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Mines of Barule
[comments:(1), views:(7315), rating:(6.0)]

Author: Nikola Kosanski
Homepage: http://www.geocities.com/Area51/Shire/5116/
System: D&D Forgotten Realms
Type: Scenario
Category: Fantasy
Requirements: For 5-7 characters of level 6-8 of around 45 total levels.


Avatar of an evil deity desires to conquer the world and has established a stronghold in the depths of a long abandoned mine. Will the party of brave adventurers manage to find and destroy him?

‘’Mines of Barule’’ is an Advanced Dungeons & Dragons adventure for 5-7 characters levels 6-8 (around 45 total levels). The adventure is set in the Forgotten RealmsÓ world of Faerun, but it can be easily adapted to any other setting because it doesn’t use any setting-specific characters/magic/symbols… The party should have at least one high level warrior and a cleric with healing abilities. The DM should make sure that the party members have some sort of magical weapons at hand, which shouldn’t be a problem since they are already high enough level.

Mines of Barule

Mountain Barule is situated on the SE shore of the lake Wyvernwater, just south of the island of Narborel. The mountain isn't very big, but it is well known for its streaks of gold and silver as well as a rich iron mine. The mine was quickly exploited by people from the nearby towns that soon settled in the area around the mountain Barule where they founded a mining town called Kul Tiras (which stands for "Iron City"). Since then the city has evolved and has turned into a big and prosperous city that soon started making enough money from trading that it didn't need to send its people to work in the mines. Some say that closing of the mines could not have came in a better moment because there were reports of miners missing in the lower levels of the mines, and some say that they saw shadows that resembled winged demons and even worse, dragons. Of coarse, the authorities from the city didn't believe a word of it and they never conducted a full-scale investigation to find out what happened to the missing miners. The main people in charge of the mines said that they fell into one of the mining shafts and there met their doom.

After a few hundred years, the city of Kul Tiras decided to close the mines, which they did bringing an end to the stories circulating among the citizens about demons in the depths of the mines, so close to their city. The city prospered and grew until that faithful day when the doom came crashing on them. Apparently, the rumors about the mines were partially correct because one day, just as the city was preparing to go to sleep, a great fire came crashing over the timber roofs of the buildings. When the people came out of their houses they saw a great red dragon spitting fire over every part of the city. The arrows fired from the bows of the city guard were harmlessly bouncing of the dragon's scales, with no effect. The city was destroyed in an hour. Those that survived ran away never to return, and the great beast was from that day on called Lord of Barule.

Nobody knows that the great red dragon that lives inside the mountain of Barule, isn't the real Lord of Barule. He just one of the many servants of the real Lord, an evil avatar called Bull'barad ("He Of Darkness"), or the "Eyeless Terror". Bull'barad came here from one of the layers of Abyss where he was just a servant of Iyachtu Xvim, son of Bane, the dead God of hatred. However he got bloodthirsty and decided to come here and try to conquer the Realms. To do that he employed powerful monsters to protect him: dragons, demons, undead… His most faithful followers are a red dragon called Rufetiddagartas (he often takes a form of a red haired elf wizard by the name of Rufus Temantelous), and a demon known just as Ostago.

The ruined city of Kul Tiras

The ruins of the city still stand but the people who once dwelled there are long gone. The only thing a person can find there are the lairs of some of the wild animals that had nowhere else to shelter from the winter, and an occasional adventuring party on their way to make gold and fame in the mines of Barule. However there are two buildings still standing there: a temple of Kelemvor run by a high level priest called Sunshun Darkfire, and a small temple of Ilmater that is run by a few fanatics that live here only to enjoy the fear of dragon attack every single day.

Sunshun Darkfire (AL: LN, AC: 2, MV: 6, Priest 13, hp 73, THAC0 9 (mace +3), # AT 1, Dmg by spell or weapon type (footman's mace 1d6+1, +3 enchantment), S 15, D 16, C 12, I 13, W 17, Ch 14, ML 14, Items: footman's mace +3, chain mail +2, ring of fire resistance, girdle of cloud giant strength.

The party can find rest and healing (but only limited to a few cure light wounds spells that Sunshun has memorized, he is a priest of the god of the dead after all), as well as buy some healing potions. There are 10 healing potions at the temple and each one of them costs a 100 gp.

At the shrine of Ilmater, the party can find a few low-level priests that are able to cast only cause light wounds that they use regularly on themselves.

On the northernmost part of the city there is a tower, big and round. The tower is actually in good condition, since that was where the man in charge of the mines lived. After they ask one of the priests in Kul Tiras where is the entrance to the mines, they will find out that the original entrance was buried when the dragon destroyed the town. Nevertheless, there is a second entrance to the mines and it is located somewhere inside the tower of the mine keeper Ironbrand. Nobody knows the exact location of the second entrance except that it is somewhere inside the tower because the mine keeper wanted his own entrance so he could go there and check up on the miners at any time he desired. However, the priest also warns the party that some kind of intelligent monsters have infested the keep but he is not sure what type.

The Entrance to the Mines

After carefully studying the runes on the wall, the party members can easily find the secret button on the wall and open the door. Behind, all that they can see is a complete darkness. If the party has a light source with them or if they posses the power of infravision, they can see that the tunnel before them goes straight down. There are metal bars on the both sides of the tunnel for a person to grip when going down. There are no sound coming from the darkness ahead, everything is so still that it is frightening.

After the descent to the mines (it took about half an hour), the party enters a small room where they see a small wooden table and a chair upon which are skeleton remains of a human. Judging by his clothes he must've been the guard placed here to prevent any of the miners going home early through this second exit. After a closer examination, the party can tell that something broke his neck and that is how he died. In one of his pockets, there is a small iron key.

Doors - the doors on this level of the mines are made from thick iron and can be opened only if you have the right key.

Tunnels - the tunnels and hallways on this level of the mines are approximately 4x4x4 meters and are supported by wooden beams. There is no danger of a cave in at this point.

First Level

After the party continues down the first hallway, roll 1d10 for a random encounter every 10 minutes game time. If the roll is 1, consult table 1.1 for the information on the type of creature the party has encountered.

