In Search Of A Cure


Requirements: 6-7 Pcs of Levels 7-8

The native shaman Jafidor does know of a cure for the disease that is affecting the camp but it is some way away and it will take some time to get there. Jafidor leads the PC's through the jungle to a cave. Unbeknownst to Jafidor a beholder has taken up residence there. This along with encounters with Malpheggi Lizardmen, Azcan warriors, the normal beasts and dangers of the jungle test the heroes to the limit
Map: Map

Mission 3 - The Search For A Cure.

Summary
Jafidor does know of a cure for the disease but it is some way away and it will take some time to get there. Jafidor leads the PC’s through the jungle to a cave. Unbeknownst to Jafidor a beholder has recently (in the past 2-3 years) taken up residence there. This along with encounters with Malpheggi Lizardmen and Azcan warriors along with beasts and dangers of the jungle test our heroes to the limit.

The Adventure
Day 1
After a hour or so walking through the jungle, during which time Jafidor keeps up a punishing pace, you arrive at a small settlement on the river bank. Small children run up when they see Jafidor and the cubs but back away screaming when they see you. A pair of dark skinned warriors hearing the commotion approach brandishing long spears and waving long oval shields. Jafidor speaks to them and they reluctantly lower their weapons and let you pass. “They think you have come to enslave them. I have said you are friends. Do not disappoint me.” He talks to the warriors again and they nod and go off towards the river. Meanwhile a woman brings a child its face and arms covered in a hideous rash. Jafidor mutters an incantation and sprinkles some powder from a pouch at his side over the child. Within moments the rash has gone without a trace. The woman holds the child to her and begins to cry.
If Framous is present ..
Jafidor points at Framous and says a few words. The woman stares open mouthed at Framous and then runs back to the huts. “I told her it was nothing. A simple thing. Even the pale skinned ones can do it.” He chuckles.
“Come we still have far to go.” He leads you down to the water’s edge where the warriors are waiting with two long canoes each of which can hold four comfortably. The river is flowing quite fast and is at least 30 across but is only 6-8’ deep. “You crossed this river in your earlier travels. You know what will happen if you fall in.” Jafidor warns. He takes the lead in the first boat. Each person has an paddle, the top of which is carved in the shape of a jungle animal. The leopard cubs balance precariously on the prow of Jafidor’s boat until one almost falls in at which point he tells them to sit in the boat ahead of his feet. They obey and curl up to sleep. After several hours in which Jafidor doesn’t speak he raises his hand and points to a small clearing on the west bank. You beach the canoes and pull them out of the water. “Wait here. I will collect some food.” He says. He returns some 20 minutes latter with berries, fruits and roots.

Night 1
The night though noisy, passes without incident. Jafidor keeps a watch but doesn’t talk to anyone.

Day 2
After a breakfast of more fruit and berries you continue your journey. The river widens and becomes more sluggish as the day progresses until eventually it widens into a huge lake. Framous’ danger sense indicates trouble. Jafidor leads you round the east coast of the lake towards another small clearing. “Lake Tolai.” Calls back Jafidor as you enter this large body of water. As you pass under the branches of the overhanging trees …
Last PC in second boat roll for surprise.
A large snake drops from the trees into the PC’s lap. It will bite the first chance it gets.
If other PC’s try to help there is a 33% chance (cumulative) that the boat will tip over. If the boat tips over 2 crocodiles will enter the water and engage the party in 2 combat rounds. The water is 10’ deep here and the bottom contains many snags where trees have toppled into the water. Those in metal armour will sink.
Jafidor will not be happy if PC’s wantonly kill the snake or crocodiles once they are safe. He will praise them if they just chase the creatures away.

Night 2
You camp that night by the river bank. Jafidor does not keep watch instead he wanders into the jungle. If a PC follows him unless Yarrin makes his move silently roll, any other PC will be heard automatically and is sent back to the camp, Jafidor follows an overgrown trail to a small clearing at the foot of a waterfall. If PC follows into the grove he immediately falls asleep (no save) if PC stays outside the grove you see Jafidor go behind the waterfall and return with a barkskin pack. Cupping his hands together he makes a strange animal cry soon afterwhich a large jaguar bounds out of the forest. Jafidor kneels in front of it and mutters something. The animal nods and picks the cubs up in its mouth gently taking them into the forest. He then returns to the camp
If nobody follows Jafidor all they hear during the night is the strange animal cry.

