TSR 9192 - CM8 - The Endless Stair.pdf

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Companion Game Adventure
The
Endless
Stair
wood
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Q
Companion-Level
Modulle
Ed
Greenwood
TABLE
OF CONTENTS
INTRODUCTION
. . . . . . . . . . . . . . . .
C H A P T E R
1:
DAELZUN'S R E S T
. . . .
C H A P T E R
2:
To
T H E WIZARD'S
T o n
C H A P T E R
3:
T H E T O M B
OF
T H E C H
C H A P T E R
4:
T H E ENDLESS STAIR
A:
ENDING T H E ADVENTURE
. . . . . . . .
2
APPENDIX:
Ct
-edits:
Design: Ed "Elminster" Greenwood
Dmelopment and Editing: Chris Christensen
Cover Art: Jack Fred
Interior
Art:
Graham Nolan
Tvpesettiny: K i m
N.
Lindau
Cartography: Dennis Kauth
Special Thanks to: Jenny, Anita Buttemer,
Jim
Clarke, Andrew Dewar, Ian Hunter,
John Hunter, Victor Selby, and
(of
course)
Grimwald.
1')87
T S R Inc.
New Spells
..........................
New Magical Items
. . . . . . . . . . . . . . . . . . .
New Monsters
.......................
PLAYING AIDS
M a p 1
..............................
Map11
..............................
Map 111
.............................
Map
IV
.............................
Prerolled Characters
. . . . . . . . . . . . . . . . . .
Random Encounter Table
. . . . . . . . . . . . . .
Subtable: Rare Monsters
. . . . . . . . . . . . . .
Combined Monsters Statistics Table
. . . . .
Non-Player Characters
. . . . . . . . . . . . . . . .
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HOW
TO RUN
THIS
A
oflevels
15
to
20,
and is designed for use with
the
D & P
Companion Set.
Some of these
characters must wield or control magic if the
adventurers are to succeed-or survive. The
hng-sealed tomb of the Chetromar, a Magus of
e
reat power, has been opened-by one who,
I’
seems, paid for the act with his life-and
tile treasures
of
the Cheiromar await the
strong and daring. The player characters
(PCs) are not the only seekers after this ma-
eic.. .nor is what they seek unguarded!
The
Endless
Stair
is
divided into four ma-
jor sections. It is essential that the Dungeon
Master
(DM)
read the entire adventure be-
fixe play beyins, and it is recommended that
each section be reviewed as the players ap-
proach it. for much of the success of this ad-
venture depends upon the mood established
by the
DM
in his or her description of the set-
ting and events. All the boxed texts are to be
c a d aloud to the players at the moment of the
corresponding encounter. Any other infor-
mation concerns the
DM
only.
me
Endless Stair
is for four to six characters
tween the inn, the tomb, and the Endless
Stair.
A
single Random Monster Encounter
Table covers all random encounters. Note
that if Lathkoon
or
Zelazel are alive and fol-
lowing the PCs, they may well take advan-
tage ofany serious battle the PCs get involved
in to launch a simultaneous attack of their
own-but will not themselves appear or en-
gage the PCs directly, employing other crea-
tures as described in their N P C descriptions.
DM
’s
Background
Some twenty years before the events of
2 7 ~
Endless Stair,
the great mage, Cheiromar
breathed his last. In accordance with a pact the
old Magus had made with his ally, the Magist
Halazar
(himself now dead) and the Cheiro-
mar’s apprentices-Luthkoon,
Zelate,
UCthom,
and
Shaleen-were sent out into the world, each
with a new spell from the Cheiromar’s library,
and each with a minor item of protective magic
from the Cheiromar’s
own
accumulated trea-
sures. Halazar then laid the Cheiromar’s body
to rest in the latter’s Seat of Power, a hidden
place that held much magic too powerful to un-
leash carelessly-notably the unmovable Seat
of Power itself, and an imprisoned Eater of
Magic. Halazar then set magical constructs to
guard the Seat and the Stair which led to it, and
sealed the Cheiromar’s empty tomb. He left a
message there that would direct wizards of suf-
ficient power not to hunger after the Cheiro-
mar’s magic for the wrong reasons and to deny
that very magic to casual plunderers, incompe-
tent novices at magery, and in particular to the
more unscrupulous of the Cheiromar’s appren-
tices, Lathkoon and Zelazel. Halazar then de-
parted, taking with
him
the Cheiromar’s copius
magical research notes (including, most nota-
bly, the method of summoning and imprisoning
Eaters of Magic) and ongoing experimentsand
certain powerful magical items, as his agreed-
upon payment for this service.