Table 1.1 (Random encounter table - 1st level)
1d10 Encounter
1 Rats (AC 7, HD 1/2, hp 3, THAC0 20, #AT 1, Dmg 1d2+disease, ML 5, XP 15)
2 Tunnel centipede (AC 4, HD 9+3, hp 66, THAC0 11, #AT 1, Dmg 2d8, ML 12, XP 1400)
3 Galltrit (AC 2, HD 1/2, hp 2, THAC0 20, #AT 1, Dmg 1d2+blood drain, ML 10, XP 65)
4 Galltrit (AC 2, HD 1/2, hp 2, THAC0 20, #AT 1, Dmg 1d2+blood drain, ML 10, XP 65)
5 Galltrit (AC 2, HD 1/2, hp 2, THAC0 20, #AT 1, Dmg 1d2+blood drain, ML 10, XP 65)
6 Gremlin (AC 4, HD 4, hp 22, THAC0 17, #AT 1, Dmg 1d4, MR 25%, ML 7, XP 650)
7 Osquip (AC 7, HD 3+1 hp 19 THAC0 16, #AT 1, Dmg 2d6, ML 7, XP 120)
8 Osquip (AC 7, HD 3+1 hp 19 THAC0 16, #AT 1, Dmg 2d6, ML 7, XP 120)
9 Skeleton remains
10 Adventuring party

Room 1.1

This room is a simple storeroom for the mining equipment like axes, picks, shovels, etc. There is nothing useful here but the party can use this room as a safe resting room because the doors to this room can only be opened from the inside so they can safely bar themselves inside for a couple of hours.

Room 1.2

This room is a simple storeroom for the mining equipment like axes, picks, shovels, etc. There is nothing useful here but the party can use this room as a safe resting room because the doors to this room can only be opened from the inside so they can safely bar themselves inside for a couple of hours.

Room 1.3

This room was used as a guarding post for the few guards that regulated the miners on this level. There are a few skeleton remains of the guard in this room, but nothing else. If the party searches the bodies they find an iron key that is used for opening the doors on this level. Except from that, there is nothing else interesting here.

Room 1.4

This room is much bigger then the previous ones and the party can see why: it is the canteen. Here the miners ate their meals together with the guards, but the tables have been broken and there are wooden remains of tables and chairs all throughout the room. When the party enters the room, they are attacked by a large group of 20 Quasips that were eating the bones of the long dead guards that are laying all around.

Osquip (AC 7, HD 3+1 hp 19 THAC0 16, #AT 1, Dmg 2d6, ML 7, XP 120)

Room 1.5

This room was used as a storeroom for the miners working clothes. The clothes are nothing more then a pile of scraps on the floor and there is nothing more in this room.

Room 1.6

This small room was used as a first aid room. Here, injured miners were given treatment by a dwarven cleric that lived in a room down the hall. The clerics name was Durkam Littlerock, and he agreed to help the injured miners if he was provided by a free living space on the same level. When the mine was closed, Durkam stayed inside claiming that he will be better of in the dark of the underworld then in the light of the surface. No one dared to question his decision given in consideration his race and abilities. Nobody knows what happened to him. The room is filled with old bandages and healing herbs that are to old and mist for a proper use.

Room 1.7

This is the part of the mine where the ore was dug out of the stone. The room isn't really big, but there is enough room for ten people to work at the same time. Pieces of the used mining ore are laying down all over the room. Looks like this room was not worked in for a long, long time. If the party searches the room, they disturb two rust monsters feeding on the iron ore.

Rust Monster (AC 2, HD 5 hp 37 THAC0 15, #AT 2, Dmg special, ML 9, XP 270, Rust monsters antennae rusts any sort of metal on a successful attack roll. Magical items have a chance of being unaffected equal to 10% for each plus. Nonweapon metallic magical item has a 20% chance of not being affected by the rusting.)

Room 1.8

This is the place where the miners dug out the iron ore, but there is nothing here now. There is no ore here and certainly no miners. There are marks of many giant insect feet on the ground all over the room. If the party spends more then two rounds in this room they are attacked by five rust monsters (this monsters ate all of the ore in this room).

Rust Monster (AC 2, HD 5 hp 37 THAC0 15, #AT 2, Dmg special, ML 9, XP 270, Rust monsters antennae rusts any sort of metal on a successful attack roll. Magical items have a chance of being unaffected equal to 10% for each plus. Nonweapon metallic magical item has a 20% chance of not being affected by the rusting.)

Except for the rust monsters, the party has to face a swarm of 12 large bats known as Night Hunters or Dragazhar that were awakened by the fighting.

Night Hunter (AC 4, HD 2+2 hp 15 THAC0 19, #AT 4, Dmg 1d4/1d2/1d2/3d4, ML 11, XP 175)

Tunnel 1.9

This smaller tunnel ends in a spiral staircase that goes straight down. The stairs end at the second level of the mines of Barule. There is a trap on the stairs. Whoever is going first will step on a stair that is connected with a secret and deadly mechanism that triggers the trap: the stair rotates by 90 degrees and catches the foot of the victim. The pressure is so great that the trapped party member loses 1d4 hit points of damage every round he spends trapped. To get free of the trap a successful Bend Bars/Lift Gates roll is needed.

Immediately upon climbing down the spiral staircase, the party is attacked by a large swarm of 11 Huge Bats. They were awakened by the trap on the stairs going off.

Huge Bat (AC 2, HD 6 hp 44 THAC0 15, #AT 1, Dmg 2d4, ML 12, XP 975)

When they have killed all of the bats, the party notices that the tunnels on this level of the mines are wider then the ones on the first level and are more crudely designed. The wooden pillars that are used to prevent cave-ins are bigger and stronger on this level.

After the party continues down the first hallway, roll 1d8 for a random encounter every 10 minutes game time. If the roll is 1, consult table 1.2 for the information on the type of creature the party has encountered.

