Well, here's an attempt at a module. Not altogether the coolest
adventure ever, but at least it's free! If you enjoy this module,
send me an email. If you really enjoy this module and want me to do
more, send me a postcard.

Matt Carlson;PO Box 4291;Las Cruces, NM;88003

Enjoy,
Matt
--------------------------
Garak's End

A module by Matthew Carlson
mcarlson@nmsu.edu
mnc1@rainbow.uchicago.edu
Copyright 1993 by Matthew Carlson

PC Setup: The PC's are travelling along a lonely road not too far from 
civilization - about a day's ride would be good.  The terrain should be 
wooded hills.  Around ten o'clock there is an earthquake - just a 
slight tremor, but enough to feel it.  Near midday a scraggly old 
beggar man comes running out of the forest toward the PC's.  The 
man has long grey tangled hair and a poorly maintained flowing grey 
beard.  "Odin provides!" he cries, stumbling down at your feet.  When 
he drops you see a bloody wound across his back, as if made by some 
viscious claw.  The man passes out.

DM Setup: PC's may or may not realize the man is wearing the 
tattered robes of a priest of Odin (or god from your campaign).  If the 
PC's care for the man and bandage his wounds, he revives in an hour.  
When he wakes, he sits bolt upright and screams.  Once he sees 
where he is, he regains his composure.  If the PC's failed to aid the 
man, he dies and the corpse disappears.  For one month they will 
suffer -2 on saves as a punishment for their lack of charity.  If the 
man has been fairly treated, upon reviving he relates this story:

    "Many a year have I lived alone and unbothered in my cave.
     But of late I have had curious dreams. Dreams of a restless
     spirit lurking just out of sight. A creature wailing in the night,
     calling to me, crying out for vengeance! I thought naught of
     these dreams in waking, for I thought it were just a fancy.
     Until today. Felt ye that quake that shook the ground? I was
     out gathering berries, so I rushed back to check on my cave.
     Not much was damaged, but a new tunnel opened up. I peeked
     inside and saw light. Light from underground is a queer thing!
     I took a few steps in and heard a moaning. I turned to leave
     and felt a claw rip through my flesh. I ran. You must help me.
     You seem adventurous types. Help me reclaim my meager
     possesions."

The man tells no more of himself than "I am a poor humble penitent, 
paying for long forgotten sins." His name is August (AC:10 C4 hp:19), 
and he was once a priest of Odin, but got stripped of his rank for 
denouncing his superiors. He has fourth level spell casting ability, but 
can not be convinced to pray for spells, claiming the gods have 
turned on him. He will lead the PC's to his cave if they offer to help. 
He cannot be convinced to enter until the PC's have checked it out.  
He will not under any circumstance enter the new tunnel again.

Adventure Background:  Long ago a clan of dwarves lived in these 
hills and mined the silver within.  Their leader was a proud strong 
chief named Garak.  They grew rich and strong under his benevolent 
rule, and the goblins learned to fear their mighty hammers.  Once 
there came a wizard, seeking the dwarves craft to make a silver 
necklace for a figurine he had won. But the dwarves were fascinated 
by the figurine and refused to surrender it when the wizard 
returned.  So he put an evil lingering curse on the clan, and their 
fortunes began to turn.  The silver began to run out, sickness and 
hunger began appear.  Feuds broke out and finally the clan broke in 
two.  Garak was assassinated late one night, then the two factions 
both left their cursed ancestral home.  This adventure takes place in 
a small part of the cave network.  It has been sealed off, but further 
adventure could await beyond if you desire.

1) August's Hermitage:  This is a cave like most others, musty and 
dank, with a thin layer of dust from the quake.  PC's entering 
immediately smell a nasty odor and hear a low growl and someone 
rummaging about.  Once the PC's have fully entered the cave, they 
see a greyish humanoid scattering crude furnishings and paper about 
the room.  There is a pile of straw in one corner of the cave which 
serves as August's bed.  There is nothing else of note in the room.
---
Note only one PC at a time may enter the room due to the narrow 
entryway.  The creature will attack after two have entered. The 
creature is a ghoul (AC:5 HD:2 hp:12 DM:1-3/1-3/1-6 + paral.).  Once 
the party has secured the room, August enters and lifts up a moth-
eaten blanket from beside his bed.  Beneath are a backpack, a cloak, 
a sack of food, a book ("Stories for the Fireside"), and a war hammer.  
He packs these items and the blanket and thanks the PC's. He then 
leaves.  Not much of value is in the room. The ghoul has destroyed 
the shabby chair and table.