The Cheiromar’s suspicions regarding the
characters and scruples of his apprentices were
correct-the lawful Ulthorn and Shaleen mar-
ried, and worked together in unambitious
peace, furthering their studies and powers
slowly but soundly-but Lathkoon and Zelazel,
both working independently, proved to be cold-
blooded individuals interested in furthering
their
own
wealth, power, and influence at any
cost-and rose quickly in the arts of magic
while at the same time making themselves
so
hated and feared that no one would willingly
deal with them. They became lonely wander-
ers. Both thought of the Cheiromar’s magic,
and both explored the tomb (its defenses slew
Zelazel’s
own
apprentices, the source of the vi-
sion in the first chamber of the Tomb), and
The Setting
This adventure is designed to fit into an on-
going campaign.
It
can be introduced into
play any time the PCs are traveling overland
together for more than a day’s journey,
through fairly extensive rocky, forested re-
gions. The area in which play will take place
lies on a road far from large cities and at least
a
day’s ride from any large towns, in fairly
rugged terrain that discourages travelers
from casual exploration. For those cam-
paigns set in the D8rDm game world intro-
duced in the
Expert Set,
it is recommended
that Daelzun’s Rest be located on a road
somewhere in the Principalities of Glantri, at
least four days’ ride from Glantri City.
tested the defenses of the Seat of Power. Both
failed to win past ithe guardians, crafted specifi-
cally to foil them; both were enraged, and have
returned often over the intervening years to at-
tempt the Endless Stair. Those magics that they
can nullify, wear down,
or
destroy they have
dealt with-but several remain that they cannot
(yet) overcome without aid, and so they watch
the Endless Stair, hoping that someone
will
breach the defenses for them, but afraid that the
magic
will
then be gone before they can seize it.
Ulthorn, too, often thought of the Chiero-
mar’s tomes and items of power over the years,
wishing to control certain ones (notably the
Cub-
inet
OfMinish‘ng
and the tomes) to strengthen
the isolated land that he and his mate now
serve. Finally, just prior to the events of
The
Endless Stair,
he judged himself ready to over-
come the defenses of the Cheiromar’s tomb and
Seat of Power (for he alone of the apprentices
knew something of his master Algahund’s pact
with Halazar), and journeyed thence-where
he was slain by the vigilant Lathkoon while ex-
ploring the tomb. (None of the locals know the
Cheiromar’s apprentices by face or name-just
that he had a few, and that they left after Alga-
hund’s death.)
Adventure Sections
Daelzun’s Rest:
This roadside inn is fully de-
tailed
so
that it may be used by the
DM
in
other settings ancl adventures; but any inn in
which a cozy and relaxed atmosphere pre-
vails may be substituted from an existing
campaign. It is here that the PCs learn of the
adventure that awaits them, and (if neces-
sary) are coerced into undertaking it.
To the Wizard’s Tomb:
The trek through the
wild woods to the tomb of the Cheiromar
should prepare the PCs for danger; its sever-
ity should be adjusted by the
DM
acording to
the strength of ithe party. Tension will be
heightened later if helpful potions and scrolls
have already been used.
The Tomb
of
the Cheiromar:
Adventures in
the underground passages and chambers
where the Cheiromar was supposedly laid to
rest by his ally, the wizard Halazar, will lead
the PCs to the Endless Stair.
The Endless
Stair
and the Seat of Power:
The
Endless Stair ascends nowhere, as far as anyone
who has not dimbred it can see-and many who
have tried have been found dead on the ground
beneath it. This eerie magical construction
stands alone in a clearing in the woods; if the
PCs decide to leave well enough alone, it is sug-
gested that a combined attack from Lathkoon
and Zelazel immediately occur, forcing the PCs
to battle the dangers on the Stair.