Table 1.2 (Random encounter table - 2nd level)
1d10 Encounter
1 Night Hunter (AC 4, HD 2+2 hp 15 THAC0 19, #AT 4, Dmg 1d4/1d2/1d2/3d4, ML 11, XP 175)
2 Slaver (AC 2, HD 5, hp 36, THAC0 13, #AT 1, Dmg 1d6+2 (war club), ML 16, XP 420)
3 Sinister (AC 3, HD 4+4, hp 32, THAC0 17, #AT 1, Dmg 1d4+1, MR 70%, ML 16, XP 2000)
4 Carrion Crawler (AC 5, HD 3+1 hp 21 THAC0 17, #AT 8, Dmg 1d2+paralysis, ML 12, XP 420)
5 Cave Fisher (AC 4, HD 3 hp 20 THAC0 15, #AT 2, Dmg 2d4/2d4, ML 12, XP 175)
6 Slaver (AC 2, HD 5, hp 36, THAC0 13, #AT 1, Dmg 1d6+2 (war club), ML 16, XP 420)
7 Gremlin (AC 4, HD 4, hp 22, THAC0 17, #AT 1, Dmg 1d4, MR 25%, ML 7, XP 650)
8 Slaver (AC 2, HD 5, hp 36, THAC0 13, #AT 1, Dmg 1d6+2 (war club), ML 16, XP 420)
9 Huge Bat (AC 2, HD 6 hp 44 THAC0 15, #AT 1, Dmg 2d4, ML 12, XP 975)
10 Carrion Crawler (AC 5, HD 3+1 hp 21 THAC0 17, #AT 8, Dmg 1d2+paralysis, ML 12, XP 420)

Second Level

Room 2.1

This room appears to be destroyed by fire. All of the furniture has been burned to cinders and the walls have scorch marks all over them. There are skeleton remains of a human dressed in a half melted chain mail armor in one corner of the room. The hand of the skeleton still grips the hilt of a well made long sword that somehow survived the fire. Upon searching the rest of the skeleton, the party finds a piece of paper that was untouched by the flames. The paper reads:

Sir Bulton!

There are things happening down at the fourth level of the mines that are disturbing. There are miners missing and now ore has started to disappear from the wagons. I am at the complete loss as to what is happening here. A few days ago I sent a scouting team that consisted of two of my finest warriors and my right hand, wizard by the name of On'haly. I haven't heard from them since. I demand that you close down the fourth level until we can fully examine this situation. I beg you to do this before more lives are lost. Yours truly, Archmage Helion Arratras

Room 2.2

This room has been completely destroyed by fire. There are pieces of furniture laying around in heaps of burned out wood. Skeleton remains of guards in melted armor are scattered around the room grasping shattered swords in their bone hands. There are burned tapestries hung on the walls of this room but they are to badly scorched to tell what was painted on them. After a closer examination, the party realizes that this was the waiting room where important people waited to be escorted further into the mines.

Room 2.3

Upon entering this room, the party notices something very strange. This room was left untouched by whoever destroyed the other rooms. There are a lot of mining equipment here, all categorized and stored for later use. Looks like someone put all of this equipment here after destroying everything else, because there are blood marks on some of the weapons. The party has to move the heaps of equipment (picks, shovels, hammers…) to get to the door on the other side of the room.

Room 2.4

Upon entering this room, the party members find themselves facing a creature black as the night, with short, stubby wings and a cruel looking sword in one hand and a flaming pick in the other hand. The head of the creature has two small horns that have bloodstains all over them. When the party opens the door, the monster turns towards them and asks in his deep, chilling voice using fluent common: "How did you get here, naughty, naughty wimps? Well, nevermind I shall teach you no to try to escape!" After saying that, the monster attacks without thinking.

Shylock (AC -4, HD 9+8 hp 70 THAC0 9 (7 because of the 18/80 strength), #AT 2, Dmg 2d6+2 (+5 because of the strength) / 1d6+3 (+5 - strength), SD spells, SA horns, MR 50 %, ML 16, XP 7500). Innate abilities: detect magic (always active), detect lie (always active), detect invisibility (always active), dimension door (3/day), and fear (1/day). If the Shylock successfully hits an opponent with both attacks, he impales him on his horns for 1d8 points of damage.

Fuerdrack sword - All Shylocks (an ancient name that stands for "Guardian") have these special swords that are given to them when they are accepted into service by a greater demon. These swords have black blades with little metal pieces that are attached to the blade so that they inflict extra damage (2d6+2).

Fuerdrack pick - This picks look like ordinary footman's picks, except that they are constantly burning. This flame never extinguishes, and it inflicts extra damage (1d6+3). Just like the swords, these picks are given to the Shylocks upon taking them into service.

If the party successfully destroys the Shylock, he disappears along with his weapons. Just then a small head pops out of the door of the room and asks:

"Is he gone?" Just then, you see that the head belongs to a stubby figure, no more then 5 feet tall, with pupils as white as the armor of a paladin. The figure introduces itself in rough common with a lot of dwarfish words: "My name is Clanclapp Swidgebone, and I guess that you are just one of the many adventuring parties that come into the mines of Barule looking for fame and fortune? Anyway, you seem quite powerful if you managed to beat The Guardian, but that is nothing, let me tell you. I haven't got much time before they notice that I am missing from my working place, so I will be short. You would like to know something about the mines, wouldn't you? Well, I am not quite certain just how many levels are there because nobody has ever been deeper then the dungeon. After you find a way to the third levels of the mines, you will find yourselves in the Working level; the only part of the mines that still produces ore for the Overseer. Below the Working level is the temple of Iyachtu Xvim, the Son of Bane and that is where the Overseer lives. I know that there is a dungeon below the temple where they take all who question the decisions of the Overseer, and who try to escape. Nobody has ever returned from the dungeon. Beware the creatures that roam the mines of Barule! You have already met one of them, but there are a lot of them more just waiting for someone like you to come along. Apart from the usual creatures, every level has its own master. The master of this level is a Shylock Master, similar to the one you killed. Apart from him, I am certain that the master of the temple of Iyachtu Xvim is the Overseer himself. I must go now, before I am discovered. If you need more information go talk to a human slave by the name of Garin. You can find him on this level, somewhere…good bye…"

Before anyone can say anything, the dwarf runs through some hallways and disappears without trace.

Room 2.5

This is the room where the dwarf was hiding. It is a small room, with just enough space for a small person to hide from the slavers.

Room 2.6

This room contains shelves with food that is served to the slaves. One quick glance over the food reveals that this is not good enough for a dog to eat, not to mention people. The bags smell of rotten vegetables and the water in the pots is everything but drinkable.

Room 2.7

To door to this room is made out of iron and is locked. This room contains food for the slavers. Not the rotten vegetables that is served to the slaves, in this room there is fresh fruit and meat for the more important people. All of the provisions in this room are being kept cool by the ice mephit that is imprisoned in a small cage that hangs in the middle of the room. If someone from the party releases the mephit, he thanks them and flies away (only to stalk the party and report them to the slavers).

Ice Mephit (AC 5, HD 3 hp 20 THAC0 17, #AT 2, Dmg 1d2/1d2, SD the chilling touch of the Ice Mephit reduces the victim's attack rolls by 1 per hit, cumulative, SA chilling touch, ice shards (automatically hits any victim in the 15' for 1d6 hp of damage, save vs. breath weapon for half), ML 9, XP 420.

