, as soon as a body is placed on a table. The straps are to keep the body still while the machines do their work. The machines have no combat value, as they do not fight. However, any living being who lies on one of these tables is instantly held by the bands which snake out, and stabbed by a needle (THACO of 10, ignoring any dexterity bonuses to armor class). The needle does 1d10 hp of damage per round.

A large stone fountain is carved into the end of this hall way. The fountain is carved to resemble a wise sage, his hands spread in a silent blessing. The water appears cool and fresh.

24. Fountain
The water here is magically enchanted. If drunk, it will put the character into a deep trance. The character cannot be awakened from this trance until it is over. In the trance, the character will meet the spirit of a departed loved one or friend. Each experience will be different, and must be role played properly by the DM. The character will be able to speak with the departed person for exactly five minutes (remember to time them). The encounter may prove pleasant, or unpleasant, depending upon the individuals involved. The character cannot exit this trance early, unless the deceased chooses to let them.

A small village fills the southeastern portion of this chamber. Men and women can be seen walking to and fro in the village. A large lake fills the northeastern portion of the cavern, and an island on it's far side holds a black stone structure. A large stone altar, about 4 feet high and over 40' wide, stands on the lake's shore.

25. Chamber of Death
This room contains the Tuathon, which, when translated, means "Servants of the Damned". These are men and women who have committed some unpardonable crime against Thorob (god of Knowledge), and have been punished to serve here. The Tuathon are here voluntarily. No one is sent here unless they decide they must come. They have taken vows of silence, and will not communicate with strangers. They will not even defend themselves if attacked. The Tuathon perform a religious ceremony in the morning and in the evening, at the stone altar. During this ceremony, they burn incense, and pray silently to Thorob for forgiveness for their sins. It is up to each individual Tuathon to decide if he or she has received Thorob's forgiveness. During the day, the Tuathon move about the town and cavern, lost in silent contemplation. By no means will they speak with or acknowledge the player characters. To do so would be to break their vows, and sin again against Thorob. Food is brought to them weekly by villagers from Meara. Many of the Tuathon have brought their worldly possessions with them. These items lie unprotected in the various huts. No one will try to stop the player characters from taking these possessions. The Tuathon are watched over by the guardian in area 26. He will not fail to notice if the player characters steal from the Tuathon. Their are 25 Tuathon huts. The value of the possessions in each hut ranges from 0 to 300 gp (1d4-1 X 100).

A black stone structure, about 45 long and 20 high, stands on this outcropping.

26. Guardian
This structure houses a beholder, which has been geased by Mnemnosyne to protect the villagers. It has been watching the village and the player characters (while invisible), and will know if the player characters have stolen anything. The exact wording of the geas is "To protect the village and villagers from theft and damage, and to harm no one unless absolutely necessary". As long as the player characters do not physically threaten the villagers, then the beholder prefers to wait for them to come here to him (knowing full well that greedy adventurers cannot leave even one room unexplored). If a villager is attacked, the beholder will attack the player characters, using it's invisibility to gain one free round. Otherwise, it waits here. If the player characters do not attack any of the Tuathon, but do steal from them, then the beholder is quite happy. It waits for the player characters to enter it's lair. As soon as they do so, it maneuvers itself into the best position, and attacks immediately, again gaining one round while invisible. The inside of the structure is just one vast room, so the beholder can cover quite a bit of the structure with it's anti-magic ray. The beholder may, at the DM's discretion, opt to parlay with the party, demanding that they return the stolen items, and pay the beholder a hefty bribe. If the player characters do not harm the villagers, or steal from them, then the beholder simply demands a bribe to allow the player characters to go on alive. The bribe is decided by the DM, but it should be enough to make the player characters feel it. Remember, the beholder has been watching the player characters while they are in the village, and has a good idea of what magical items the player characters may have. If the characters refuse to pay the bribe, then the beholder cannot, by the terms of it's geas, force them to pay. It will if necessary let them go without harm.

Beholder: AC 0/2/7; MV Fly 3 (B); HD 50 hp; THACO 9; # AT 1; Dmg 2d4; SA Magic; SD Anti-magic ray; MR Special; XP 14,000


Vaults of Time, Level 5 (Map 10)

After stepping through the door, you experience a brief flash of blue light, and a sense of disorientation. Seconds later, you find yourself in a small, empty room. A door leads off to the south.