Day 3
You are woken by a storm moving across the lake. “Good. The spirits are with us today.” Intones Jafidor. Winds blow small branches from the trees and the lake’s surface is flecked with foam. Still you make good progress and towards the end of the day you reach the southern end of Lake Tolai and emerge into another river which flows south east. The forest has become more open and the land in places is quite rugged with rocky outcrops and cliffs towering above the river. “We leave the river here.” Says Jafidor suddenly. You look around and see nothing but vine covered cliffs topped with trees. A few hundred yards further on a fine curtain of water tumbles down the cliff making the surface of the water sparkle. Jafidor rows paddles his boat towards the north-eastern cliff and disappears! As the second boat approaches the cliff you see a deeper patch of shadows within the vines - a cave. “We camp here.” Commands Jafidor pointing to a series of dry benches above the waterline.

Night 3
The night passes without incident. The only sounds the lapping of water against the walls of the cave and the steady drip of water from the ceiling.

Day 4

1. The Entrance To The Caves
The cave is about 20’ wide by 15’ deep with a height of about 15’ above the water. There are a series of natural benches in the walls large enough for people to lie down in. The cave joins the Tolai river via a vine shielded opening to the south. There are no other entrances. “You will have to remove your armour and leave it here” says Jafidor “Unless you can swim in it. The exit is below the water. I will guide each of you through one by one.”
Check against the swimming rules on page 89
Jafidor guides each PC through a narrow opening along a short tunnel and then up and into fresh air.

2. The Underground Lake
You emerge into what sounds like a huge cave. The cavern is long but narrow and the roof sores above your head in places yet in others is a scant foot or so above the cave floor. The lake occupies the western third of the cave shelving gently onto a find sandy beach. Jafidor asks the PC’s to rest there while he brings the others.
Once all are in the cave Jafidor marches to the eastern end of the cave and beckons for the others to follow into a low ceilinged tunnel leading east.

3. The tunnel
The tunnel winds its way east, your footing is awkward on large river rounded cobbles and the ceiling is low enough to make you hunch down as you walk. After some 200 yards Jafidor stops suddenly.

4. The New Shaft
“This is new.” Mutters Jafidor. Ahead of him a 20’ wide shaft stretches both up and down cutting you off from the passage ahead. “Wait here.” Orders Jafidor. “I will be back in 30 minutes or so. If I’m not back carry on eastwards. The passage emerges into a cavern full of pillars, take the northern exit and follow along until you reach a circular chamber full of small green mushrooms. Pick as many as you can and return to the boats but do not eat them. I need to add some herbs to them to make them into the cure. I will meet you there.” He crouches down and then his shape shimmers and standing before you is a large bat. A quick flap of the wings and it soared up into the darkness.
After 30mins there is no sign of Jafidor. If PC’s fall as they try to cross the shaft they fall 5’ into a pool of water. In the pool is a Lemon Fish (pg. 56 of MC Annual Vol. 2).

5. The Tunnel
Framous’ danger sense detects danger ahead.

6. Chamber Of Pillars
The tunnel continues to wind along until you enter a chamber filled with twisted stalactites and stalagmites.
The chamber is some 50’ north south and 80’ east west. Walking is difficult as you have to squeeze between the small gaps between the twisted pillars of smooth multicoloured limestone. As you squeeze through a particularly tight gap you spy a pile of brightly coloured gems.
As the PC’s approach the gems the 4 Bi-Nou attack first by casting slow (2 will cast this), 2 will cast Stone Wall creating a wall around the 4 Bi-Nou the wall stretches from the floor to the ceiling which is some 12’ above your head..
Second round if PC’s not slowed 2 will cast slow again the other two will attack with their arms. The following round they will all attack with their arms.