Room 2.8

This room contains boxes that are filled with paper. The quality of the paper isn't very good and there are no obvious clues as to what this paper is use for.

Room 2.9

Upon entering this medium sized room, the party finds itself facing eight (8) slavers. They appear human, with iron masks on their faces. The first strange thing the party notices is that the masks don't have any kind of openings. A normal human being would not be able to see, breathe nor talk with these masks on. Slavers are dressed in dark purple robes that are covering black splint mail armor, and are armed with war clubs (similar to the spiked club, but smaller and with blunt metal things instead of the spikes). They attack without thinking because they have to number advantage.

Slaver (8) (AC 2, HD 5, hp 36, THAC0 13, #AT 1, Dmg 1d6+2 (war club), ML 16, XP 420).

The slavers were standing over a body of dead slave whose head has been crushed by a tremendous blow with a blunt object.

Room 2.10

This room contains ten poorly shaped beds and a round wooden table with ten chairs. The beds are all clean and look like they are used on a regular basis. Under one of the beds, there is a crude dagger, made from a spoon.

Room 2.11

In this room there are ten small metal boxes in which the people from room 2.10 keep their possessions. If the party opens the boxes they find only rags and mining tools.

Room 2.12

There are five (5) slavers in this room, all carrying some sort of a big metal chest. When the party enters the room, they drop the chest on the floor, pick up their war clubs (which were tied to their backs by a leather strap), and attack.

Slaver (5) (AC 2, HD 5, hp 36, THAC0 13, #AT 1, Dmg 1d6+2 (war club), ML 16, XP 420).

The chest is locked by a simple mechanism that can be picked or bashed. In the chest there are four (4) potions of healing and two potions of extra healing.

Room 2.13

The door to this room has a big iron ring, which is used for pulling the door open. In this case, when somebody pulls the rings, it triggers an alarm spell that alerts the slavers in rooms 2.14 and 2.15 of the party. The slavers come running to attack the trespassers.

Slaver (6) (AC 2, HD 5, hp 36, THAC0 13, #AT 1, Dmg 1d6+2 (war club), ML 16, XP 420).

When the party has dispatched the slavers, they see that this room contains a lot of different keys that are placed in little niches all throughout the room. Upon closer examination, they see that there are only three different kinds of keys: the iron key, the iron key with a blue star drawing in the head of the key, and only one red key. The niche with the red key has bars so that nobody can take the key. To open the bars one must roll successful band bars check.

Room 2.14

There are only a few chairs in this room, and that is where the slavers were sitting when the alarm went on in either room 2.13 or room 2.15.

Room 2.15

Apart from stinking very bad, this room contains little wooden boxes with openings in the front that resemble doghouses. The boxes are now empty, but are heavily scratched by strong claws and teeth. There is nothing of any importance in this room.

Room 2.16

This room has two big shelves that contain a lot of little metal pieces. Upon closer examination, the party notices that the pieces are round, probably around two (2) inches in diameter and a half an inch thick. Each of the metal disks has a rune inscribed on it. The runes stand for day in the week. One shelf is labeled "In" and the other one is labeled "Out". There is a door on the wall opposite the entrance to the room.

Room 2.17

When the party enters the room, they see a human male sleeping in a wooden bed. The human is dressed in a gray robe of little value. If awaken, the human is at first skeptic about the party, but eventually introduces himself as Edwin. He explains that all of the slaves in the mines of Barule were kidnapped from the nearby towns and villages. The first slaves that worked in the mines under the supervision of the Overseer and the slavers were the original miners that were working here a few hundred years ago when the great red dragon destroyed the city of Kul Tiras.

He has not been blinded like the others because he does not work in the Working level. His job is to check the number of slaves that go to the Working level each day. If the number of the disks in the "In" shelf isn't the same as the number of the disks in the "Out" shelf then the slavers conduct a search to find the missing slaves and punish them.

Edwin doesn't want to follow the party because he thinks that they won't survive long enough to save him or the other slaves.

Room 2.18

There are two slavers in this room, watching over the slaves in rooms 2.19 and 2.20.

Slaver (2) (AC 2, HD 5, hp 36, THAC0 13, #AT 1, Dmg 1d6+2 (war club), ML 16, XP 420).

Room 2.19

This room is being used as a temporary barrack for the slaves to sleep in. There are currently five slaves in this room and all are sleeping on the stone floor, covered only with blankets. All of the slaves are blind and don't have their tools with them. If awaken, the slaves introduce themselves: Gullim, Darky, Ilan, Sevren and Retman. They say that they don't believe that the party can set them all free, but they wish them luck.

Room 2.20

Just like the room 2.19, this room contains five blind slaves that sleep on the stone floor. Their names are Fattsay, Gellen, Jack, Bazan and Yack. They too won't follow the party because they are convinced that they won't succeed.

Room 2.21

This small room has two doors, on the north and the west wall. In this room, there are a lot of small chests that contain forks and spoons. As the party watches, one of the chests opens and a fork flies out. The fork stops a few feet over the chest when a piece of cloth appears and starts cleaning the fork. This is a special kind of the invisible stalker spell cast so that when all of the chests are closed for more then two hours, the stalker appears and starts cleaning the forks and spoons. There are no knives in the chests.

Room 2.22

This room is the guardroom and there are three (3) slavers here. They all attack when the party opens the door. The room itself is simply furnished, only one wooden table and four chairs. There is a glass cupboard on the north wall that contains some additional weaponry (four maces and four whips). There is a red door on the east wall. The door is locked (it can be opened using a red key from the room 2.13) and it cannot be opened by bashing or magic.

Slaver (3) (AC 2, HD 5, hp 36, THAC0 13, #AT 1, Dmg 1d6+2 (war club), ML 16, XP 420).

Room 2.23

Positioned against the far wall of this oval room is an 8' tall statue of a coiled, five-headed serpent. The mouths are open, revealing several sets of sharp, stony fangs. Each head has a pair of colored gems for eyes, with each pair a different color. Each of the statue's heads contains a deep, hollow cavity in his mouth. Fastened to the back of each mouth is an iron, T-shaped handle that can be grasped and twisted clockwise. The gems set in the eye sockets are made from cheap crystal (1 gp), but are useful for telling the five heads apart. The gem colors are blue, purple, green, red and black. Depending on the color of a head's eyes, turning the handle in its mouth has a given effect:

Blue-eyed snake - this head discharges an electrical jolt that causes 3d6 hp damage to the person clutching the handle (no save).