1. Entrance

2. Bed Chamber
This room is a bed chamber, consisting of two large, comfortable beds, a couch, table, and two stuffed chairs.

This room contains many strange devices. After a few minutes, you realize that this is an indoor outhouse!

3. Lavatory
This room has a sink and bathtub, with hot and cold running water, as well as a toilet (waste falls into a small disintegration field, and is destroyed).

4. Bed Chamber
This room is a bed chamber, consisting of two large, comfortable beds, a couch, table, and three stuffed chairs.

5. Bed Chamber This room is the same as room four, except that the skeletal remains of a dead adventurer lies in one of the beds. This is no actual threat. The skeleton is unanimated, and has been placed here by Mnemnosyne just to throw an scare into the adventures.

This room contains many strange devices. After a few minutes, you realize that this is an indoor outhouse!

6. Lavatory
This room has a sink and bathtub, with hot and cold running water, as well as a toilet (waste falls into a small disintegration field, and is destroyed).

6. Bed Chamber
This room is similar to room 2. These bed chambers have been placed here by Mnemnosyne for the convenience of those who await a chance to see the sage.

You feel a brief tingling sensation as you step through the door, then find yourself on a stone outcropping, high in the mountains! Two brass urns, some 3 feet high, stand at the edge. A set of stairs lead down onto a semicircular platform.

8. Observation Post
The doorway is enchanted as the teleportation pods, and teleports the player characters to this remote location, high atop a mountain. The observation deck over looks the town of Meara, and Mnemnosyne sometimes comes here to think. The brass urns contain a bright red incense. If both urns are lit, the smoke from each flows through the air, collecting in area 9.

The stairs have led you down to this bare stone deck. No guard rails protect the edges. Your head spins as you contemplate the sheer drop down to the rocks below.

9. Far Seer
This platform is not special, unless the brass urns in area 8 are both lit. In that case, the smoke gathers here, forming a thin red fog. If a player characters stands in this fog, and concentrates upon the town of Meara, his view will suddenly zoom in on the town, giving him a fantastic close up of the goings on in the town. The character can, with experimentation, move his point of view around the town, entering any structure he likes and viewing the interior. This is how Mnemnosyne watched the characters while they were in town. Note, that when this first happens, the player character may stumble. If he is standing near the edge of the platform, that could mean quite a fall (over 2,000 feet, straight down!). Have the player character roll a dexterity check on 1d20, or fall (50% chance to fall forward to death, and 50% chance to fall backwards to safety).

A large stone fountain, carved to depict various types of fish, stands at the center of this court.

10. Fountain
This fountain represents one of Mnemnosyne's failed experiments. He attempted to create a liquid that would, when drunk, temporarily increase the imbiber's intelligence. His experiment went awry, and instead he created a liquid which mirrors the effects of a hat of stupidity (DMG, page 171). This liquid is potent, and has full effect, even if only lightly tasted. The effects last for 24 hours, unless a heal spell is cast specifically for the purposes of removing this effect.

11. Empty Chamber This room is empty.

12. Animated Attack
As the player characters enter this room, a strange thing happens. One weapon from each player character (whichever one has the highest plus to hit and damage), leaps from it's scabbard, and attacks it's owner. The weapons have a THACO of 9, modified for their pluses to hit, and attack once on the first round, and twice on the second. There are several ways to defeat the weapons. First, they can be destroyed (magical spells such as lightning bolt may destroy a weapon if it fails it's save). Secondly, a successful dispel magic, targeted on one weapon, may quell it long enough for it to be taken out of this room. Note that if the dispelled weapon is still in this room when the dispel fades, it will animate again. Third, if the player character who owns the attacking weapon leaves the room, the weapon falls to the floor, lifeless. It will not move to attack again unless the player character reenters the room. The weapon can then be retrieved by snagging it with a rope, or by means of a levitation spell, unseen servant, or similar magic. Note, that the weapons have no hit points, and cannot be destroyed in the course of regular combat. If a player character attempts to grab the weapon's hilt, the weapon is AC 0, and has a strength of 17 to determine a contest of strength. The grasping player character and the weapon each roll 1d20. Whoever rolls the lowest underneath his strength score, wins for that round (e.g.. Barrio the fighter attempts to grab his longsword +2. He rolls a successful hit on AC 0, and has grabbed the hilt. Now he and the sword perform a strength test. Barrio has a strength of 18/65. He rolls a 20 sided die, rolling a 7. Barrio has beat his strength by 11 points. The DM them rolls 1d20 for the longsword, getting a 3. The sword has beat it's strength by 14 points, therefore managing to twist out of Barrio's grip). If a player character does manage to grab a weapon, they must perform a strength contest at the beginning of each round, to see if he maintains his grip. As the sword i! s resisting, it will take 1d3 rounds to manage to drag a fighting weapon out of the room.