7. The Curving Tunnel
The tunnel, low and floored by rounded cobbles goes north then curves east for about 50’ .

8. Mushroom Chamber
A circular cavern which glows a sickly green and the air is thick with a warm mushroomy smell. The glow is coming from the walls, floor and ceiling all of which are covered with small green mushrooms. If any PC eats the mushrooms must save vs. poison or for 1d6 rounds be convulsed in pain doing 3d4 damage each round or until a neutralise poison spell is cast. The PC’s must spend at least 60 person minutes picking the mushrooms enough to fill a small sack. Any less and there will not be enough to make the cure.
If the PC’s return to the entrance cavern and wait nobody reappears. Jafidor has been put to sleep by the beholder Azretonin after he flew into his anti-magic ray. He is now incarcerated in cell 12.

9. The Shaft
As soon as the PC’s enter the top shaft level Framous’ danger sense will be on constantly.
The shaft has very smooth walls which appear to have been dissolved away rather than being natural or hewn by tools. It stretches some 100’ from the top of the pool to the surface where the opening has been concealed with trees, boulders and dense shrubbery. Some 50’ above the lower level two horizontal shafts of a similar appearance lead north and east. Both are approximately circular with a flattened base and a diameter of about 10’. The eastern passage goes about 30’ before ending in a sturdy wooden door. The northern passage goes at least 30’ before darkness defeats your torches.

The Prison Block.
Rooms 10 and 16 are occupied by guards (4 Quaggoths in 16 and 3 Lizardmen in 10). They will not leave the prison block until relieved or directly ordered to by Azretonin. All doors are sturdy wooded constructions with a metal grill at eye level. There is a fetid rancid odour from unwashed bodies and festering sores. Also a taint of acid (This from the horgar in location 13). If any attempt to break into the prison is attempted one of the Lizardmen will blow a conch shell horn to alert the other guards who will arrive in 6+1d6 rounds. If PC’s defeat the original guards quickly and convince the other guards that nothing is up they will go away. The Lizardmen and Quagoths will fight together with the former directing the latter. The corridor ends in a block of glassy obsidian like material. (Blackstone).

10. Lizardman Guardhouse
Three Lizardmen are on duty in this room. Sparsely furnished with a simple table and four large sturdy stools. They are each armed with a broad sword. They’re first action once they realise they are being attacked is to blow a conch horn. The room has an viewing slit beside the door (secret door roll to detect) so it is almost impossible to surprise them. If they here any commotion from the room opposite they will join in combat.

11. Cell 1
This bare cell has two young tribes women in it. They appear scared but otherwise unharmed. If asked they say they were captured by the lizardmen and brought here a few sleeps ago. They have been fed and watered.

12. Cell 2
This cell is identical to location 11 except that there are three tribes women in it. They tell the same story as those in cell 11 but they were captured some 6 sleeps ago. One of their friends was taken out of the cell this morning and has not come back.

13. The Horgar’s Cell
The corridor ends in a block of glassy obsidian like material. (Blackstone). If the beholder uses his Anti-Magic ray on this it will disappear and the horgar will move up the corridor until it is between the 4 cells when it will start tunnelling downwards. Any thing in its path will be attacked.

14. Cell 3
This cell contains a tribesman and Jafidor, the latter appears to be asleep. If awakened he replies groggily that after he left you and flew up the shaft he took the northern passage. After turning a corner he suddenly fell from the sky as he was no longer in bat form. Floating over him was a huge warty ball with a huge mouth and a massive eye as well as tentacles on top. After that he remembers nothing until you woke him.

15. Cell 4
This cell is identical to location 11 except that these two tribes women were brought in yesterday.

16. Quaggoth Guardhouse
This room is almost identical to location 10 except that it is occupied by four quaggoths. They are as vigilant in their duties as the lizardmen. If they here any commotion from the room opposite they will join in combat. They wield steel battle axes.

The Main Lair Of The Beholder
The tunnels are smooth walled and about 10’ in diameter with a flattened base of small glassy pebbles. (If the pebbles are examined they appear to be formed from melted or dissolved rock - horgar droppings). They appear to have been carved out recently as no moss or plants have grown on the bare walls of the tunnels. The tunnels are not lit.