Purple-eyed snake - the PC turning this handle is instantly teleported to the Shylock area (2.40)

Green-eyed snake - turning this handle teleports every living creature in the room to the secret exit from the mines of Barule in the keep with the Nycolith.

Red-eyed snake - turning this handle causes anyone in the room to suffer wrecking pain, as per the symbol of pain spell (-4 to attack rolls and -2 to Dexterity for 14 turns, all PC's have to save)

Black-eyed snake - turning this handle drains the victim of one level of experience (no save).

Room 2.24

This is the resting room of the slavers. There are currently five of them in the room, just sitting on the strange looking stone benches. When the party enters the room, they get up and attack with their war clubs.

Slaver (5) (AC 2, HD 5, hp 36, THAC0 13, #AT 1, Dmg 1d6+2 (war club), ML 16, XP 420).

After dispatching the slavers, the PC's can search the room. The find that each of the stone benches has a rune inscribed on it. Runes are all different from each other and cannot be decrypted. If someone touches the rune, it starts to shine with golden light and the bench gets warmer. The golden light has the power to cure light wounds, but one rune can cure light wounds once in a day. If someone tries to touch other runes to get healed, the rune shine with bright red light that acts as a cause light wounds spell.

Room 2.25

The door to this room is made out of some strange kind of blue metal and is locked (it can only be opened by the iron key with the blue star drawing from the room 2.13). The room itself is bigger then other rooms found on this level of the mines and that is because it is the armory. There are twenty shelves lining the walls. Shelves are made out of thick iron and are filled with all sorts of weapons (20 battle axes, 10 long bows, 100 flight arrows, 100 sheaf arrows, 11 spiked clubs, 15 footman's flails, 15 footman's maces, 5 morning stars and 8 spears). In one corner of the room is a metal box, around 6 feet wide, and locked. The box can only be open by a successful pick pockets roll, or a successful bend bars/lift gates roll. Inside the chest is a fuerdrack sword (2d6+2/2d6+2)).

Room 2.26

This is one of the barracks where the slaves sleep when they are not working. The barracks are big enough to hold twenty beds. Each of the beds has a metal box at the one end of it. The boxes are there for slaves to hold their possessions there, clothes and stuff. There are currently no slaves in the baracks.

Room 2.27

This is one of the barracks where the slaves sleep when they are not working. There are twenty beds here, but they are all empty. There are three (3) slavers in this barracks, just standing in the center of the room. If the party enters the barracks, the slavers attack. In the second round of combat, the slavers start producing a strange high pitch tone, and immediately five (5) cave fishers enter through the door and help the slavers. The cave fishers have some kind of runes written on their backs.

Slaver (3) (AC 2, HD 5, hp 36, THAC0 13, #AT 1, Dmg 1d6+2 (war club), ML 16, XP 420).

Cave Fisher (AC 4, HD 3 hp 20 THAC0 15, #AT 2, Dmg 2d4/2d4, ML 12, XP 175).

Room 2.28

This large room is the canteen where the slaves ate their meals. There are five long tables and each has around ten chairs. Right now, the tables are not set and there are no slaves here. No slaves, but two slavers. The party notices that one of the slavers is the bigger then the ones they have encountered before. This slaver has dark red robes (as opposed to the dark purple robes of the "regular" slavers), and wears a black plate mail armor. Unlike the other slavers, this one fights with a footman's mace (mace+2) and has a large shield in his other hand (large shield+1). When the fight starts, two more slavers enter the room, along with five cave fishers.

Slaver (3) (AC 2, HD 5, hp 36, THAC0 13, #AT 1, Dmg 1d6+2 (war club), ML 16, XP 420).

Slaver, commander (1) (AC -1, HD 7, hp 53, THAC0 11 (mace+2), #AT 1, Dmg 1d6+3 (mace+2), ML 17, XP 800).

Cave Fisher (5) (AC 4, HD 3 hp 20 THAC0 15, #AT 2, Dmg 2d4/2d4, ML 12, XP 175).

Room 2.29

This is the storeroom for the cooking ingredients that the cook from the room 2.30 uses to make food for the slaves. The food itself is stored in the room 2.6, and there are only spices and extra kitchen things here. A druid or a herbalist can restock his supplies here.

Room 2.30

This is the kitchen where the food for the slaves is being made. On the south wall there is an opening in the wall that is connected to the big furnace. After the food is prepared it is put through the opening into the furnace. Half an hour later, the food is cooked enough to serve to the slaves. Apart from that there are some small cupboards here as well as shelves filled with stuff like spoons and knives. On the chair near the furnace sits a human male dressed in white cook's attire (full of different colored stains). The cook doesn't seem startled by the sudden appearance of the adventuring party at his door. Instead he just looks at the party and continues to peel the potatoes. If the party talks to him he tells them the following:

"This level of the mines of Barule is divided into two parts, lower ward (this one), and the upper ward. The slavers govern lower ward, and the upper ward is governed by the Shylocks."

"There is a wall of forbidden passage in the hallway that separates the two wards so no one can pass between them. The only way to pass is to lower the wall of forbidden passage using a machine that is located in the commander's room. Nobody knows where that room is."

"There is another way to proceed to the upper ward and that is the Test of the Snake Symbol. Sometimes slavers are given a chance to try to pass the Test and gain the status of commander. It is said that passing the test means getting to the upper ward."

The Test of the Snake Symbol can be found in the room 2.23. The cook's name is Dassas, and he helps the party in any way he can without actually going with them.

Room 2.31

This is the furnace where the food for the slaves is heated. If somebody would fall into the furnace he would receive 5d10 hp of damage every round he would spend there.

Room 2.32

This room is small, and the walls are enhanced with black metal of some sort. In the middle of the room there is a big mechanism that resembles a cracked skull. From each of the skulls eye sockets protrudes a single lever.

Left lever - if PC's decide to pull this lever, they are teleported to The Arena (2.37) where they must face off against the Forces of Nature

Right lever - lovers the wall of forbidden passage for one turn

Room 2.33

This big room is where the four slaver commanders reside. When the party enters the room there are two commanders there, surrounded by six slavers. When they see the PC's, the slavers attack and the commanders wait and chant in some sort of strange buzzing sound. When the buzzing reaches some sort of a climax the all of the enemies (the party members) suffer a -2 modifier to the attack roll, damage, and all of the saving throws. There is no saving throw to this, but the usual magic resistance still applies. The second effect of this special chant is that all of the slavers get a +2 bonus to their attack rolls, damage and saving throws (this includes the commanders too).