As you open the door to this chamber, a soft, female voice comes from out of nowhere, saying "How long?".

13. Stasis
This is an automatic response. The first number spoken will be the length, in days, that the stasis field is on. When the door is closed, powerful magics stop time in this room, creating a stasis field. This is for the convenience of those who have a long wait to see Mnemnosyne, but get bored. It is possible that the player characters may be stuck here for quite awhile, as the door will shut automatically after one round. If no number has been spoken, then the default length of time is one week.

14. Library
This room contains books dealing with philosophy.

15. Library
This room contains books which deal with economics.

16. Library
This room contains books dealing with herb lore.

17. Library
This room contains books which deal with astrology.

18. Stasis Field
This room is another stasis field.

19. Animated Attack II
This room is similar to room 12, except that this time a random magical item (wands, rings, rods, etc. Not magical weapons) capable of doing damage (i.e.. wand of fireballs, ring of shooting stars, etc.) will work its way free of the player characters back packs, hands, etc., and begin attacking. Consult room 12 to see how the combat should be run.

This room is empty, except for a lever which is set into the north wall. The lever is labeled with a "B".

20. Lever
This room is completely safe, unless the lever is pulled. If this happens, a secret trap door in the ceiling is opened, releasing an ochre jelly, which falls directly in front of the lever. A piece of paper also drops, bearing the following note: "Lever B. Leave 'er be! Get it?".

Ochre Jelly: AC 8; MV 3; HD 6; THACO 15; # AT 1; Dmg 3d4; SA Nil; SD See MM; MR Nil; XP 420.

21-22. Bed Chambers
These two rooms are occupied by a five diplomats from a distant country. They are here to find out how to avert a war which threatens their land. Mnemnosyne is charging them 5% of their country's crops every year, for the next 10 years. They are currently debating whether or not they will pay. Only one of the diplomats, Alveus, is willing to talk to the player characters. He is a pleasant, tall, burly man with bright red hair. Alveus is congenial, but he refuses to tell the player characters what country he represents, saying that this information could jeopardize his country's safety. This encounter will give the player characters some kind of an idea about the exorbitant prices Mnemnosyne often charges for information.

23-24. Bed Chambers
These bed chambers are currently empty. Room 24 contains a scrap of paper, with these words written upon it: "...too great a cost, but yet I must comply. We need the question answered. Lives depend on it. In accordance with the sage's wishes, I leave him my infant son. May Mnemnosyne rot in the Abyss...".

Your heart almost stops as you see a massive red dragon glaring at you from the back of the room. You sigh in relief when you realize it is only a dragon's head, stuffed and mounted on the south wall.

25. Trophy Room
This room contains several mementos left over from Mnemnosyne's travels. It contains a stuffed dragons head, a longsword +3 carved from a dragon's tooth, 3 sets of chain mail, 2 sets of bronze plate, a two-handed sword, an empty efreeti bottle, and a shortsword of back stabbing (see the Thieves Handbook). This is a shortsword +2, and when used to back stab by a thief, it allows him to back stab as a thief four levels higher (better THACO and back stab multipliers, if applicable).

26. Empty Room
This room is empty.

This room is empty, except for a large iron bound chest.

27. Treasure Chest
The chest is locked, and trapped (3 poison darts fly out, THACO 10, coated with Type F poison [Injected, Immediate, Death/0]). Inside the chest are 2,000 pp, and a potion of longevity.

This room contains four stone pedestals, about three feet high. Atop these pedestals stand glass display cases.