T1. Gas trap.
The tunnel here has been sown with many glass beads filled with gas. The floor of the tunnel crunches underfoot as you walk through. All PC’s must make a saving throw vs. poison or within 2d6 rounds they will take 2d4 damage. If they make the saving throw they will notice that the pebbles they have been walking on in this area are more fragile and contain some sort of gas. It only stretches 10’.

17. The Shrieker Alarm
Assuming the PC’s are using light gems. As you turn the corner a loud inhuman shrieking noise comes from the chamber ahead. Entering the chamber you see seven shriekers all shrieking at the tops of their voices. The chamber is roughly oval 40’ north-south and 20’ east-west. It’s floor is slightly lower and rougher than the surrounding corridors. A corridor leads east and west out of the corridor. If the shriekers shriek then the guards in 24 and 25 will start towards this location and the beholder will retreat to 27. The guards will appear in 4+1d4 rounds if they haven’t already been disposed of.

18. The Gauntlet
The passage opens out into a very large chamber, roughly rectangular 60’ north-south and 40’ east-west. The floor is very rough and there is a heavy metal grill set into the floor near the centre of the north wall. Passages leave the chamber to the west, east north and north east. The north east passage leads down a long flight of stairs at the end of which some chests can be seen. The northern exits ends after 10’ in a roughly round chamber the floor of which glints with gems. The grill is locked with a large padlock. Looking through the grill you can see a small bottle shaped dungeon or oubliette. There are a few bones on the floor but the prison has no occupant at present.

19. That Sinking Feeling
The floor of this roughly circular chamber is smoother then the main chamber you have just left. Fragments of wood and sacking and glinting amongst the debris the glint of gold and faceted stones.
As soon as any PC enters the chamber they will sink up to their waist in a gelatinous cube which has been placed in a pit beneath the floor of the room then given a coating of gems and dirt. The PC must save vs. paralysis each round they are in the cube or be paralysed for 2d4 turns. Meanwhile the cube is doing 2d4 points of damage. A successful bend bars roll must be made by a PC to pull the trapped PC out of the cube.

20. Singing In The Rain
A rickety flight of wooden steps has been fitted over the rough slope leading down to the chamber. In the approximately 10’ diameter room are four oaken chests which appear sturdy though a little rotten at the corners. The stairs too appear to have rotted in places. The chests are locked.
There is a chance for finding traps on both the stairs and the chests.
As soon as a PC opens any of the chests in this room water starts to rush through the ceiling. Not only that but the stairs convert into a slide. The water will stop as soon as it reaches the top of the flight of stairs at which point a grill in the floor will open and the water will slowly drain away.
The chests contain a total of 3000gp of Alphatian design.

21. The Dog Leg
The corridor turns left then right. At each turn there is a pit trap some 10’ deep with a self locking cap. Half way along the passage is a level which will release the bolts enabling the lids to open. If the PC’s are chasing retreating guards they will reset the level so that the traps are ready. A similar trap using the same lever is at the end of the tunnel as it emerges into the cavern. Guards will pelt the PC’s with slings from the eastern end of the tunnel until they cross the second trap.

22. The Beholder’s Lair
This large cavern is lit by a large number of huge wax candles impaled on stalagmites. The shadows of the irregular rock formations (+10% to hide in shadows) and the rough stone floor of the cavern makes it difficult to gauge the size but you estimate that it is some 70’ square and some 50’ in height. A number of statues are located around the cave. One is near the western tunnel entrance, one in the north west two by one of the four eastern exits and one in the middle of the southern wall. Your feet crunch loudly (-10% to MS) on the coarse gravel covered floor.
If all the guards have been disposed of the PC’s may investigate the room at leisure until. The beholder will only emerge from location 27 if all the PC’s are in one of the side chambers. If the PC’s have been hurt or he is discovered he may try to take them on using his CSW, sleep and fear powers. The remaining guards will not fight to the death but will make a run for it down the western corridor. It will not negotiate with the PC’s unless it is certain of being killed. In exchange for its life it will tell the PC’s:
1. Where the treasure is.
2. Where the traps are and how to disarm them.
3. Offer to help carry up the statues to the surface ‘They would look nice in your castle.’
As soon as the PC’s backs are turned however it will attack the PC’s again.