Slaver (6) (AC 2, HD 5, hp 36, THAC0 13, #AT 1, Dmg 1d6+2 (war club), ML 16, XP 420).

Slaver, commander (2) (AC -1, HD 7, hp 53, THAC0 11 (mace+2), #AT 1, Dmg 1d6+3 (mace+2), ML 17, XP 800).

The room is decorated to fit the commanders status; there are pictures on the walls that interpret battle scenes, there are weapons attached on the walls between the pictures and there is a statue of a some kind of a fiend made from human sized skulls. If the party looks more closely the weapons on the wall, the find: long sword -1, military pick +1 and a scimitar +2. There is also a metal chest in one corner of the room. The chest is wizard locked (it can only be forced open), and when someone tries to force the chest open, it explodes for 2d10 hp of damage to anyone in the 5' radius (save vs. spell for half). The chest contains potion of gaseous form, and scroll of protection from air.

Room 2.34

This small room is filled with skulls and bones. The majority of these are human, but there are some dwarven or even elven. Some of the bones have teeth and claw marks on them, some are broken and some even crushed.

Room 2.35

This is a waiting room of some sort. There are two benches here, one on the east and one on the west wall. Two slavers stand in front of the door.

Slaver (2) (AC 2, HD 5, hp 36, THAC0 13, #AT 1, Dmg 1d6+2 (war club), ML 16, XP 420).

Room 2.36

The sight in this room is horrible. The floor is red from blood and there are seven corpses hanging from the ceiling. Five of them are human and two are halflings. One of the human corpses appears to have been a slaver. The bodies are naked and half-rotten which explains the terrible stench that is emanating from the room. There is a door on the other side of the room.

Trap - every party member has a 70 % chance of stepping on a trap board, which causes a magic

missile to hit him from some unknown direction. Every PC's has to roll for success three times.

Room 2.37

This is an arena of some sort. It is oval shaped and there are windows set 10 feet high all around the arena. The ceiling of the arena is set much higher then the ceilings in other rooms. When the PC's find themselves in the arena (using the teleport in room 2.32), they see that there is one pool filled with water in one part of the arena, and that there is a large pit of flame on the opposite side. There is only one way to exit the arena, only one door. Before the PC's can react, the pool starts to shiver and the water explodes releasing a creature that appears as a high-crested wave with smaller waves as hands. Just then, the pit of flame erupts revealing a creature that looks like a tall sheet of flame that has to arm-like appendages on both sides of his "body".

In the same time, a huge humanoid creature made out of earth and stone appears in front of the door, with a strange cloud drifting over his head.

Earth Elemental (AC 2, HD 12, hp 90, THAC0 9, #AT 1, Dmg 4d8,SD +2 or better weapons needed to hit, ML 17, XP 6000).

Water Elemental (AC 2, HD 12, hp 90, THAC0 9, #AT 1, Dmg 5d6, SD +2 or better weapons needed to hit, ML 16, XP 6000).

Air Elemental (AC 2, HD 12, hp 90, THAC0 9, #AT 1, Dmg 2d10, SD +2 or better weapons

needed to hit, ML 16, XP 7000).

Fire Elemental (AC 2, HD 12, hp 90, THAC0 9, #AT 1, Dmg 3d8, SD +2 or better weapons

needed to hit, ML 16, XP 6000).

Room 2.38

Upon entering this small room, the PC's immediately recognize it for what it is, a wizard's workshop. The wizard stands in the middle of the room, holding a scroll. When he sees the PC's he drops the scroll and starts begging for mercy. If the party spares his life he explains that he is a captive here, and introduces himself as Fetrick On'haly. He tells the party that he was a part of a scouting expedition that was sent by the archmage Helion Arratras to find out what was happening to the disappearing miners in the lower levels of the mines. On the third level of the mines, they were attacked by an ugly looking demon known as a Shylock. He was the only survivor of the fight. Apparently they needed a mage to summon the elemental which was used to fight against slaves in the arena, all for the enjoyment of the slavers and Shylocks. The scroll that On'haly dropped is a scroll of minor elemental summoning. On'haly agrees to follow the PC's to freedom, but he too believes that they will all die in this wretched place.

Fetrick On'haly (AC 2, M 4, hp 14, THAC0 19, #AT 1, Dmg by weapon or spells, S 12, D 12,

C 11, W 13, Ch 11, ML 14; memorized spells are friends, gaze reflection, and blur).

Room 2.39

This room is where the mechanism for the water pool and the fire pit is located. The mechanism is big enough to occupy the entire room and is made out if metal. From one side big hoe lead to the water pool and from the other side two smaller hoes lead to the fire pit. If any of the hoes would get broken or severed, the machine would explode for 5d10 hp of damage to everyone in the room.

Upper Ward

Room 2.40

If the PC's passed the Test of the Snake Symbol by pulling the purple-eyed snake handle, they are teleported to this room. The room itself contains a deadly trap. When someone enters the room either by the door or by the Snake Symbol, they must roll a successful save vs. petrification or be paralyzed for 1d10 rounds. After 2 rounds a yellow gas starts building up in the room. It comes from little cracks in the walls. All who are in the room with the gas must save vs. poison or die. Those that are paralyzed save with a –2 penalty.

Room 2.41

This room is filled with skeleton remains of humans and demi-humans. There is nothing else of any importance in this room. The skeletons are used in the creation of Shylocks in room 2.60 also called the Hive. If the party spends three turns searching through the skeletons they fins a strange dagger shaped like a sharp bone. The dagger will radiate strong magic if detected. The daggers name is Bonecleaver and it is a dagger +1/+3 vs. skeletons (normal, animal and giant).

Room 2.42

There are five chests in this strange room. Chests are shaped like a sword and are attached to the west wall of the room. In front of the chests, on the floor, there are twenty small holes that are an inch deep and proximately half an inch in diameter. If anyone tries to open the chests, a dense liquid starts coming out of the holes. The liquid is thoroughly black and is very, very hot. In fact if the PC’s look at it for one round they think that this liquid is, in fact, lava. Every round the PC’s spend in this room with the black lava, they each lose one hit point. If they come into contact with the lava, they lose 1d10 hit points from the searing heat and the equipment with which they touched it must roll an item saving throw against magical fire or melt.