28. Display Cases
The glass display cases lift easily off the pedestals. Each of the display cases is as follows.

  1. This case contains a steel ring (ring of wizardry, doubles 1st and 2nd level spells). This ring is connected to a string, which runs into the stone pedestal. The other end of the string is tied to a glass vial, containing a highly volatile explosive liquid. The string keeps the container from dropping, which would cause the liquid to explode. If the ring is taken off the string without the string being tied off, the vial will fall and explode, causing a 8d6 hit point explosion (30' radius), as well as 2d6 damage from the stone shards of the pedestal.
  2. Contains a ring of contrariness. The ring also functions as a ring of spell turning.
  3. Contains a scroll with the following wizard spells: hold monster, suggestion, forget and gaze reflection. The scroll is protected by explosive runes.
  4. Contains a set of elven chain +2. The chain has been coated with Type N poison (onset: 1 minute, Death/25).
29. Trap
This room appears to be empty. As it is searched, there is a 20% chance per round that a player character will step on a pressure plate, releasing a powerful sleep gas from hidden jets. All player characters in the room must save versus poison at a -5 penalty, or fall asleep for 4 hours. The characters can only be awakened by the casting of a neutralize poison or heal spell. If all characters fall asleep, they will awaken in rooms 18(a) - (d) on Level 1. Each character will find one magical item missing from his possessions (chose randomly, ignoring weapons and armor if possible).

This room is empty, except for a large iron bound chest.

30. Treasure
This chest is locked, wizard locked and trapped. The trap is a yellow mist, which requires a save versus poison. Failure indicates death. Inside are 1,000 gp. Underneath the chest is a secret trap door, which leads to area 33.

31. Orb
This is a sphere of transmogrification, invented by Mnemnosyne to serve various needs. When a living creature touches the surface of this sphere, he is sucked inside, and immediately transformed into one of the following creatures (no save):

1d10 Roll Result
  1. Bugbear
  2. Manticore
  3. Human
  4. Troll
  5. Ogre
  6. Elf
  7. Pixie
  8. Dwarf
  9. Pegasus
  10. Umber Hulk

Unless somehow controlled, this is a random process. The method of control is to simply address the sphere aloud before touching it, speaking the name of the creature you wish to become (as long as that creature is on the previous list). The sphere can also return a creature to its original form. To do so, the creature must say the word "return", before touching the sphere.

This is perhaps one of the oddest rooms you've seen yet. Six stone carvings of arms, about 20' long each, stand in the center of the room. A bas relief carving of a large eye is on the south wall. As you look, the eye blinks, and focuses on you.

32. Living Room
This room has been specifically created by Mnemnosyne to test the strength of a visiting group or individual. He uses whatever knowledge he has attained from watching the player characters as they explore the vaults to specifically tailor this challenge. This magical creation is called a live room, and is virtually indestructible. However, Mnemnosyne can preprogram it's vital statistics so as to make it less powerful. For instance, if a lone level 4 fighter were to enter here, the creation may only have 40 hps and a THACO of 14. In reality, it's hit dice and THACO are much greater, but it has been toned down to represent a fair challenge. The statistics given are sufficient to challenge an average party consisting of 7th to 9th level characters. The DM should feel free to adjust these statistics, up or down, depending on the party's relative strength and size. The creation can have up to 30 hit dice, and the arms can do anywhere from 1d6 to 2d10+6 damage.

Live Room: AC -5 (arms), -2 (eye); MV 0; HD 13 (100 hp); THACO 2; # AT 6 + special; Dmg 1d10; SA magic; SD none; MR 45%; XP 16,000.

The central eye can cast spells, but only those spells which have been cast against it, and it has resisted. For example, if, during battle, magic missiles are cast against it, or the arms, and the creature makes its magic resistance, then, the creature could cast the magic missile spell, at any time afterwards. Each spell cast against it is put into it's repertoire, until cast, or until 24 hours have passed. If, however, the creature does not make it's magic resistance, it takes damage and cannot learn the spell. The arms can each take 20 hps of damage before being rendered useless (this damage is independent of the eye).

33. Traps
This large room contains five locked chests. When the lead player character reaches the center of this hallway, he triggers an object contingency (see "New Spells" at the end of the module), which delivers a lightning bolt, which begins near area 30, and travels the 50 feet to the end of the hallway, and bounces back, traveling an additional 30 feet, striking the lead player character twice. Read the boxed text when the player characters reach area 33. Each chest is locked and trapped.