The statues are described below:
1. This statue is of a elf on an alabaster stand (The stand contains a secret cubby-hole that holds the keys for the chests in room 26). Its right arm and ear are missing and it has some nasty cracks running up its back. Its left arm bears a shield which he is holding in front of his face which is a mask of terror. (Gravin Silverhair).
2. This statue is of a well dressed man in a long flowing robe. A large mace hangs at his belt. He has been carved looking back over his shoulder with a look of astonishment on his face though in better condition than statue number 1 it has some cracks and two fingers of the left hand are missing. (Dr Amos Bogenbroom).
3. This and statue number 4 seem to be carvings of two sisters, possibly twins they are both in a fighters crouch with a long slim dagger in their left hands and a sword in the other. From the style of clothing it seems that these were carved some 50 to 70 years ago in Thyatis. These two statues are in very good condition. (Katia and Helena LeBec).
4. See above
5. This statue is large than the others it appears to depict a giant and is some 8’ tall. It is waving a huge club in the air and has a wild snarl on its lips. Its left arm is missing below the elbow (Boulderhand).
The statues as works of art are very valuable If PC’s realise what they are and think to get them back to the surface and get them reanimated they will have gained some valuable friends.

23. The Library
This 15’ diameter room is approached via a 5’ wide and 20’ long corridor, midway along which is a spring loaded trap. When a PC stands on it flings said PC against the ceiling for 1d6 damage. It also blocks the passage unless the book entitled “On the reliving of constipation and other such blockages” is taken from one of the bookcases in the library.
The library contains 3 book cases each some 10’ tall. Only the top two shelves of each have any books or scrolls in them.
1. This contains books on medical matters such as ‘Diseases of the eye’(450gp), ‘On the relieving of constipation and other such blockages’, ‘the keeping of tropical fish’ (40gp)and ‘Estravils guide to the body of humans’ (180gp).
2. This contains books on history. It includes ‘The Growth Of Darokin’(80gp), ‘The Rise and Fall of the Thyatian Empire’ (140gp).
3. This contains books on alchemy. The many stained and singed tomes contain descriptions of experiments by a person by the mane of Ariphanonees who appears to be Alphatian in origin (730gp). There is also a scroll here. The scroll contains the following spells: Entangle, Detect Invisible, Geas, Mass Invisibility, Flesh To Stone.

24. Quaggoth’s Lair
The smell of damp flesh and stale feet dominates this roughly 40’ square chamber. The Floor is littered with broken and chewed bones, mostly animal but some appear to have been human. There are 12 rough straw palettes with rank bear skin covers. The occupants of this room have likely been encountered elsewhere. If the PC’s surprise the occupants then they will be sitting in the room chewing on bones or talking in low guttural tones that none of the PC’s can understand.

25. Lizardman’s Lair
The entrance to this chamber is blocked by a heavy woollen tapestry, now almost totally threadbare which spills onto the floor. It is attached to the ceiling by two metal spikes driven into the rocky ceiling. This tidy, 30’ by 40’ room is warmed by a large blackened iron brazier in the corner filled with hock rocks on which a fire burns fiercely. There are eight long wooden bunks with rough woollen blankets covering fresh straw mattresses. Dirty woollen rugs, sometimes two or three deep, lay on the floor (None are of any value). Under one bed is a sack containing 1000gp. Painted on the wall in bright colours is an image of a lizard man holding a wickedly spiked club. (If Framous makes an intelligence check he will recognise it as Semuanya the lizardman’s deity). The occupants of this room will have been encountered elsewhere. If the PC’s surprise the occupants then they will be oiling weapons and each other’s scales or eating (fish stew).