Player Characters
A
selection of eight prerolled Characters is pro-
vided in this module for those who do not have
characters of the requisite levels- or do not
wish to use those they do possess-for this mod-
ule. Particulars
of
the characters may
be
freely
modified by the
DM
and players if desired, but
11
is suggested that the overall level of power of
the characters and the amount, ifnot the precise
type of defensive magical items, be retained for
maximum enjoyment of the adventure. The
presence
of
at least
two
magic-users
in
the party
of adventurers is essential.
Random Encounters
Random encounters occur only when the
F’Cs
are journeying through the woods be-
2
HOW
TO
RUN
THIS
ADVENTURE
The Stair leads to the Seat of Power. In this
tinv complex of chambers the Cheiromar once
lived and worked, and here lies much of the
ma+c he controlled. Ifthe PCs reach this before
Lathkoon and Zelazel
are
slain or forced to flee
from combat, one or both
will
surely attack at
this point to gain the magical tomes and trea-
sures for themselves-and they
will
know ex-
actly what these treasures
are
and how to use
them. The last of the ex-apprentices, Shaleen,
will
only come into play if she believes the PCs
responsible for Ulthorn’s disappearance (she
will
learn from the locals of his death, and the
scene at the tavern), whereupon she
will
follow
the PCs to gain revenge.
tomb and the Endless Stair,
so
he knows of
the PCs’ activities throughout this module.
H e will direct his gargoyles to attack the PCs
while they journey through the woods to the
tomb, attacking when they reach the lake un-
less the party encounters a random monster
first-he prefers to attack the party while they
are engaged with another foe. Lathkoon him-
self will watch from concealment, trusting to
a
teleport
spell to escape if discovered (he will
teleport
to a cache he has hidden in the woods.
I f party members try to find
or
search for
Lathkoon, he will attack immediately if they
leave the Stair to do
so;
if they have not yet
reached the Stair, he will try to draw them
to
it and disappear, hoping they will believe he
climbed it,
Lathkoon has prepared against his own death
with
a
contingmy
spell
that
will
remove his re-
mains to a faraway place where an ambitious
cleric has agreed to cast a
rake
deadjidly
and a
cu-
reall
upon Lathkoon (and if that fails, arrange
with other wizards for his cloning) in return for
certain magical items, several thousand pieces
of gold, and the secret of Lathkoon’s magical
control of gargoyles-which of course only a
magic-user can use, something Lathkoon
will
reveal to the cleric at that time.
Lathkoon’s preparations and magical
strength make him effectively fearless. H e is
confident of his ability to defeat Zelazel, and
will proceed calmly and callously to whittle
down the strength of the PCs, and achieve his
aims. Typically, Lathkoon carries the follow-
ing spells:
charm person
x3,
mafic
missile
x4
(each spell casting nine missiles, at different
targets if
so
desired)
ldetect invisible,
ESe
invis-
ibility
x2,
levitate, phantasmal force, web/dispel
magic
x2,
fire ball
x2,
hold person, protection3om
normal missiles
(which he will cast upon him-
self before any combat)lcharm
monster, dimen-
NON-PLAYER
CHARACTERS
NPC NOTES:
Nornel, wife of the innkeeper and mistress of
the inn, has the following spells: She keeps
memorized
charm person,
magic
missile
x2,
sleep/
The Ex-Apprentices
Much of the action in this adventure results
from the activities of Lathkoon and Zelazel.
DMs
may wish to make the two weaker
or
more powerful
to
match the strength
of
the
PCs-but it is more exciting to eliminate Ze-
laze1 from play and keep Lathkoon, rather
than weakening both mages overmuch. I f
this is done, it
is
recommended that Zelazel
comes upon the scene too late, after the
events of the module, and uses his arts to
identify and pursue the PCs, trying to wrest
any magic they have gained from them at a
later time. Shaleen could also end up pursu-
ing the PCs; the powers, aims, and personali-
ties of all three ex-apprentices are given
herein to aid such continuing play.