  • Chest #1: Trapped with a poison mist (Death/20), and contains 1,400 gp and a wand of paralyzation.
  • Chest #2: Trapped with a green fog. Player characters exposed to this fog must save versus spells with a -4 penalty, or be transformed into mist, and sucked into the chest and imprisoned as mist. The trapped player character is unconscious while trapped, and has no recollection of the passage of time. He can only be released if the chest is successfully opened (a successful remove traps, or a knock spell cast on the chest). The chest currently contains Fleet Aran, a level 12 thief who has been stuck here for over five years. Fleet will thank the player characters for releasing him, and show them the secret door which leads to area 34. He will stay with them until he can somehow manage to pick someone's pockets, then he will sneak off (preferably during the night). Fleet will not try to open any of these chests, unless the player characters guarantee him they will share the treasure therein. He knows what is in chest #5, and tells the player characters not to open i! t. He claims the chest is empty, and that the trap is deadly. Fleet surmises that his companions must have abandoned him here after he was trapped.
  • Chest #3: Unlocked. Inside are any belongings lost the player characters on level 4, room 9.
  • Chest #4: Locked and trapped (needle - 30/10). Inside are several books (Manual of Bodily Health, Tome of Stealthy Pilfering, and a Vacuous Grimoire).
  • Chest #5: Double locked and trapped (Death/30). Inside is a pair of boots of balance, a shadowcloak, and a robe of vanishing (these items can be found in the Thieves Handbook on page 109). If this handbook is not available, the items can be replaced by gauntlets of dexterity, cloak of protection +2, and a shortsword +2.


As you move down this hallway, a bolt of lightning sizzles past you, mere inches over your head. A flash of bright light from the end of the hall forces you to cover your eyes for a moment. When you can look, you see a large, powerful man at the end of the hall. He regards you with contempt, then chuckles. "Leave now, younglings, and bother me not with thy petty problems. Leave now, and I will let you live." The man laughs again, and disappears in another flash of light.

34. Threat
The party has triggered a series of programmed illusions. The lightning bolt and man at the end of the hall are all illusory. This is designed merely to scare off the faint of heart. Note that Fleet is familiar with this illusion, and will probably chose this distraction as a good time to pick a pocket, and leave.

A massive iron door stands at the end of this hallway. The door is covered by arcane runes and symbols.

35. Locked Door
If a read magic is cast, these runes translate as runes of protection and reflection (i.e. "back fire", "reflect lightning", etc.). The door is double locked (good quality locks, -20% to a thieves pick pockets roll). Due to the magical protections placed here, the door itself has 80% magic resistance. It is very strong, and requires a combined strength of 100 to open. If the player characters cannot open the door themselves, Mnemnosyne will let them in if they wait there for at least 24 hours. Note that Mnemnosyne's room, like all other rooms in the Vaults, are protected by Adder's mystical forwarding spells. His room is currently set to return a teleporting individual back to his starting point.

The first thought that enters your head as you look into this room is "books". Shelves upon shelves of books, each shelf over 50 feet high, fill this 150' X 40' room. You estimate that there are more books here than could be counted in a life time. A pleasant voice emanates from behind a stack of books, saying "Come, please join me".

36. Mnemnosyne's Library
Mnemnosyne currently appears to be a white haired gentleman in his mid-fifties. Now that the player characters are here, he is willing to hear their question. If he determines that the question is trivial, he will be most upset. He is quite pleasant, and has tea and biscuits served (via unseen servants). He will invite the characters to sit, and listen to their story quite attentively. Mnemnosyne's knowledge is near godlike, and he should be able to answer any question put to him. The standard price charged is a number of years of service. The actual length of time varies, depending upon the life expectancy of the creature asking the question. Humans are charged one year, half-elves two, dwarves three, elves five, etc. Mnemnosyne will likely charge the party one years service, even if there are elves and dwarves in the group. The price may increase if more questions are asked at a later date (DM's discretion). It is possible for Mnemnosyne to become a major NPC, sending the heroes on various quests during their year of service (spell components, magical tomes, etc.). Mnemnosyne has nine innate spells which can be cast once per day. These spells are: teleport without error, fly, stoneskin, invisibility, power word stun, polymorph self, dispel magic, haste and globe of invulnerability. Although combat is unlikely, Mnemnosyne's statistics are listed here.

Mnemnosyne, Arch Lich: INT 22; AN NG; AC -7; MV 6; HD 14 (74 hp); THACO 2; # AT 2; Dmg 1d8 + 11 (longsword +5) 1d10 + 6 (fists); SA see below; SD +1 or better magical weapon to hit; MR 75%; ML Fanatic (20); XP 15,000.

