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Chapter Two - The Demons of Kokras Tharn

Section

4AD CAVES · p.12

Open source p.12

Chapter Two — The Demons of Kokras Tharn

Your characters are back in town resting, and all their wounds are healed. A rogue in the party may deal with the pendant (location 11) if the conditions exist. If you managed to free Elvyn or Rikka in chapter one, either will tell what was learned during captivity: there is a demon inspiring the evil deeds of the kobold slave-masters. The demon resides in Kokras Tharn, a complex of caves not far from the location of the first adventure. This will be a randomly-generated dungeon. If neither are freed, you just hear that some monster is hiding in the caves of Kokras Tharn, and want to get into the caves to explore them.

Holy Water

If you learn of the demon, you can purchase one vial of holy water (at the discounted cost of 20 gp per vial) for each character (and Rikka, if he is with the party) to use against the demon. If your characters did not learn that a demon is involved, they may not purchase holy water. Of course, if you purchased holy water prior to this adventure, you are free to keep it.

A Magical Sword

If you rescued Elvyn, the old adventurer will be too weak to embark on another adventure, but will lend you his magic sword Ailisia.

Ailisia, magical sword: This ornate sword gives a to Attack rolls versus undead and demons until the wielder rolls a 1 on the Attack roll die. When that happens, a lack of faith in the character's heart stops the weapon's powers until the end of the game. Ailisia may be used only by a warrior or elf. A barbarian will not want to have anything to do with it, as it is obviously glowing in magical energies.

The party must give the magic sword back to Elwyn at the end of this chapter, unless it was lost. If you do not have a warrior or elf in the party, you will not be offered the sword.

Playing This Chapter

Play this chapter as a random dungeon, with the following changes:

  • Instead of the vermin, minions, and boss tables found in Four Against Darkness, use the tables on pp. 18-20.
  • All traps found in the dungeon are level 3 teleport traps. A character affected by the trap is teleported into the demon's room (encounter 6 on the Demonic Boss Table on page 19), and has to fight alone against the demon. If the character defeats the demon, he may pick up the demon's treasure, and is teleported back to the party. If the character is killed by the demon, the rest of the party will find his belongings and bones (picked clean) among the demon's treasure.
  • The final boss is always the demon (encounter 6 on the Demonic Boss Table on page 19). Do not read its information until a character is teleported by a trap or you meet the demon. Do not increase its statistics for being a final boss, this is already factored in.
  • For wandering monsters, roll on the Demonic Minions Table (p. 18), but add to the number of monsters appearing. Remember there may be an additional minion if the party started at a higher level (see page 3).
  • The party can give up the dungeon if they are too beaten up to continue. In this case, read the “Ending the Chapter” section below to see what happens next.

Other Changes

There can be no blessed temple (from the Special Features Table, event 2, p. 32 in Four Against Darkness) in this game. If you roll it, treat it as a cursed altar (event 4) instead. If you meet the healer (Special Events Table, event 5, page 33 in Four Against Darkness), he is not a healer, but a traveling priest selling up to one vial of holy water for character. You may meet him only once in the adventure. If you roll him up again, ignore the encounter.

Use of Clues

Clues work as normal in this adventure. You may use them as described in Four Against Darkness.

Use of Holy Water

Characters with vials of holy water may throw them at a demon. This action is equivalent to performing an Attack roll, but does not require a roll to hit the target. Each vial will automatically inflict one wound on the monster. In addition, if any demonic boss monster takes a wound from holy water, any cleric in the party will have a to his Attack and Defense rolls against him until the end of the battle.