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Advanced Dungeons & Dragons: Official Competition Adventure: by Bob Blake

By Bob Blake

The emblem is of the traditional king, the hot button is to the royal tomb and the magic is there to restore the king, yet the place is he buried? 32-page book with 2 covers.

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Extra info for Advanced Dungeons & Dragons: Official Competition Adventure: The Bane of Llywelyn An Adventure for 6-10 Characters, Level 4-7

Sample text

At this peak stands a women, wearing a loincloth of red fabric and a medallion about her neck that (reversed) on the first round, thus preventing communication between characters for 10 rounds, then command (to "flee") on each of the next three rounds at random targets (except Ardel). She automatically makes all her saving throws during this period. She then attempts a hold person spell on each of the next two rounds (on three targets per round, but not on Ardel). On round seven, Ardel casts a hold person (see encounter 6 for her spell capabilities) on the priestess, who fails her save.

THE SECOND PROPHECY The wide chamber opens into the holy-ofholies (9f). In the center of the floor is an engraved stone plaque which reads (see Player Handout for the plaque): From the fires of the past a new queen shall be born, from grave to grave in six months' time. The new is older than the old has been for time untold, and sunders old, the Mother rent in twain. The past shall be lost, but no future gained, for He and She shall perish in Divot's hot embrace as Her wrath devours all. " refers to the growth of the clone, the first grave being Llywelyn's and the last being his exit from this plane via (hopefully) the gate in 9f.

The 20-foot-square area north of the chamber has been magically trapped with a pearl from a necklace of missiles (5 HD) and fire glyph (18 points of damage). Stepping 28 appear and move slowly toward one another, trapping all in between. The start- ing positions of the walls are designated on the map as FWl and FW2, and are not flaming until a plate is depressed, of course. FWl moves north and FW2 moves south until they meet, causing 9-19 (2d6 + 7) points of damage per wall. The movement rate is 1' per turn (10 feet per round), and they extinguish one melee round after they meet.

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