ESC
invisibility, Locate obiect, wizard lock/dispel
magic, hold person, protection from normal missiles/
polymorph
seg
remove curse, wizard eye/hold mon-
ster, teleport/jrojected imagre.
Eldahil is an agile huntress who is willing
to tre hired for guiding
or
adventuring. She
knows the
woods
thoroughly, and is skilled in
the use of her bow.
Jabban is a traveling merchant dealing in
textiles and ironmongery. H e has
3
12 gp hid-
den in his bootheels and in a concealed box
on the underside of his wagon, and a purse of
42 gp, 32 sp, and 6 cp. H e owns two horses
and a wagon containing 16 bolts of good cot-
ton (price: 1 cp/3 yards), and crates of cast
iron hooks, cla sps, nails, latches, buttons,
tanes, and handles for tools, knifeblades,
hinFes, and wall-brackets (prices range from
2 cp to
5
sp per item). His wife is dead of a dis-
ease some years back, and his son Orvan ac-
companies him.
Taleth is a mercenary
of
grim and weath-
ered appearance who will claim considerable
skill,; and experience, but is only a Veteran.
H e will be willing to hire on with the PCs for
1 sp‘day, plus board, and a bonus of 1
gp
if
the undertaking ends in success.
Gordel
is
a Curate traveling to answer a
summons from a Bishop; he will not go ad-
venturing, but will help to defend the inn, de-
lay there for a few days if asked to by the PCs
or Daelzun, and will (for fees) heal PCs
brought back to the inn.
Jamith is a lady of minor wealth, recently
widowed, who is traveling overland
to
join
her sister’s household. Her husband died as a
result of injuries suffered in a fall from horse-
back. Jamith bears with her a coffer of gems
and coins (total value: 6220 gp), well hidden,
and :;he will not willingly reveal its existence.
Tosta
is
a loyal servant of the Lady Jamith,
and
‘IS
protecting her on her journey. H e will
pay her expenses from his purse of 66
g p ,
will
not adventure, but will help defend the inn
and those in
it.
Jamith’s protection will be his
paramount concern at all times.
LATHKOON
Chaotic 24th level Wizard
13 Weapons:
wand
o
cold
(12
f
18
charges),
dager
+3.
w
12
D
16 Armor:
ring of protection
+3,
C o
16
ring offire resistance.
Ch 14
H P
80
AC 4
Appearance: Lathkoon is of middle age; his
hair is going white at the temples.
It
is other-
wise jet black, long, and he is bearded, with
glittering red eyes. This, and his sharp fea-
tures, give him a hawk-like appearance. H e
wears robes of unadorned black, and high
black boots.
Other Magical Items Carried: Lathkoon
wears a
Diadem of Disenchantment
(see New
Magical Items appendix), and carries at his
f
belt a
scroll
o
trappinf
in a bone tube a,
potion
o j
speed
in a metal flask (marked with a drawing
of a foot on the cork stopper), and two
potions
o
healing
in metal flasks. H e will not hesitate
f
to use these; he has more magic cached in the
woods.
Lathkoon was the eldest of the Cheiro-
mar’s apprentices. H e is cold-blooded, pa-
tient, merciless, and should be played as
such. H e has cast a
warnins trumpet
spell on the
ground around the endless Stair, which will
warn him if anyone approaches it when he is
otherwise occupied, and a second
trumpet
on
his cache (see below).
Lathkoon has been diligently watching the
S
I
sion door, ice storm, polymorph other, curse, wizard
eye/animate dead, control gargoyles, teleport
x3/
anti-mafic shell
x2,
disintegrate, jlesh to stone/
create normal monsters
(Lathkoon prefers to use
this to create bears-or, if he needs flying ser-
vitors, stirges),
power word stun, reverse gravip,
statueflorcefield
x2,
power word blind x2lheal
x2
(for use on self),
meteor swarm, prismatic wall.
Cached Magic: In his cache in the woods,
Lathkoon has a
wand of negation
(16 charges),
f
a
wand
o
lightning bolts
(2
charges), his spell
book, in the form of a book leaf (cf.