2)  Armory:  The collapsed corridor leading to this room is strewn 
with rubble.  The room itself is filled with rusted and rotted swords, 
spears, and javelins.  Several suits of what was once fine banded mail 
sit on rusted metal racks.  Sheilds with the emblem of the House of 
Garak (an ancient dwarvish G rune wrapped about a war hammer) 
line the walls.  Neither the weapons nor armor are serviceable.  
There is a door on each side of the room.  To the left and right of 
each door is a dwarvish face carved into the rock.  If the PC's 
approach the door marked with a "T", the faces start speaking:

    Left face: Welcome!
    Right face: Yes, welcome!
    LF: Come to plunder the tomb, have you?
    RF: Watch for traps! Don't want to get your pretty heads cut off.

At this point the faces start blowing out smoke.  If the PC's approach 
the other door, the faces there say:

    LF: Greetings travellers!
    RF: Best to leave while you're able.
    LF: Dead things are best left alone.
---
The smoke is harmless and dissipates in 1 turn.  If the door is 
opened, ten metal bolts fly out.  Roll d10 to find out the number 
hitting (0-9).  Each does 1-4 damage. Save vs dex for half damage.  
The room is lit by a continual light spell.

3) Hall of Phantoms:  This hallway is filled with swirling ghostly 
shapes of dwarves fighting each other.  Misty hammers crash down 
on shadowy helms, and the sounds are of battle that is far away: 
screaming, metallic clashes, etc.
---
The phantoms can in no way affect the PC's and vice-versa.

4) Feasting Chamber:  Empty chairs surround a large stone table.  
Mugs of dust and empty plates are set before each chair.  If the PC's 
approach the table, they notice a splotch of blood at the head of the 
table.  The splotch starts to expand and begins dripping off the edge 
of the table onto the floor.  Suddenly the room is filled with dwarves 
singing hearty songs and feasting.  Then suddenly, the dwarf at the 
head of the table slumps over.  Behind him is a dwarf with a bloody 
sword.  All heck breaks loose and then the dwarves disappear.
---
This is the room where Garak was assassinated.  He had just 
negotiated a peace between the factions when he was killed.  The 
phantoms are as unreal as those in the hall.  Once they have 
disappeared, they won't reappear for these PC's.  The mugs and 
plates will bring a few silvers as they are of good quality.  At the 
head of the table, hidden underneath are three throwing daggers.  
Each functions as a throwing dagger +1.  In addition, an ancient 
dwarvish fire rune is written on each.  On a natural 20 to hit, the 
dagger turns to a bolt of flame and does an additional 2-12 points of 
damage.

5) Kitchen:  There is a huge cauldron here and a trap door in the 
ceiling sits above a fireplace.
---
This room served as a kitchen.  The trapdoor once lead to the outside, 
but has since been plugged up by debris.  Behind a loose brick is a 
leather pouch containing 15cp, 3sp, 1gp and a 2gp silver nugget.

6) Hall of Crypts:  This hallway is lined with 8 doors.  Each door is 
carved with a dwarvish "G" rune wrapped about a hammer (as on the 
shields in the armory).  Opening requires any of the doors requires a 
successful open doors roll.  The door to g stands open.
--- 
Room b contained the ghoul from room 1.  Each room contains a stone 
coffin of dwarvish make and dwarvish sized.

a, d, f) The coffin in this room contains the skeleton of a dwarf.  It's 
armor is unusable.  Its warhammer is in poor condition and will 
fetch on half normal price.

b) This room contains a discarded warhammer and an open coffin.

c) This room is the same as rooms a, d, and f.
---
A search may reveal a small niche in the wall.  It contains a 
dwarvish helm of ancient manufacture.  The helm is dwarf sized and 
allows its wearer to go for one full hour without air.