Room 2.43

This room is empty except for a metal, round table with no chairs. There are strange runes carved all over the table, but apart from that it seems as an ordinary table.

Room 2.44

There are five shelves in this room. Each of the shelves contains a small glass jar. The jar is completely closed from all sides. Within each of the jars there is a small scarab that resembles a winged, gargoyle-like creature holding a cruel looking sword in one hand and a flaming pick in the other. Inside the jar on the top most shelf the scarab is smaller then the others, but with bigger wings. If the PC’s break one of the jars open, they hear a high pitch scream, but they cannot tell from where it came. Then the scarab inside the broken jar starts growing and growing until it turns into a full sized Shylock who attacks the person that broke the jar.

Shylock (AC -4, HD 9+8, hp 70, THAC0 9 (7 because of the 18/80 strength), #AT 2, Dmg 2d6+2 (+5 because of the strength) / 1d6+3 (+5 - strength), SD spells, SA horns, MR 50 %, ML 16, XP 7500). Innate abilities: detect magic (always active), detect lie (always active), detect invisibility (always active), dimension door (3/day), and fear (1/day). If the Shylock successfully hits an opponent with both attacks, he impales him on his horns for 1d8 points of damage.

If the PC’s break the other jars, Shylocks appear, as did this one and always attack the person that broke their jar. If they try to break the jar from the top most shelf they find out that the glass cannot be broken by no ordinary means.

Room 2.45

This part of the upper ward isn’t a room, but a big hall of some sort. There is a big, decorated stairway in the north part of the hall that leads deeper underground. There are two guarding posts on the eastern part of the hall. Each of the posts contains a Shylock ready to jump through the door and attack the intruders. Even though the stairway looks unguarded, it isn’t. There are two Stealth Warriors in front of the stairway. Stealth Warriors are humanoid creatures completely invisible as per improved invisibility spell. They have average intelligence and serve without question the person who created them. They fight with their hands, which they can shape into large blades similar to broad swords.

Stealth Warrior (AC -6, HD 8+2, hp 60, THAC0 9, #AT 2, Dmg 2d4/1d6+1, SD invisibility, MR 25 %, ML 18, XP 1500). Innate abilities: improved invisibility (always active and cannot be dispelled), detect invisibility (always active).

Shylock (AC -4, HD 9+8, hp 70, THAC0 9 (7 because of the 18/80 strength), #AT 2, Dmg 2d6+2 (+5 because of the strength) / 1d6+3 (+5 - strength), SD spells, SA horns, MR 50 %, ML 16, XP 7500). Innate abilities: detect magic (always active), detect lie (always active), detect invisibility (always active), dimension door (3/day), and fear (1/day). If the Shylock successfully hits an opponent with both attacks, he impales him on his horns for 1d8 points of damage.

When the PC’s try to go down the stairway, the strongest two PC’s get backstabbed by the Stealth Warriors (normal damage x3). The Stealth Warriors fight to the death.

Room 2.46

This room is a guarding post containing a Shylock that leaves the room to attack the PC’s when they enter area 2.45.

Room 2.47

This room is a guarding post containing a Shylock that leaves the room to attack the PC’s when they enter area 2.45.

Room 2.48

This is a big, decorated stairway that leads deeper underground to the Working Level of the Mines of Barule. The Stairway is not trapped in any way, but it is guarded by two Stealth Warriors.

Room 2.49

This is the mechanism that is used to operate the mining shafts and wagons on the Working Level. Parts of the machine are ruined and rusted, but there are a lot of newly added pieces on the machine. It seems as if the machine was badly damaged but was fixed later on, probably by the slavers. There are a lot of wires and levers sticking out of the main body of the machine. If the PC’s decide to try and stop the machine from working by pulling the levers and wires, they have only 30 % chance of succeeding. And there is a 40 % chance that something will explode for 2d6 points of damage to everyone in the room. There is only 5 % chance that the entire machine will explode for 10d10 points of damage to everyone in the room and the hallway outside of the room.

Room 2.50

This room is the storeroom for the extra parts for the machine in room 2.49. The room itself is kept in order and clean by a pair of charmed gnomes that were not blinded so they can see what they are doing (as if the gnomes would try to escape and miss the opportunity to work on a machine of some sort and eventually screw something up), and were charmed to keep them from “adding” improvements to the machine. If the PC’s discover that the gnomes are charmed (at 13th level of experience) and they successfully dispel the charm, the gnomes do not want to escape and instead start fiddling with the machine causing damage (roll for chance of machine failure from room 2.49).

Room 2.51

Upon entering this smoke-filled room, the party notices three burned corpses lying on the floor. Two of the corpses are humanoid, but shorter then the average human and the third corpse resembles a large bat. Remains of what used to be their equipment is visible only as a charred heap on their backs. Just then, silent humming is heard from behind one of the corpses. After the humming some ‘’puffs’’ and ‘’uhhhs’’ are heard followed by a silent but high-pitched: ‘’Help me!’’ When the PC’s search for the source of the sound they find a long sword, red in color with a red ruby encrusted into its hilt. Apart from the ruby, the sword doesn’t look like it is worth much. What the party does find interesting about the sword is its ability to speak. The sword introduces itself as Fernoin (a.k.a. Inferno) and claims that some unknown enemy blasted members of his party to pieces, and he survived only because he was tucked behind a plate mail (which the enemy stole afterwards). The true story is that Fernoin is actually an intelligent weapon with not so evil as a lustful mind. He betrayed his party in exchange for the ruby that was put into its hilt. If the party takes him with them, he will use his powers to gain their trust and then he will betray them.

Fernoin: Intelligent long sword +2/+3 vs. cold creatures, Int: 18, Ego: 15, special abilities: fire blade (a wave of fire extends for 5 feet in a 120 degrees arch in front of the sword for 1d3 +20 damage, save for half) 2/day, sizzling inferno (ground beneath the enemy explodes into a great ball of fire inflicting 5d10 points of damage and 2d10 to everyone in a 5 feet circle around the target, save for half) 1/day.

Room 2.52

This hall is where the Shylock Master resides, guarded by a small group of amber-colored Shylocks called ‘’The Triad’’. The hall is made out of a strange type of stone, similar to black onyx, but with streaks of red so that it appears as if the hall is on fire. The Shylock Master floats in the northern part of the hall, about 2 meters from the ground. He is somewhat bigger then the ordinary Shylock and wears a jewel-encrusted crown on his head. His hands clutch two giant flaming picks. The Triad is similar to the normal Shylock but they do not seem to have any weapons and are standing motionless in front of their master. Before the PC’s can make their move, The Triad pull out Fuerdrack swords from out of nowhere and attack, followed by the Master.