For further information on the Arch Lich's statistics, see page 87 of the Spelljammer Lost Ships accessory. Should a battle begin, Mnemnosyne has cast a series powerful object contingencies around this room. In the event of battle, ten teleport spells are triggered, transporting all combatants (including Mnemnosyne) to a neutral plain within the mountains. Mnemnosyne wears several potent magical items at all times. These are a cloak of protection +2, ring of protection +3, amulet of magic resistance (30%), robe of the archmagi (white), staff of magus, ring of spell turning and boots of speed. Mnemnosyne's spell book includes every mage spell in the Player's Handbook. Arch Liches do not have phylacteries. Rather, they have magical items which have been imbued with their life essences. Mnemnosyne's magical item is a longsword +1 (a memento of his past life). Mnemnosyne has cast a Drawmij's instant summons on this sword, and keeps it in a small, ten foot diameter room, some five hundred feet below this chamber. The only way to enter this chamber is by a teleport or similar spell. The chamber contains 15 magical long swords, ranging in strength from +1 to +3. The room also contains a magnificently glowing longsword +5, vorpal, which is mounted on the wall. The sword glows brightly of it's own accord, and will detect as being the most powerful magical item in the room. The +5 vorpal sword is actually cursed, and is a longsword +5, vorpal, cursed berserking. If anyone other than Mnemnosyne enters this room, an alarm is triggered, which can be heard in Mnemnosyne's library. Unless it is an unusual situation, Mnemnosyne can always be found in his library. If, at some point in their association, Mnemnosyne decides to trust the characters, he may reveal to them that he is a lich. This is an unlikely scenario, however, as Mnemnosyne is not a trusting person. He reveals his true identity only to those he feels are completely and utterly worthy of this trust.


New Magical Items

Lethal Distracter

The lethal distracter is a black, egg shaped object the size of a man's head. There is a peep hole at the pointy end. Anyone looking into the peephole is instantly caught by the distracter. The trap resembles the phantasmal killer spell in that the victim is forced to fight a fearsome foe. The foe has the same armor class and the same number of hit points as the victim at full health, and fights as a specialized fighter of the same level, using a longsword. The enemy is very quick (-1 to initiative) and fights to the death. The battle is quick, lasting only for one round. However, subjective time is slower, and the victim actually fights for ten rounds, subjective time. If, at any time during the fight, someone blocks the peep hole, then the victim is forcibly ejected from the battle, and must make a system shock roll, or die of shock. Remember, as the victims time is so much slower, if a friend states his intention to block the peep hole, he must make an initiative roll. The number rolled indicates on which of the victim's rounds the blocking takes place (i.e.. if the friend rolls a 6, then the victim must fight for only six rounds before being ejected from the distracter). Characters killed in the distracter are quite dead. If the Player Character kills the foe, or is still alive at the end of the battle, he is ejected from the battle, and all damage suffered is instantly healed.

Teleportation Pod

This device is a circular platform, about 2 feet in diameter, and glows with a soft blue light. It is inscribed with various runes of power. The device is keyed to a specific location, and will teleport anyone or thing which steps or lands upon it to that location. Any character who steps upon the pod and willingly allows the pod to work it's magic upon him therefore gets no saving throw. Thus, any other magics which have been cast upon the pod and made permanent (dispel magic, flesh to stone, etc.) also will work upon the character, with no saving throw.

Mnemnosyne's Ambrosia

This purplish liquid tastes slightly of roses. When added to any magical potion, it increases it's effectiveness. When added to a potion of healing, the potion is augmented, and becomes a potion of extra healing. Potions with a duration have their duration extended by 20%. Potions which inflict damage have the damage increased by 20%. Potions of youth and longevity gain special powers from the ambrosia, and decrease the imbiber's age by double the amount rolled, if the potion is augmented by the ambrosia.

Rock of Draining

This rock is a deep purple, with veins of silver running through it. It was discovered years ago by the dwarves as they mined for ore. A visiting mage realized that it was magical, and bought it from the dwarves for study. The rock resisted all attempts at magical identifying, but it's purpose slowly became clear. If any magical items were brought into the same room, the rock would begin to drain the magic from that item. The rock takes one round to determine it's target, then begins to drain it's magic quickly. in the following order:

1. Charged magical items (wands, staffs, etc.) at the rate of one charge per round.
2. Magical weapons and items with pluses (e.g.. sword +2, ring of protection +1, etc.) at the rate of one plus every three rounds.
3. Other magical items (ring of blinking, rug of flying, etc.), taking one full turn to drain each item.