Book
of
Marvelous Magic,
page 46) containing 60
spells-consider Lathkoon to have all known
3
MON-PLAYER CHARACTERS
-
spells of the first three levels, plus
warning
trumpet
and
control gargoyle
((
jetailed in this
niodule), and just those listed
I
as memorized,
above, plus
contingency
and
hold monster,
of
levels 4-9.
For
those not possessing the
Book
c
mprplv
cn,FMarvelous
M@,
the Book-
T . ~ n
i
f
c
_ _ _ _ _ _ _ I
a
leaf-shaped metal brooch (Lathkoon’s is of
_
I
ZELAZEL
Chaotic 22d level Wizard
14 Weapons: Staff of Healing, two
daggers +3.
18
12 Armor: Ring of Protection
+
2,
D
13 Amulet vs. Crystal Balls
C o 18
andESP
Ch 10
H P 92
AC
6
S
I
W
e’ectrum) that upon command turns to a spell
book; this time has a maximum capacity of
60
spells, can only be damaged by magic of 4th
level spells or stronger, has
50
hit points, and
takes only half damage if the wearer saves
vcrsus the magical attack in question- and
can also turn back again upon command.
Lathkoon also has another potion of healing
(cures 2-7 hit points of damage) in his cache.
By means of his
control gargoyle
spells,
Lathkoon controls 12 gargoyles. Left to
themselves, they will attack any creatures
they see that they think are weaker than
themselves (such as humans)-but Lathkoon
is mind-linked to them, and can at will con-
centrate to see through their eyes and direct
their physical activities (with precision) him-
self, in any round he does not cast a spell,
Lathkoon can also command them to attack
specific creatures, and then turn his attention
elsewhere, and the gargoyle(s) in question
will
do
so,
fearlessly, fighting until they or the
target is slain; they are not intelligent enough
for fear to overcome Lathkoon’s orders unless
they somehow survive a battle they are losing
for three turns or more.
Lathkoon will use his gargoyles to attack
the PCs in the tomb
or
just after they emerge
from it; he
will
prefer to employ charmed and
created monsters to attack the PCs on their
initial trip to the tomb, and is not adverse to
allowing Zelazel to do most
of
the harrying
here, using his own beasts to follow the PCs
and prevent them from turning back.
Lathkoon is fully aware of all of the Cheiro-
mar’s magic (although he does not know pre-
ciesly how the Seat of Power works-if
pressed, he will rush
to
it, hoping he can de-
feat the PCs with it, but this is a gamble he
would prefer not to take and he does not
f
know precisely where the
dart
of death, gem
o
magic missile reflection,
or
buttons
of
blasting
are
to be found, but does recall (correctly) what
each item looks like and its location.
L,athkoonwill dart into the Cabinet of Minis-
trring if he has
to,
but will prefer to
teleport
away, if sorely pressed by the PCs in the Seat
of
Power complex; see
Zelazel,
for details of
use of the Cabinet. Lathkoon will do what-
ever necessary to defeat the PCs as long as he
will survive and Zelazel won’t be left with an
unhampered chance
for
the magic.
Lathkoon, whom he fears and hates far more
th;
m
the PCs.
Zelazel’s memorized spells are:
darkness,
m
tgic missile
x3,
(each spell casting nine mis-
sill
es,
at different targets if
so
desired),
shield,
*
I
.
?
-.-zp/detect invisiblq invisibility, knock, levitate,
web
x2/fly,
haste, lightning bolt x3lcharm monster,
conftcsion, control bats
(described in this mod-
ule),
dimension do,q wizard eye/cloudkill, pass-
wall, teleport x3lanti-magic shell
x2,
death spell,
wall of iron/power word stun
x2,
statue/polporph
Appearance: Zelazel is tall, well-pro-
portioned, and haughty of visage, with curly,
sandy-colored hair and faintly yellow, nearly
colorless eyes (which darken when he is an-
gry). Zelazel wears purple robes.
Other Magical Items carried: In a pouch at
his belt, Zelazel carries three carefully
wrapped
eggs
of
wonder.