26. Treasury
The approach to this room is trapped. As the PC’s walk along the corridor a trap is sprung and a heavy metal pendulum swings down from the ceiling. If the leading fails a dexterity check it will hit for 2d8 damage. If the leading PC does make their save then the second PC must also roll for the same reason. If both succeed then the axe resets itself for the return journey. The 5’ wide corridor leads into a 15’ EW by 10’ NS room. It contains two large iron bound chests which are locked. The chests are also trapped with poison needles. If the locks are picked without removing the traps then the PC must make a saving throw vs. poison (+1 bonus) or take 2d4 damage in 2d6 rounds). Inside the chests are the following items:

In Chest 1
· A set of human sized leather armour (+3, silent (Only the armour is silent not the wearer), 25% heavier than normal, also conducts electricity and heat (add +1 to each die of damage).
· Dress Of Protection +2 (See page 414)
· Greenmask (No additional bonuses (See page 699)

In Chest 2
· Potion of Extra Healing
· Potion Of Clear Water
· Wand Of Knock (12 charges) (See page 1484)
· Short Sword +2

27. The Beholder’s Hide
Behind a wall of Blackstone (Only dispel magic will remove this) a spherical chamber 10’ in diameter exists. The beholder has used this as it’s hide when it’s domain is challenged.

Appendix 1 - Monster Statistics

Location Number Name AC Thac0 Max. HP Attack #1 Attack #2 Attack #3 Save As Morale Experience
Day 2 1 Sea Snake 6 19 16 Bite 1hp na na F2 7 30
Day 2 1 Crocodile (Lg) 3 14 25 Bite 2d8 na na F3 7 275
Day 2 2 Crocodile (Lg) 3 14 29 Bite 2d8 na na F3 7 275
4 1 Lemon Fish 6 13 33 Bite 2d6 Tail 7hp & Poison(1d6 for 7 rds) Stun Cloud(40%M.R.) F4 7 975
6 1 Bi-Nou 1 15 23 Squeeze 1d8 Squeeze 1d8 na M6 8 975
6 2 Bi-Nou 1 15 27 Squeeze 1d8 Squeeze 1d8 na M6 8 975
6 3 Bi-Nou 1 15 33 Squeeze 1d8 Squeeze 1d8 na M6 8 975
6 4 Bi-Nou 1 15 26 Squeeze 1d8 Squeeze 1d8 na M6 8 975
10 1 Lizard Man 5 17 12 Broadsword 1d8+2 na na F2 12 25
10 2 Lizard Man 5 17 15 Broadsword 1d8+2 na na F2 12 25
10 3 Lizard Man 5 17 7 Broadsword 1d8+2 na na F2 12 25
Location Number Name AC Thac0 Max. HP Attack #1 Attack #2 Attack #3 Save As Morale Experience
13 1 Horgar -10 5 125 Acid Squirt 20' (2d4*10) na na F15 12 7000
16 1 Quaggoth 6 19 10 Claw 1d4 Claw 1d4 na F2 10 175
16 2 Quaggoth 6 19 13 Claw 1d4 Claw 1d4 na F2 10 175
16 3 Quaggoth 6 19 5 Claw 1d4 Claw 1d4 na F2 10 175
16 4 Quaggoth 6 19 6 Claw 1d4 Claw 1d4 na F2 10 175
17 1 Shrieker 7 0 14 Noise na na F2 12 35
17 2 Shrieker 7 0 12 Noise na na F2 12 35
17 3 Shrieker 7 0 11 Noise na na F2 12 35
17 4 Shrieker 7 0 14 Noise na na F2 12 35
17 5 Shrieker 7 0 20 Noise na na F2 12 35
17 6 Shrieker 7 0 14 Noise na na F2 12 35
17 7 Shrieker 7 0 18 Noise na na F2 12 35
19 1 Gelatinous Cube 8 16 12 Touch 2d4 na na F2 12 125
Location Number Name AC Thac0 Max. HP Attack #1 Attack #2 Attack #3 Save As Morale Experience
24 1 Quaggoth 6 19 11 Claw 1d4 Claw 1d4 na F2 10 175
24 2 Quaggoth 6 19 5 Claw 1d4 Claw 1d4