The rock will totally ignore scrolls, spell books, magical effects (stone skins, contingencies, etc.) magical traps, and the like, affecting only magical items. If the magical item being drained is removed from the room in which the rock rests, the rock will no longer drain this item. If this item is brought back into the room, it stands the same chances of any other item of being drained. If, after five days, the rock has not drained any magic from an item, it will use it's stored magical energy to teleport away to another location. If outdoors, or in a very large room, the rock has a draining range of 100 feet.


New Magical Spells


Mnemonic Implant
Level 4, Enchantment/Charm

Range:		Touch	
Components:		V, S	
Duration:		Permanent	
Casting Time:	4	
Area of Effect:	One person or creature	
Saving Throw:	Negates	

This spell is similar to the second level forget spell, except that it allows for the altering of the subject's specific memories. The first application of this spell allows the mage to extract specific memories from the subject's mind. One minor memory (amount of money in purse, home address, etc.) can be stripped for every two levels of the caster. Major memories (i.e. the subject's name, character class, even full identity) are stronger, and only one can be stripped for every four levels of the caster. The second application of this spell allows the caster to implant specific memories in the subject's mind. These memories can replace those taken, or even contradict previously existing memories. The target is allowed an initial saving throw to avoid the effects of this spell. A priest's heal or restoration spell, if cast specifically for this purpose, will restore the lost memories and destroy the false memories, as will a limited wish or wish, or psychic surgery, but no other means will do so.

Object Contingency
Level 7, Evocation

Range:		Touch	
Components:		V, S, M	
Duration:		Special	
Casting Time:	1 round	
Area of Effect:	1' cube/level	
Saving Throw:	None	

This spell is similar to the 6th level mage spell contingency, except that it affects inanimate objects only. The spell is cast upon an object or area not exceeding 1' cube/level of caster, followed by one spell (spell level determined by caster level, as per the 6th level contingency spell ) which will be triggered when the conditions described in the casting are met. For instance, object contingency could be cast upon a wizard locked door, with the intent to re-wizard lock the door should the spell be circumvented with a knock or a dispel magic spell. Note that the conditions must be specific. Any one object can have only one object contingency in place at any one time. Unlike the 6th level contingency spell, this spell can be cast in conjunction with both attack and defensive spells. This spell lasts until the conditions are met, and the contingency is triggered. The material component of this spell is a small, scale model (at least one inch tall) of the object or area to be warded, which is consumed in the casting. The model need not be of high quality or expensive materials, but it must be hand crafted by the caster, and be of the same material as the object or area to be warded.

Adder's Mystical Forwarding
Level 8, Alteration

Range:		0	
Components:		V, S, M	
Duration:		Permanent, until triggered	
Casting Time:	1 turn	
Area of Effect:	1 ten foot cube per level	
Saving Throw:	None	

This powerful spell wards a specific area against intrusion from teleporting individuals. When cast, the spell causes a redirection of magical energies, in such a way that a teleport, dimension door, or teleport without error spell is confused as to the destination. The teleporting mage or creature is sent to one of two possible places (decided at the time of the casting of the forwarding). First, he can be sent back to his original location (where he was when the teleport was cast). The second probability is much more devious. The intruding mage is instantly teleported to a random location, somewhere on the planet. This can be literally anywhere (in a tree, atop a high mountain, or even deep inside a cave or dungeon. Note that the destination cannot be inside a solid object). Because the spell operates instantly, no saving throw is possible, except in the case of the teleport without error spell. This spell allows the mage a saving throw versus spells with a -5 penalty. Failure indicates that the mage is sent to the location decided by the caster of Adder's mystical forwarding, and success indicating that the teleporting mage is sent back to his starting position, regardless of the location determined by the spell.