They can be thrown
up to
60‘,
and from each will appear (in the
order that they will be used by Zelazel; he
does not, of course, know the contents) a
mountain lion (cat) of 16 hp; a giant racer
snake of 12 hp; and a wolf
of
9
hp. Zelazel
also carries at his belt three potions of
healing
and a potion of
freedom.
Zelazel knows that Lathkoon is about and
has carehlly avoided him, but has spied upon
him often by means of a Wizard Eye; Zelazel
will
know when the party sets out. H e
will
begin
to methodically
kill
off
any
locals
with them by
means of his servant creatures, saving
his
bone
golem for later confrontations (at the foot of the
Endless Stair, or in the Seat of Power).
Zelazel will directly observe the PCs from
the time they leave the tomb onwards by
means of a succession of
wizard eye
spells. He,
in particular, fears fighting men, and will em-
ploy his war-dogs in attacks upon them, try-
ing to reduce the party of adventurers to its
spellcasters(whereupon he will direct them to
harry the clerics, and if those are eliminated,
any elves), whom he is confident he can over-
come in the Seat of Power with the aid of the
Cheiromar’s magic-after the PCs have run
the gauntlet of the magical guardians.
When Zelazel appears in person, he
will
have
visited
his
cache and
be
armed with the follow-
ing items from his cache: a
helm oftelefithx
a
po-
tion ofetheality,
and a
button ofblartirq
(cf. Seat
of
Power key, #7), command word “Zuelhavatar.”
H e
will
also cast
immunity
on himself.
Zelazel has always worked “in the shadow”
of Lathkoon, and if he discovers Lathkoon to be
the stronger, he
will
withdraw. H e
will
try
to
time his arrival
in
the Seat of Power (watching
via his
wizard eye
spells),
so
that Lathkoon bears
the brunt of combat with the PCs. If Zelazel can
make it to the Seat of Power while Lathkoon is
fighting the PCs, Zelazel
will
use it, as soon
as
he
can,
to cast his
own
destructive spells at
any object, travel/ini!munity, shapechange.
Cached Magic: In his cache, Zelazel has a
of
telepathy,
a
button
of
blasting,
three po-
tions of
healing,
16 reams of parchment and a
quill ofcopying,
a potion of
ethereality,
and a bag
of 210
gp.
H e fears losing his spell books to
Lathkoon, and has not brought them with
him to this vicinity; a
speak with the dead
on Ze-
laze1 is the only way to find their where-
abouts. If the
PCs
do
so,
the
DM
should
locate them somewhere, guarded, in keeping
with the campaign.
As
mentioned previously, Zelazel knows of
the Cabinet of Ministering, and
will
make use
of it if necessary. If either Lathkoon or Zelazel
bolts into the Cabinet during combat, the
DM
should note the following: the Cabinet
will
not
open when a
being
within is being attended to,
and when the creature emerges it is alert and
can
let fly with spells, items,
or
weapons. The
Cabinet cannot ‘be bound, locked, wizard
locked, spiked, wedged, or webbed shut;
all
such attempts
will
appear to work, but
will
sim-
ply fall away when the Cabinet is opened from
within.
The Cabinet is of wood, but has the
strength of steel (AC2), and can absorb 22 hit
points of damage before disintegrating. If so
damaged, it will explode violently, vaporizing
any being within and any beings within 10’
(all gain a save
vs.
Dragon Breath
at -3 to
avoid death; if successful, they merely suffer
4-24 points of damage, and are stunned for
1-4 rounds and flung violently away from the
explosion, up to sixty feet distant), and creat-
ing a Vortex to the Elemental Plane of Air
(or
another plane, at the DM’s option). Beings
within the Cabinet able to
dimension door
or
teleport
can do
so
fi-eely to escape such a fate,
but use of
apass-wall
or
similar spell will cause
the Cabinet to explode.
Zelazel’s servitors are as follows:
Normal bats, 10 in number, 1 hp each
(these only appea!r if Zelazel finds them in the
woods and employs his
control bats
spell).
Trained war dogs,
charmed
periodically but
well-treated, and loyal to the death (treat as
“normal wolves,” but with only 1
+
2HD; Ze-
lazel’s all have
7
lip).
helm
4
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