Shylock Master (AC –8, HD 13 HP 90 THAC0 7 (4 because of the 18/80 strength), #AT 2, Dmg 2d10+8 SD spells, SA horns, MR 50 %, ML 16, XP 7500). Innate abilities: detect magic (always active), detect lie (always active), detect invisibility (always active), dimension door (3/day), and fear (1/day). The crown on the Masters had is enchanted so that it can cast a wall of iron which the Master casts between himself and the party if he is wounded and needs some time to rest.

The Triad (AC -4, HD 9+8, hp 70, THAC0 9 (7 because of the 18/80 strength), #AT 2, Dmg 2d6+2 x2 (+5 because of the strength), SD spells, SA horns, MR 50 %, ML 16, XP 7500). Innate abilities: detect magic (always active), detect lie (always active), detect invisibility (always active), dimension door (3/day), and fear (1/day). If the Shylock successfully hits an opponent with both attacks, he impales him on his horns for 1d8 points of damage.

Concluding the Adventure

If the PC’s successfully destroy the Shylock Master along with The Triad, they are free to follow the stairway (room 2.45) down to the next level of the Mines of Barule. For finishing this part of the adventure, the party should gain 100,000 XP’s story award plus any other bonus XP’s that the DM thinks they have earned (example: for finding the way to the Upper Ward by lowering the Wall of Forbidden Passage).

Further Adventures

For the second, and last part of the Mines of Barule quest, I used the excellent adventure that I found on the web called The Demon’s Return by Keven Simmons. If you decide to finish this epic tale using The Demon’s Return module, you should make the following adjustments: goddess of death called Pestula should be, in fact, Iyachtu Xvim, and the cambion Zagaroth should be replaced by Bull’barad. The main NPC’s from the Maines of Barule should be placed somewhere within the second level of the Demon’s Return dungeon complex. Since the red dragon Rufetiddagartas is only serving his master Bull’barad, he is actually far away from his lair and is therefore without any treasure. Rufus and Ostago should be placed in the same chamber with the trapped Bull’barad, and when they are all defeated, the Barule mines should collapse. Be sure to give the party enough time to escape with their lives.


Monsters

Rufetiddagartas (Red Dragon)

INTELLIGENCE: Exceptional: 16
ALIGNMENT: Chaotic evil
ARMOR CLASS:-7
MOVEMENT: 9, Fl 30 (C), Jp 3
HIT DICE: 19
HIT POINTS: 150
THAC0: -1
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10/1-10/3-30 (3d10)
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: Fire resistance
MAGIC RESISTANCE: 45 %
SIZE: G (125' body, 112' tail)
MORALE: Fanatic 18
XP VALUE: 19 000

AGE: 498
FEAR RADIUS: 30 yards
FEAR SAVE MODIFIER:0
BREATH WEAPON:16d10+8 (90' long, 30' wide)
SPECIAL ABBILITIES: affect normal fires, pyrotechnics, heat metal, suggestion
SPELLS: magic missile 2x, melf's acid arrow 2x, lightning bolt


Ostago (Greater Demon)

INTELLIGENCE: Exceptional: 15
TREASURE: Special
ALIGNMENT: Lawful evil
NO. APPEARING: 1
ARMOR CLASS: -6
MOVEMENT: 9, Fl 18
HIT DICE: 13
HIT POINTS: 95
THAC0: 4
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-8/2-20
SPECIAL ATTACKS: melting touch
SPECIAL DEFENSES: Fire resistance
MAGIC RESISTANCE: 80 %
SIZE: M (6')
MORALE: Fanatic: 18
XP VALUE: 10 000

Melting touch: every item of equipment and weapon that the Ostago touches must make a successful saving throw vs. magical fire, or be destroyed (melted).





Bull'barad (Nycaloth)

INTELLIGENCE: Genius: 18
TREASURE: Special
ALIGNMENT: Neutral evil
NO. APPEARING: 1
ARMOR CLASS: -6
MOVEMENT: 12, Fl 36 (C)
HIT DICE: 11+22
HIT POINTS: 103
THAC0: 9 (6 because of the +3 weapon)
NO. OF ATTACKS: 2 or 1 with a weapon
DAMAGE/ATTACK: 1d10+8/1d10+8 or 2d8+11
SPECIAL ATTACKS: Vorpal weapon, spells, wound seepage
SPECIAL DEFENSES: Spell immunity, +2 or better weapons needed to hit
MAGIC RESISTANCE: 70 %
SIZE: L (9' tall and broad)
MORALE: 16
XP VALUE: 66 000

SPECIAL ABBILITIES: alter self, animate dead, cause disease, charm person, detect invisibility (always active), improved phantasmal force, produce flame, teleport without error, command (3x/d), comprehend languages (always active), dimension door (3x/d), dispel magic, enlarge, fear by touch, invisibility, mirror image (3x/d), polymorph self, project image, read magic (always active), reverse gravity (1x/d), wind walk, word of recall (1x/d), wraithform (1x/d).
RESISTANCES: acid (none), cold (double), electricity or lightning (full), fire (none), poison (none), gas (half), iron weapons (none), magic missile (full), silver weapons (full).
SUMMONING POWERS: 1 per day with a 35 % chance of success, Bull'barad may attempt to gate in 1-10 mezzoloths, 1-3 dergholoths or 1 nycaloth.


Bull'barad (Avatar of Iyachtu Xvim, son of Bane)

STRENGHT: 20
INTELLIGENCE: 18
CONSTITUTION: 18
WISDOM: 18
DEXTERITY: 20
CHARISMA: 24
ALIGNMENT: Neutral evil
ARMOR CLASS: -6
MOVEMENT: 12
HIT DICE: 16
HIT POINTS: 120
THAC0: 5
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1d10+8/1d10+8 (two-handed sword)
SPECIAL ATTACKS: Spells
SPECIAL DEFENSES: +1 or better weapons needed to hit
MAGIC RESISTANCE: 40 %
SIZE: M
XP VALUE: 9 000
SPELLS PER LEVEL (CLERIC, 16th LEVEL): 7 / 7 / 7 / 6 / 5 / 3 / 1



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