e) This room is the same as rooms a, d, and f.
---
A search will reveal a small niche in the wall.  It appears to contain a 
small coffer.  If a PC attempts to remove the coffer, a blade swings 
out and may sever their hand.  Save vs. dexterity to avoid severance.  
+4 bonus for metal gauntlets.  The coffer is a permanent illusion.

g) The coffin in this room stands open.  Standing in the coffin is the 
skeleton of a dwarf clad in tatters of banded mail wielding a battle 
axe.  Around its neck is a silver chain with a silver crescent at the 
end.  The skeleton shrieks and attacks immediately and with a 
berserk fury.
---
This skeleton is unique (as might be guessed from the shriek).  It is 
an improved skeleton (AC:4 HD:5 hp:27 DM:1-8).  It can be turned as 
a mummy.  The necklace that it wears will turn the wearer into an 
improved skeleton 48 hours after death.  Until death, it acts as an 
amulet against poison, providing +2 on saves.  It cannot be removed 
from a corpse physically without decapitation.

h)  This room is the same as rooms a, d, and f.
---
A secret door behind the wall opens into a bright corridor (continual 
light).  The corridor appears to pass off into darkness far beyond the 
range of any light source.  PC's walking down the corridor have a 3 in 
6 chance of activating the pit trap.  The first PC to fall into the trap 
and all in front of him fall 10' into a pit.  The cover closes in three 
rounds.  It takes a combined strength of 25 to open the cover.  Of 
course, a PC walking on the cover may also do the trick.  At the 
bottom of the trap is two skeletal dwarves in rotted banded mail.  A 
search will uncover 25gp, a strong iron pick, and a silver dagger.

At the end of the hallway, even a cursory search will reveal that the 
end wall is not part of the same rock as the sides of the hallway.  In 
fact, it is a slab hewn so as to tightly fit over the doorway to 7.  It 
requires 120 points of damage to break through or 1 turn of work 
using the pick from the bottom of the pit trap at h.

7) False Tomb:  This room is empty save for a sarchophagus carved 
out of the rock here.  It takes a combined strength of 25 to remove 
the stone lid.  Inside is the skeleton of a dwarf in plate mail (AC 5 
due to rust).  Its arms are crossed and a warhammer rests on its 
breast.  The warhammer is shiny and unrusted.  It seems to be of the 
finest craftsmanship.  The room is otherwise empty.
---
The warhammer is cursed -2.  A secret door opens into area 8.

8) Hall of Tears:  Water streams down the walls of this hallway.  
Inspection reveals that the walls are not connected to the ceiling or 
floors.  There is a 2 inch space between the walls and the ceiling and 
floors.  At the end of the hall is a door.
---
When the PC's get to the end of the hall, they are greeted by a 
beautiful woman who emerges from the wall.  She speaks:

    "Greetings, I am Iluunue the river spirit. You may look upon my
     beloved, but I warn you not to tarry long.  His rest should not
     be disturbed."

Once Garak fell into a river as a young man.  He would have 
drowned, but the river spirit saved him.  Though he took a dwarvish 
wife, Iluunue was always his first love.  And the feeling was mutual.  
Now she preserves his body, hoping that one day the gods will hear 
her pleas on his behalf.

9) Garak's End:  This room is brightly lit (continual light) and has a 
pool at one end.  Above the pool is a bright orange banner bearing a 
dwarvish "G" rune wrapped about a warhammer.  The walls are 
covered with scenes of river life and Garak as a young dwarf.  The 
floor and walls here are smooth as polished marble.
---
If the PC's approach the pool, they see a dwarf in plate mail with a 
warhammer seemingly floating just below the surface.  He is dead, 
but it appears as if he has just died a few moments ago.  Any 
attempt to disturb Garak will arose the wrath of Iluunue.  All aquatic 
creatures will be extremely hostile toward the PC's and the PC's will 
generally suffer bad luck where water is concerned.  In addition, 
they will be attacked by 10 water weirds when they attempt to 
return throught area 8.