New Creatures

Golem, Flint
Climate/Terrain:	Any
Organization:	Solitary
Activity Cycle:	Any
Diet:			Nil
Intelligence:	Non (0)
Treasure:		Nil
Alignment:		Neutral
No. Appearing:	1
Armor Class:	4
Movement:		6
Hit Dice:		16 (70 hp)
THACO:		5
No. of Attacks:	1
Damage/Attack:	3d10
Special Attacks:	See below
Special Defenses:	See below
Magic Resistance:	Nil
Size:			L (10' tall)
Morale:		Fearless (19-20)
XP Value:		12,000
Flint golems resemble stone golems in most respects, save that they are carved from pure flint, not rock.
Combat: The flint golem conforms to the strategies listed for the stone golem, except as explained below: The flint golem is immune to any weapon, except those of +2 or better enchantment. It ignores most magical spells, except for the following: shout will shatter the golem unless it makes a successful saving throw versus spells (success indicates 30 hps damage); any targeted, non-area effect spell which produces flame is reflected directly back to the caster (i.e., a fireball will not be reflected, but a flame arrow would). When struck by any metallic weapon, the flint golem gives off a shower of sparks. These sparks are harmless, unless flammable gases are present, in which case the sparks may cause the gases to ignite.

t'Chakian

Frequency:           Very rare
Organization:        Solitary
Activity Cycle:      Any
Diet:                Carnivore
Intelligence:        Genius (17-18)
Treasure:            Nil
Alignment:           Lawful Evil
No. Appearing:       1
Armor Class:         -5
Movement:            12, Fly 18 (C)
Hit Dice:            12
THACO:               5
No. of Attacks:      2
Damage/Attack:       1d10+4/1d10+4
Special Attacks:     See below
Special Defenses:    See below
Magic Resistance:    35%
Size:                M (6' tall)
Morale:              Fearless (19-20)
XP Value:            15,000

t'Chakian are powerful creatures from the negative material plane, desiring only to wreck havoc and destruction upon prime material creatures. They stand about six feet tall, and are garbed in black cloaks and hoods. Their skin is also black, with dull points of light underneath the skin. They have no visible facial features.
Combat: The t'Chakian prefer to attack with their darkswords, which are made of negative material plane energy. These swords inflict 1d10+4 hit points of damage per hit. However, what makes them truly fearful is their power to cause wounds which never fully heal. Each hit by a t'Chakian wielding a darksword causes a loss of one hit point, permanently. If for instance, Byre was struck three times by a t'Chakian blade, for a total of 23 hit points of damage, 3 of these hit points lost would be lost permanently, bringing his total hit points down from 54 to 51. These permanently lost hit points can be regained only by means of a heal spell, cast specifically for this purpose by at least a 17th level cleric, or by means of a wish.
t'Chakian can perform the following spell like abilities at will: know alignment, detect lie, detect invisibility, knock, magic missile (3 missiles), acid arrow, enervation, and invisibility. They can also teleport, three times per day. When feeling threatened, a t'Chakian can haste itself once a day for one turn.
t'Chakian can be harmed only by weapons of a +2 or better enchantment. They are immune to sleep, charm, hold, death and cold based spells, as well as poison or paralyzation.
t'Chakian are not undead, and cannot be turned.

Sentinel

Frequency:		      Rare
Organization:		Solitary
Activity Cycle:		Any
Diet:				Nil
Intelligence:		Non (0)
Treasure:			Nil
Alignment:		      Neutral

No. Appearing:		1
Armor Class:		0
Movement:		      Fly 24 (B)
Hit Dice:			8 (50 hp)
THACO:			Nil
No. of Attacks:		None
Damage/Attack:		Nil
Special Attacks:		None
Special Defenses:	      See below
Magic Resistance:	      25%
Size:				Medium (3' diameter)
Morale:			NA
XP Value:			3,000

Sentinels resemble large, floating eyeballs, with a protective armor. They were created by Mnemnosyne to patrol his island, watching all that happens. The Sentinels are capable of sending the images they see directly to Mnemnosyne. If they detect intruders, or some other problem, they will contact Mnemnosyne immediately, and Mnemnosyne will be able to see out of their eyes.

Combat: Sentinels are noncombatants, and have no combat values. If attacked, Sentinels will immediately broadcast a mental alarm, alerting all other Sentinels within a half mile radius (1d6 Sentinels) of the danger. The attacked Sentinel will remain at the scene until it has taken 10 hp of damage, and will then use it's innate dimensional door ability to flee to safety. The summoned Sentinels will show up in 1d4+3 rounds, and observe the party, reporting back to Mnemnosyne. Each Sentinel, when harmed, will summon other Sentinels. Each additional summoning will call 1d6 other Sentinels, -1 for each previous summoning. For instance, if a two Sentinels summon others, the third will be able to summon 1d6-2 other Sentinels. If it rolls a 2 or less, no other Sentinels are within range of the summoning. As soon as a result of 0 or less is obtained, there are no other Sentinels in the area, and no more can be summoned.


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